step 1: mort_scene substituix doMort() amb la capa scenes::

This commit is contained in:
2026-04-15 23:05:45 +02:00
parent 4436f7f569
commit d86cb21efa
6 changed files with 129 additions and 36 deletions

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@@ -48,6 +48,7 @@ set(APP_SOURCES
source/scenes/palette_fade.cpp source/scenes/palette_fade.cpp
source/scenes/surface_handle.cpp source/scenes/surface_handle.cpp
source/scenes/scene_registry.cpp source/scenes/scene_registry.cpp
source/scenes/mort_scene.cpp
# Game # Game
source/game/options.cpp source/game/options.cpp

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@@ -20,6 +20,7 @@
#include "game/modulegame.hpp" #include "game/modulegame.hpp"
#include "game/modulesequence.hpp" #include "game/modulesequence.hpp"
#include "game/options.hpp" #include "game/options.hpp"
#include "scenes/mort_scene.hpp"
#include "scenes/scene.hpp" #include "scenes/scene.hpp"
#include "scenes/scene_registry.hpp" #include "scenes/scene_registry.hpp"
@@ -94,6 +95,14 @@ void gameFiberEntry() {
void Director::init() { void Director::init() {
instance_ = new Director(); instance_ = new Director();
Gamepad::init(); Gamepad::init();
// Registre d'escenes migrades. Cada entrada = una funció del vell
// ModuleSequence reescrita com a `scenes::*Scene`. Mentre vagen
// caient, el fallback al switch legacy de gameFiberEntry deixa de
// rebre aquests states.
auto& registry = scenes::SceneRegistry::instance();
registry.registerScene(100, [] { return std::make_unique<scenes::MortScene>(); });
GameFiber::init(gameFiberEntry); GameFiber::init(gameFiberEntry);
} }

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@@ -57,9 +57,7 @@ int ModuleSequence::Go() {
case 8: // Credits case 8: // Credits
doCredits(); doCredits();
break; break;
case 100: // Mort // case 100 (Mort) → migrat a scenes::MortScene, dispatch via SceneRegistry.
doMort();
break;
} }
JD8_FadeOut(); JD8_FadeOut();
@@ -1292,35 +1290,4 @@ void ModuleSequence::doCredits() {
JD8_FreeSurface(vaddr2); JD8_FreeSurface(vaddr2);
} }
void ModuleSequence::doMort() { // doMort() — migrat a scenes::MortScene (source/scenes/mort_scene.cpp)
play_music("00000001.ogg");
JI_DisableKeyboard(60);
info::ctx.vida = 5;
this->contador = 1000;
JD8_Surface gfx = JD8_LoadSurface("gameover.gif");
JD8_Palette pal = JD8_LoadPalette("gameover.gif");
JD8_ClearScreen(0);
JD8_Blit(gfx);
JD8_FadeToPal(pal);
bool exit = false;
while (!exit && !JG_Quitting()) {
if (JG_ShouldUpdate()) {
JI_Update();
if (JI_AnyKey()) {
exit = true;
}
contador--;
if (contador == 0) exit = true;
}
}
play_music("00000003.ogg");
}

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@@ -20,7 +20,7 @@ class ModuleSequence {
void doBanner(); void doBanner();
void doSecreta(); void doSecreta();
void doCredits(); void doCredits();
void doMort(); // doMort() → migrat a scenes::MortScene
int contador; int contador;
}; };

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@@ -0,0 +1,80 @@
#include "scenes/mort_scene.hpp"
#include <cstdlib>
#include "core/jail/jail_audio.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/jail/jfile.hpp"
#include "core/jail/jinput.hpp"
#include "game/info.hpp"
namespace {
// Helper local: carrega un OGG del disc i l'envia a JA_PlayMusic. Equivalent
// al `play_music()` del modulesequence vell. El buffer es queda huérfano
// després de passar-lo a JA_LoadMusic (que n'ha fet una còpia SDL_malloc'd).
// Leak conegut del codi original, no el fixem en aquesta escena.
void play_music(const char* music) {
int size = 0;
char* buffer = file_getfilebuffer(music, size);
if (!buffer) return;
JA_PlayMusic(JA_LoadMusic(reinterpret_cast<Uint8*>(buffer), size, music));
}
} // namespace
namespace scenes {
void MortScene::onEnter() {
play_music("00000001.ogg");
JI_DisableKeyboard(60);
info::ctx.vida = 5;
gfx_ = SurfaceHandle("gameover.gif");
JD8_ClearScreen(0);
JD8_Blit(gfx_);
// PaletteFade en fa una còpia interna via memcpy, així que alliberem
// la paleta temporal immediatament.
JD8_Palette pal = JD8_LoadPalette("gameover.gif");
fade_.startFadeTo(pal);
std::free(pal);
phase_ = Phase::FadingIn;
remaining_ms_ = 10000;
}
void MortScene::tick(int delta_ms) {
switch (phase_) {
case Phase::FadingIn:
fade_.tick(delta_ms);
if (fade_.done()) phase_ = Phase::Showing;
break;
case Phase::Showing:
if (JI_AnyKey()) {
remaining_ms_ = 0;
} else {
remaining_ms_ -= delta_ms;
}
if (remaining_ms_ <= 0) {
// Arrenca música del següent mòdul abans del fade out,
// igual que la versió vella feia al final de doMort().
play_music("00000003.ogg");
info::ctx.num_piramide = 0;
fade_.startFadeOut();
phase_ = Phase::FadingOut;
}
break;
case Phase::FadingOut:
fade_.tick(delta_ms);
if (fade_.done()) phase_ = Phase::Done;
break;
case Phase::Done:
break;
}
}
} // namespace scenes

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@@ -0,0 +1,36 @@
#pragma once
#include "scenes/palette_fade.hpp"
#include "scenes/scene.hpp"
#include "scenes/surface_handle.hpp"
namespace scenes {
// Pantalla de "game over". Reemplaça `ModuleSequence::doMort()`.
//
// Flux:
// 1. Carrega gameover.gif, arranca música "00000001.ogg", fade-in de paleta.
// 2. Mostra la pantalla ~10 segons o fins que l'usuari polse una tecla.
// 3. Arranca música del menú ("00000003.ogg") i fade-out de paleta.
// 4. Marca num_piramide=0 i retorna nextState=1 perquè el Director
// passe a l'escena del menú.
class MortScene : public Scene {
public:
void onEnter() override;
void tick(int delta_ms) override;
bool done() const override { return phase_ == Phase::Done; }
int nextState() const override { return 1; }
private:
enum class Phase { FadingIn,
Showing,
FadingOut,
Done };
SurfaceHandle gfx_;
PaletteFade fade_;
Phase phase_{Phase::FadingIn};
int remaining_ms_{10000}; // 1000 ticks × 10 ms/tick del doMort original
};
} // namespace scenes