67 lines
1.9 KiB
C++
67 lines
1.9 KiB
C++
#pragma once
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#include "core/jail/jdraw8.hpp"
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#include "scenes/palette_fade.hpp"
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#include "scenes/scene.hpp"
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#include "scenes/surface_handle.hpp"
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namespace scenes {
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// Pre-Secreta. Reemplaça `ModuleSequence::doSecreta()`.
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//
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// Flux:
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// 1. Arranca música "00000002.ogg" i fa fade-out de la paleta anterior.
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// 2. Carrega tomba1.gif + paleta i pinta un scroll vertical doble
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// (dos blits solapats, un a velocitat meitat que l'altre) durant
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// ~2.5 s + ~2.5 s de pausa.
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// 3. Swap a tomba2.gif + reset de paleta, scroll vertical del segon
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// asset (~1.9 s + ~1.9 s de pausa).
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// 4. ClearScreen a 0, set colors 253/254 a vermell fosc (12,11,11)
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// i pinta un revelat horitzontal (~1.6 s + ~1.6 s de pausa).
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// 5. "Red pulse": anima els colors 253/254 incrementant el canal R
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// de 12 a 62 durant ~1 s (+ ~1 s de pausa).
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// 6. FadeOut + JA_FadeOutMusic(250).
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// 7. Retorna nextState=0 per entrar al ModuleGame amb num_piramide=6.
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//
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// Registrada al SceneRegistry amb state_key = 6.
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class SecretaScene : public Scene {
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public:
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SecretaScene() = default;
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~SecretaScene() override;
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void onEnter() override;
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void tick(int delta_ms) override;
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bool done() const override { return phase_ == Phase::Done; }
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int nextState() const override { return 0; }
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private:
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enum class Phase {
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InitialFadeOut,
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Tomba1ScrollIn,
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Tomba1Hold,
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Tomba2ScrollIn,
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Tomba2Hold,
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Tomba2Reveal,
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Tomba2RevealHold,
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RedPulse,
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RedPulseHold,
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FinalFadeOut,
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Done,
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};
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void swapToTomba2();
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void beginRedPulseSetup();
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void beginFinalFade();
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SurfaceHandle gfx_;
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JD8_Palette pal_aux_{nullptr};
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JD8_Palette pal_active_{nullptr}; // propietat transferida a main_palette
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PaletteFade fade_;
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Phase phase_{Phase::InitialFadeOut};
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int phase_acc_ms_{0};
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bool skip_triggered_{false};
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};
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} // namespace scenes
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