time-based: Game::update(dt_s) sense gate, propaga dt a totes les entitats i sub-comptadors (counter_/death/stage/time-stopped/enemy-deploy/shake/game-completed)
This commit is contained in:
+383
-64
@@ -20,13 +20,14 @@
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#include "core/rendering/texture.h" // for Texture
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#include "core/resources/asset.h" // for Asset
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#include "core/resources/resource.h"
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#include "game/defaults.hpp" // for PLAY_AREA_CENTER_X, BLOCK, PLAY_AREA_CEN...
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#include "game/entities/balloon.h" // for Balloon, Balloon::VELX_NEGATIVE, BALLOON_...
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#include "game/entities/bullet.h" // for Bullet, Bullet::Kind::LEFT, Bullet::Kind::RIGHT, BULLE...
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#include "game/entities/item.h" // for Item
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#include "game/entities/player.h" // for Player
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#include "game/options.hpp" // for Options
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#include "game/ui/menu.h" // for Menu
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#include "core/system/delta_time.hpp" // for DeltaTime
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#include "game/defaults.hpp" // for PLAY_AREA_CENTER_X, BLOCK, PLAY_AREA_CEN...
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#include "game/entities/balloon.h" // for Balloon, Balloon::VELX_NEGATIVE, BALLOON_...
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#include "game/entities/bullet.h" // for Bullet, Bullet::Kind::LEFT, Bullet::Kind::RIGHT, BULLE...
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#include "game/entities/item.h" // for Item
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#include "game/entities/player.h" // for Player
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#include "game/options.hpp" // for Options
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#include "game/ui/menu.h" // for Menu
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namespace Ja {
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struct Sound;
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} // namespace Ja
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@@ -102,6 +103,9 @@ Game::Game(int num_players, int current_stage, SDL_Renderer *renderer, bool demo
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// Inicializa las variables necesarias para la sección 'Game'
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init();
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// Reset del rellotge perquè el primer dt_s no inclogui el temps de càrrega.
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DeltaTime::reset();
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}
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Game::~Game() {
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@@ -200,18 +204,27 @@ void Game::init() {
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game_completed_ = false;
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game_completed_counter_ = 0;
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game_completed_counter_s_ = 0.0F;
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section_->name = SECTION_PROG_GAME;
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section_->subsection = SUBSECTION_GAME_PLAY_1P;
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menace_current_ = 0;
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menace_threshold_ = 0;
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hi_score_achieved_ = false;
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stage_bitmap_counter_ = STAGE_COUNTER;
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stage_bitmap_counter_s_ = STAGE_COUNTER / 60.0F;
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death_counter_ = Player::DEATH_COUNTER;
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death_counter_s_ = Player::DEATH_COUNTER / 60.0F;
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time_stopped_ = false;
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time_stopped_counter_ = 0;
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time_stopped_counter_s_ = 0.0F;
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counter_ = 0;
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elapsed_s_ = 0.0F;
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last_enemy_deploy_ = 0;
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enemy_deploy_counter_ = 0;
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enemy_deploy_counter_s_ = 0.0F;
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enemy_deploy_phase_s_ = 0.0F;
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shake_phase_s_ = 0.0F;
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helper_counter_s_ = 0.0F;
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enemy_speed_ = default_enemy_speed_;
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effect_.flash = false;
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effect_.shake = false;
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@@ -284,15 +297,15 @@ void Game::init() {
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// Con los globos creados, calcula el nivel de amenaza
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evaluateAndSetMenace();
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// Inicializa el bitmap de 1000 puntos
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// Inicializa el bitmap de 1000 puntos (px/s i px/s²; -0.5 px/frame → -30 px/s)
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n1000_sprite_->setPosX(0);
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n1000_sprite_->setPosY(0);
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n1000_sprite_->setWidth(26);
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n1000_sprite_->setHeight(9);
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n1000_sprite_->setVelX(0.0F);
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n1000_sprite_->setVelY(-0.5F);
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n1000_sprite_->setVelY(-30.0F);
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n1000_sprite_->setAccelX(0.0F);
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n1000_sprite_->setAccelY(-0.1F);
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n1000_sprite_->setAccelY(-360.0F);
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n1000_sprite_->setSpriteClip(0, 0, 26, 9);
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n1000_sprite_->setEnabled(false);
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n1000_sprite_->setEnabledCounter(0);
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@@ -305,9 +318,9 @@ void Game::init() {
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n2500_sprite_->setWidth(28);
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n2500_sprite_->setHeight(9);
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n2500_sprite_->setVelX(0.0F);
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n2500_sprite_->setVelY(-0.5F);
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n2500_sprite_->setVelY(-30.0F);
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n2500_sprite_->setAccelX(0.0F);
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n2500_sprite_->setAccelY(-0.1F);
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n2500_sprite_->setAccelY(-360.0F);
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n2500_sprite_->setSpriteClip(26, 0, 28, 9);
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n2500_sprite_->setEnabled(false);
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n2500_sprite_->setEnabledCounter(0);
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@@ -320,9 +333,9 @@ void Game::init() {
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n5000_sprite_->setWidth(28);
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n5000_sprite_->setHeight(9);
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n5000_sprite_->setVelX(0.0F);
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n5000_sprite_->setVelY(-0.5F);
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n5000_sprite_->setVelY(-30.0F);
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n5000_sprite_->setAccelX(0.0F);
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n5000_sprite_->setAccelY(-0.1F);
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n5000_sprite_->setAccelY(-360.0F);
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n5000_sprite_->setSpriteClip(54, 0, 28, 9);
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n5000_sprite_->setEnabled(false);
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n5000_sprite_->setEnabledCounter(0);
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@@ -1450,6 +1463,26 @@ void Game::updatePlayers() {
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}
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}
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// Actualiza las variables del jugador (time-based)
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void Game::updatePlayers(float dt_s) {
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for (auto *player : players_) {
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player->update(dt_s);
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if (checkPlayerBalloonCollision(player)) {
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if (player->isAlive()) {
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if (demo_.enabled) {
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section_->name = SECTION_PROG_TITLE;
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section_->subsection = SUBSECTION_TITLE_INSTRUCTIONS;
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} else {
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killPlayer(player);
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}
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}
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}
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checkPlayerItemCollision(player);
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}
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}
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// Dibuja a los jugadores
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void Game::renderPlayers() {
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for (auto *player : players_) {
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@@ -1497,6 +1530,45 @@ void Game::updateStage() {
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}
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}
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// Actualiza las variables de la fase (time-based)
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void Game::updateStage(float dt_s) {
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if (stage_[current_stage_].current_power >= stage_[current_stage_].power_to_complete) {
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current_stage_++;
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last_stage_reached_ = current_stage_;
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if (current_stage_ == 10) {
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game_completed_ = true;
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current_stage_ = 9;
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stage_[current_stage_].current_power = 0;
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destroyAllBalloons();
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stage_[current_stage_].current_power = 0;
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menace_current_ = 255;
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for (auto *player : players_) {
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if (player->isAlive()) {
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player->addScore(1000000);
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}
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}
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updateHiScore();
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Audio::get()->stopMusic();
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}
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Audio::get()->playSound(stage_change_sound_);
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stage_bitmap_counter_ = 0;
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stage_bitmap_counter_s_ = 0.0F;
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enemy_speed_ = default_enemy_speed_;
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setBalloonSpeed(enemy_speed_);
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effect_.flash = true;
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effect_.shake = true;
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}
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if (stage_bitmap_counter_s_ < (STAGE_COUNTER / 60.0F)) {
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stage_bitmap_counter_s_ += dt_s;
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}
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stage_bitmap_counter_ = std::min<int>(STAGE_COUNTER, static_cast<int>(stage_bitmap_counter_s_ * 60.0F));
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if (game_completed_) {
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stage_bitmap_counter_ = std::min<int>(stage_bitmap_counter_, 100);
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}
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}
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// Actualiza el estado de muerte
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void Game::updateDeath() {
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// Comprueba si todos los jugadores estan muertos
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@@ -1523,6 +1595,39 @@ void Game::updateDeath() {
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}
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}
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// Actualiza el estado de muerte (time-based). Detecta el creuament dels llindars
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// 250/200/180/120/60 (en frames) per a reproduir els bubbles als mateixos moments.
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void Game::updateDeath(float dt_s) {
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bool all_dead = true;
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for (const auto *player : players_) {
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all_dead &= (!player->isAlive());
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}
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if (!all_dead) { return; }
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if (death_counter_s_ <= 0.0F) {
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section_->subsection = SUBSECTION_GAME_GAMEOVER;
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return;
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}
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const float PREV_S = death_counter_s_;
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death_counter_s_ = std::max(0.0F, death_counter_s_ - dt_s);
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death_counter_ = static_cast<Uint16>(death_counter_s_ * 60.0F);
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auto crossed = [&](float threshold_frames) {
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const float TS = threshold_frames / 60.0F;
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return (PREV_S > TS) && (death_counter_s_ <= TS);
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};
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if (crossed(250.0F) || crossed(200.0F) || crossed(180.0F) || crossed(120.0F) || crossed(60.0F)) {
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if (!demo_.enabled) {
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const Uint8 INDEX = rand() % 4;
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Ja::Sound *sound[4] = {bubble1_sound_, bubble2_sound_, bubble3_sound_, bubble4_sound_};
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Audio::get()->playSound(sound[INDEX]);
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}
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}
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}
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// Renderiza el fade final cuando se acaba la partida
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void Game::renderDeathFade(int counter) { // Counter debe ir de 0 a 150
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SDL_SetRenderDrawColor(renderer_, 0x27, 0x27, 0x36, 255);
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@@ -1555,6 +1660,13 @@ void Game::updateBalloons() {
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}
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}
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// Actualiza los globos (time-based)
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void Game::updateBalloons(float dt_s) {
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for (auto *balloon : balloons_) {
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balloon->update(dt_s);
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}
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}
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// Pinta en pantalla todos los globos activos
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void Game::renderBalloons() {
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for (auto *balloon : balloons_) {
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@@ -1914,6 +2026,17 @@ void Game::moveBullets() {
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}
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}
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// Mueve las balas activas (time-based)
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void Game::moveBullets(float dt_s) {
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for (auto *bullet : bullets_) {
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if (bullet->isEnabled()) {
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if (bullet->move(dt_s) == Bullet::MoveResult::OUT) {
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players_[bullet->getOwner()]->decScoreMultiplier();
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}
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}
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}
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}
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// Pinta las balas activas
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void Game::renderBullets() {
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for (auto *bullet : bullets_) {
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@@ -1954,6 +2077,19 @@ void Game::updateItems() {
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}
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}
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// Actualiza los items (time-based)
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void Game::updateItems(float dt_s) {
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for (auto *item : items_) {
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if (item->isEnabled()) {
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item->update(dt_s);
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if (item->isOnFloor()) {
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Audio::get()->playSound(coffee_machine_sound_);
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effect_.shake = true;
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}
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}
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}
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}
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// Pinta los items activos
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void Game::renderItems() {
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for (auto *item : items_) {
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@@ -2079,6 +2215,30 @@ void Game::updateShakeEffect() {
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}
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}
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// Actualiza el efecto de agitar la pantalla (time-based). Decrementa
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// `shake_counter` a cadència fixa de 60Hz amb un acumulador de fase
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// (independent del framerate) — el render de `updateBackground` segueix
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// llegint la paritat del counter per fer vibrar els edificis.
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void Game::updateShakeEffect(float dt_s) {
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if (!effect_.shake) {
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shake_phase_s_ = 0.0F;
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return;
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}
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constexpr float STEP_S = 1.0F / 60.0F;
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shake_phase_s_ += dt_s;
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while (shake_phase_s_ >= STEP_S) {
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shake_phase_s_ -= STEP_S;
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if (effect_.shake_counter > 0) {
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effect_.shake_counter--;
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} else {
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effect_.shake = false;
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effect_.shake_counter = SHAKE_COUNTER;
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shake_phase_s_ = 0.0F;
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break;
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}
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}
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}
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// Crea un SmartSprite para arrojar el item café al recibir un impacto
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void Game::throwCoffee(int x, int y) {
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auto *ss = new SmartSprite(item_textures_[4], renderer_);
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@@ -2088,10 +2248,12 @@ void Game::throwCoffee(int x, int y) {
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ss->setPosY(y - 8);
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ss->setWidth(16);
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ss->setHeight(16);
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ss->setVelX(-1.0F + ((rand() % 5) * 0.5F));
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ss->setVelY(-4.0F);
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// Conversió a px/s i px/s² (era -1..1 px/frame i 0.2 px/frame²)
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const float VX_PX_PER_S = (-1.0F + (static_cast<float>(rand() % 5) * 0.5F)) * 60.0F;
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ss->setVelX(VX_PX_PER_S);
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ss->setVelY(-240.0F);
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ss->setAccelX(0.0F);
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ss->setAccelY(0.2F);
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ss->setAccelY(720.0F);
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ss->setDestX(x + (ss->getVelX() * 50));
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ss->setDestY(GAMECANVAS_HEIGHT + 1);
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ss->setEnabled(true);
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@@ -2109,6 +2271,13 @@ void Game::updateSmartSprites() {
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}
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}
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// Actualiza los SmartSprites (time-based)
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void Game::updateSmartSprites(float dt_s) {
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for (auto *ss : smart_sprites_) {
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ss->update(dt_s);
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}
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}
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// Pinta los SmartSprites activos
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void Game::renderSmartSprites() {
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for (auto *ss : smart_sprites_) {
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@@ -2196,11 +2365,13 @@ auto Game::isTimeStopped() const -> bool {
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// Establece el valor de la variable
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void Game::setTimeStoppedCounter(Uint16 value) {
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time_stopped_counter_ = value;
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time_stopped_counter_s_ = static_cast<float>(value) / 60.0F;
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}
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// Incrementa el valor de la variable
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void Game::incTimeStoppedCounter(Uint16 value) {
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time_stopped_counter_ += value;
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time_stopped_counter_s_ += static_cast<float>(value) / 60.0F;
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}
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// Actualiza y comprueba el valor de la variable
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@@ -2215,6 +2386,18 @@ void Game::updateTimeStoppedCounter() {
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}
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}
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// Actualiza y comprueba el valor de la variable (time-based)
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void Game::updateTimeStoppedCounter(float dt_s) {
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if (!isTimeStopped()) { return; }
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if (time_stopped_counter_s_ > 0.0F) {
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time_stopped_counter_s_ = std::max(0.0F, time_stopped_counter_s_ - dt_s);
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time_stopped_counter_ = static_cast<Uint16>(time_stopped_counter_s_ * 60.0F);
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stopAllBalloons(TIME_STOPPED_COUNTER);
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} else {
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disableTimeStopItem();
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}
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}
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// Actualiza la variable enemyDeployCounter
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void Game::updateEnemyDeployCounter() {
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if (enemy_deploy_counter_ > 0) {
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@@ -2222,6 +2405,19 @@ void Game::updateEnemyDeployCounter() {
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}
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}
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// Actualiza enemy_deploy_counter_ (time-based). El comptador es decrementa
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// a cadència fixa de 60Hz amb un acumulador de fase: és un comptador
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// discret consultat per `canPowerBallBeCreated()` i altres.
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void Game::updateEnemyDeployCounter(float dt_s) {
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if (enemy_deploy_counter_ <= 0) { return; }
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constexpr float STEP_S = 1.0F / 60.0F;
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enemy_deploy_phase_s_ += dt_s;
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while (enemy_deploy_phase_s_ >= STEP_S && enemy_deploy_counter_ > 0) {
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enemy_deploy_phase_s_ -= STEP_S;
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enemy_deploy_counter_--;
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}
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}
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// Actualiza el juego
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void Game::update() {
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// Actualiza el audio
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@@ -2299,6 +2495,48 @@ void Game::update() {
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}
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}
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// Actualiza el juego (time-based). Sense el gate del SDL_GetTicks: la cadència
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// la dicta dt_s, propagat des de iterate() via DeltaTime::tick(). El comptador
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// global `counter_` queda derivat de `elapsed_s_*60` perquè els lectors
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// existents (render de l'herba, paths del get_ready, etc.) segueixin valuant.
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void Game::update(float dt_s) {
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Audio::update();
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updateDeathShake();
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updateDeathSequence();
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if (death_sequence_.phase == DeathPhase::SHAKING || death_sequence_.phase == DeathPhase::WAITING) {
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return;
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}
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// Acumulador i derivació del comptador legacy
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elapsed_s_ += dt_s;
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counter_ = static_cast<Uint32>(elapsed_s_ * 60.0F);
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checkGameInput();
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updatePlayers(dt_s);
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updateBackground(dt_s);
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updateBalloons(dt_s);
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moveBullets(dt_s);
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updateItems(dt_s);
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updateStage(dt_s);
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updateDeath(dt_s);
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updateSmartSprites(dt_s);
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updateTimeStoppedCounter(dt_s);
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updateEnemyDeployCounter(dt_s);
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updateShakeEffect(dt_s);
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updateHelper(dt_s);
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checkBulletBalloonCollision();
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updateMenace();
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updateBalloonSpeed();
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updateGameCompleted(dt_s);
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freeBullets();
|
||||
freeBalloons();
|
||||
freeItems();
|
||||
freeSmartSprites();
|
||||
}
|
||||
|
||||
// Actualiza el fondo
|
||||
void Game::updateBackground() {
|
||||
if (!game_completed_) { // Si el juego no esta completo, la velocidad de las nubes es igual a los globos explotados
|
||||
@@ -2314,13 +2552,13 @@ void Game::updateBackground() {
|
||||
// Calcula la velocidad en función de los globos explotados y el total de globos a explotar para acabar el juego
|
||||
const float SPEED = (-0.2F) + (-3.00F * ((float)clouds_speed_ / (float)total_power_to_complete_game_));
|
||||
|
||||
// Aplica la velocidad calculada a las nubes
|
||||
// Aplica la velocidad calculada a las nubes (px/frame)
|
||||
clouds1_a_->setVelX(SPEED);
|
||||
clouds1_b_->setVelX(SPEED);
|
||||
clouds2_a_->setVelX(SPEED / 2);
|
||||
clouds2_b_->setVelX(SPEED / 2);
|
||||
|
||||
// Mueve las nubes
|
||||
// Mueve las nubes (frame-based)
|
||||
clouds1_a_->move();
|
||||
clouds1_b_->move();
|
||||
clouds2_a_->move();
|
||||
@@ -2357,6 +2595,53 @@ void Game::updateBackground() {
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza el fondo (time-based). Velocitats dels núvols expressades com a
|
||||
// px/frame (la conversió a px/s la fa cloud->move(dt_s) multiplicant per 60
|
||||
// internament — perquè MovingSprite comparteix vx_ entre frame i time-based,
|
||||
// aquí passem la mateixa "velocitat per frame" * 60).
|
||||
void Game::updateBackground(float dt_s) {
|
||||
if (!game_completed_) {
|
||||
clouds_speed_ = balloons_popped_;
|
||||
} else {
|
||||
if (clouds_speed_ > 400) {
|
||||
clouds_speed_ -= 25;
|
||||
} else {
|
||||
clouds_speed_ = 200;
|
||||
}
|
||||
}
|
||||
|
||||
// Velocitat per frame (mateixa fórmula); en time-based la passem com a px/s.
|
||||
const float SPEED_PX_PER_FRAME = (-0.2F) + (-3.00F * ((float)clouds_speed_ / (float)total_power_to_complete_game_));
|
||||
const float SPEED_PX_PER_S = SPEED_PX_PER_FRAME * 60.0F;
|
||||
|
||||
clouds1_a_->setVelX(SPEED_PX_PER_S);
|
||||
clouds1_b_->setVelX(SPEED_PX_PER_S);
|
||||
clouds2_a_->setVelX(SPEED_PX_PER_S / 2.0F);
|
||||
clouds2_b_->setVelX(SPEED_PX_PER_S / 2.0F);
|
||||
|
||||
clouds1_a_->move(dt_s);
|
||||
clouds1_b_->move(dt_s);
|
||||
clouds2_a_->move(dt_s);
|
||||
clouds2_b_->move(dt_s);
|
||||
|
||||
if (clouds1_a_->getPosX() < -clouds1_a_->getWidth()) { clouds1_a_->setPosX(clouds1_a_->getWidth()); }
|
||||
if (clouds1_b_->getPosX() < -clouds1_b_->getWidth()) { clouds1_b_->setPosX(clouds1_b_->getWidth()); }
|
||||
if (clouds2_a_->getPosX() < -clouds2_a_->getWidth()) { clouds2_a_->setPosX(clouds2_a_->getWidth()); }
|
||||
if (clouds2_b_->getPosX() < -clouds2_b_->getWidth()) { clouds2_b_->setPosX(clouds2_b_->getWidth()); }
|
||||
|
||||
// Herba: `counter_` derivat de `elapsed_s_*60` ja oscil·la a 60Hz.
|
||||
grass_sprite_->setSpriteClip(0, (6 * (counter_ / 20 % 2)), 256, 6);
|
||||
|
||||
if (death_shake_.active) {
|
||||
const int V[] = {-1, 1, -1, 1, -1, 1, -1, 0};
|
||||
buildings_sprite_->setPosX(V[death_shake_.step]);
|
||||
} else if (effect_.shake) {
|
||||
buildings_sprite_->setPosX(((effect_.shake_counter % 2) * 2) - 1);
|
||||
} else {
|
||||
buildings_sprite_->setPosX(0);
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja el fondo
|
||||
void Game::renderBackground() {
|
||||
const float GRADIENT_NUMBER = std::min(((float)balloons_popped_ / 1250.0F), 3.0F);
|
||||
@@ -2679,55 +2964,62 @@ auto Game::isDeathShaking() const -> bool {
|
||||
|
||||
// Ejecuta un frame del juego
|
||||
void Game::iterate() {
|
||||
// En modo demo, no hay pausa ni game over
|
||||
if (demo_.enabled) {
|
||||
if (section_->subsection == SUBSECTION_GAME_PAUSE || section_->subsection == SUBSECTION_GAME_GAMEOVER) {
|
||||
section_->name = SECTION_PROG_TITLE;
|
||||
section_->subsection = SUBSECTION_TITLE_INSTRUCTIONS;
|
||||
return;
|
||||
}
|
||||
// Consum del temps real des de l'última iteració. Sempre s'ha de cridar
|
||||
// perquè el rellotge no acumuli a través de transicions/sub-estats.
|
||||
const float DELTA_TIME_S = DeltaTime::tick();
|
||||
|
||||
// En modo demo, ni pause ni game over: torna immediatament al títol
|
||||
if (demo_.enabled && (section_->subsection == SUBSECTION_GAME_PAUSE || section_->subsection == SUBSECTION_GAME_GAMEOVER)) {
|
||||
section_->name = SECTION_PROG_TITLE;
|
||||
section_->subsection = SUBSECTION_TITLE_INSTRUCTIONS;
|
||||
return;
|
||||
}
|
||||
|
||||
// Sección juego en pausa
|
||||
if (section_->subsection == SUBSECTION_GAME_PAUSE) {
|
||||
if (!pause_initialized_) {
|
||||
enterPausedGame();
|
||||
}
|
||||
updatePausedGame();
|
||||
renderPausedGame();
|
||||
switch (section_->subsection) {
|
||||
case SUBSECTION_GAME_PAUSE:
|
||||
iteratePaused();
|
||||
break;
|
||||
case SUBSECTION_GAME_GAMEOVER:
|
||||
iterateGameOver();
|
||||
break;
|
||||
case SUBSECTION_GAME_PLAY_1P:
|
||||
case SUBSECTION_GAME_PLAY_2P:
|
||||
iteratePlaying(DELTA_TIME_S);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Rama de iterate(): pause
|
||||
void Game::iteratePaused() {
|
||||
if (!pause_initialized_) { enterPausedGame(); }
|
||||
updatePausedGame();
|
||||
renderPausedGame();
|
||||
}
|
||||
|
||||
// Rama de iterate(): game over
|
||||
void Game::iterateGameOver() {
|
||||
if (!game_over_initialized_) { enterGameOverScreen(); }
|
||||
updateGameOverScreen();
|
||||
renderGameOverScreen();
|
||||
}
|
||||
|
||||
// Rama de iterate(): joc actiu
|
||||
void Game::iteratePlaying(float dt_s) {
|
||||
// Si veníem de Pause/GameOver, el dt acumulat seria enorme; descarta'l.
|
||||
if (pause_initialized_ || game_over_initialized_) {
|
||||
DeltaTime::reset();
|
||||
}
|
||||
pause_initialized_ = false;
|
||||
game_over_initialized_ = false;
|
||||
|
||||
if (Audio::getRealMusicState() == Audio::MusicState::STOPPED && !game_completed_ && !demo_.enabled && players_[0]->isAlive()) {
|
||||
Audio::get()->playMusic(game_music_);
|
||||
}
|
||||
|
||||
// Sección Game Over
|
||||
else if (section_->subsection == SUBSECTION_GAME_GAMEOVER) {
|
||||
if (!game_over_initialized_) {
|
||||
enterGameOverScreen();
|
||||
}
|
||||
updateGameOverScreen();
|
||||
renderGameOverScreen();
|
||||
}
|
||||
|
||||
// Sección juego jugando
|
||||
else if ((section_->subsection == SUBSECTION_GAME_PLAY_1P) || (section_->subsection == SUBSECTION_GAME_PLAY_2P)) {
|
||||
// Resetea los flags de inicialización de sub-estados
|
||||
pause_initialized_ = false;
|
||||
game_over_initialized_ = false;
|
||||
|
||||
// Si la música no está sonando
|
||||
if ((Audio::getRealMusicState() == Audio::MusicState::STOPPED) || (Audio::getRealMusicState() == Audio::MusicState::STOPPED)) {
|
||||
// Reproduce la música (nunca en modo demo: deja sonar la del título)
|
||||
if (!game_completed_ && !demo_.enabled) {
|
||||
if (players_[0]->isAlive()) {
|
||||
Audio::get()->playMusic(game_music_);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza la lógica del juego
|
||||
update();
|
||||
|
||||
// Dibuja los objetos
|
||||
render();
|
||||
}
|
||||
update(dt_s);
|
||||
render();
|
||||
}
|
||||
|
||||
// Indica si el juego ha terminado
|
||||
@@ -3109,6 +3401,19 @@ void Game::updateGameCompleted() {
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza el tramo final de juego (time-based)
|
||||
void Game::updateGameCompleted(float dt_s) {
|
||||
if (!game_completed_) { return; }
|
||||
|
||||
const int PREV = game_completed_counter_;
|
||||
game_completed_counter_s_ += dt_s;
|
||||
game_completed_counter_ = static_cast<int>(game_completed_counter_s_ * 60.0F);
|
||||
|
||||
if (PREV < GAME_COMPLETED_END && game_completed_counter_ >= GAME_COMPLETED_END) {
|
||||
section_->subsection = SUBSECTION_GAME_GAMEOVER;
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables de ayuda
|
||||
void Game::updateHelper() {
|
||||
// Solo ofrece ayuda cuando la amenaza es elevada
|
||||
@@ -3124,6 +3429,20 @@ void Game::updateHelper() {
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables de ayuda (time-based). De moment cap timer real
|
||||
// dins helper_; clonem la lògica per consistència d'API.
|
||||
void Game::updateHelper([[maybe_unused]] float dt_s) {
|
||||
if (menace_current_ > 15) {
|
||||
for (const auto *player : players_) {
|
||||
helper_.need_coffee = player->getCoffees() == 0;
|
||||
helper_.need_coffee_machine = !player->isPowerUp();
|
||||
}
|
||||
} else {
|
||||
helper_.need_coffee = false;
|
||||
helper_.need_coffee_machine = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba si todos los jugadores han muerto
|
||||
auto Game::allPlayersAreDead() -> bool {
|
||||
bool success = true;
|
||||
|
||||
Reference in New Issue
Block a user