Balas funcionales

This commit is contained in:
2022-10-03 03:02:46 +02:00
parent 4ac7496eff
commit 80ca04fd64
4 changed files with 96 additions and 50 deletions

View File

@@ -337,33 +337,33 @@ void Game::init()
mFade->init(0x27, 0x27, 0x36);
// Inicializa el objeto con el menu de pausa
//mMenuPause->setName("PAUSE");
//mMenuPause->setPos(0, 12 * BLOCK);
//mMenuPause->setBackgroundType(MENU_BACKGROUND_SOLID);
//mMenuPause->addItem(mLang->getText(46), 2);
//mMenuPause->addItem(mLang->getText(47), 0);
//mMenuPause->setDefaultActionWhenCancel(0);
//mMenuPause->setBackgroundColor({0x29, 0x39, 0x41}, 240);
//mMenuPause->setSelectorColor({0xFF, 0x7A, 0x00}, 255);
//mMenuPause->setSelectorTextColor({0xFF, 0xFF, 0xFF});
//mMenuPause->centerMenuOnX(SCREEN_CENTER_X);
//mMenuPause->centerMenuElementsOnX();
// mMenuPause->setName("PAUSE");
// mMenuPause->setPos(0, 12 * BLOCK);
// mMenuPause->setBackgroundType(MENU_BACKGROUND_SOLID);
// mMenuPause->addItem(mLang->getText(46), 2);
// mMenuPause->addItem(mLang->getText(47), 0);
// mMenuPause->setDefaultActionWhenCancel(0);
// mMenuPause->setBackgroundColor({0x29, 0x39, 0x41}, 240);
// mMenuPause->setSelectorColor({0xFF, 0x7A, 0x00}, 255);
// mMenuPause->setSelectorTextColor({0xFF, 0xFF, 0xFF});
// mMenuPause->centerMenuOnX(SCREEN_CENTER_X);
// mMenuPause->centerMenuElementsOnX();
// Inicializa el objeto con el menu de la pantalla de game over
//mMenuGameOver->setName("GAME OVER");
//mMenuGameOver->setPos(0, PLAY_AREA_CENTER_Y + BLOCK * 4);
//mMenuGameOver->setBackgroundType(MENU_BACKGROUND_TRANSPARENT);
//mMenuGameOver->addItem(mLang->getText(48), 2);
//mMenuGameOver->addItem(mLang->getText(49));
//mMenuGameOver->setDefaultActionWhenCancel(1);
//mMenuGameOver->setBackgroundColor({0, 0, 0}, 255);
//mMenuGameOver->setSelectorColor({0x54, 0x6e, 0x7a}, 255);
//mMenuGameOver->setSelectorColor({0x54, 0x6e, 0x7a}, 0);
//mMenuGameOver->setSelectorTextColor({0xFF, 0xFF, 0xFF});
//mMenuGameOver->setSelectorTextColor({0xFF, 0xF1, 0x76});
//mMenuGameOver->setSelectorTextColor({0xFF, 0x7A, 0x00});
//mMenuGameOver->centerMenuOnX(SCREEN_CENTER_X);
//mMenuGameOver->centerMenuElementsOnX();
// mMenuGameOver->setName("GAME OVER");
// mMenuGameOver->setPos(0, PLAY_AREA_CENTER_Y + BLOCK * 4);
// mMenuGameOver->setBackgroundType(MENU_BACKGROUND_TRANSPARENT);
// mMenuGameOver->addItem(mLang->getText(48), 2);
// mMenuGameOver->addItem(mLang->getText(49));
// mMenuGameOver->setDefaultActionWhenCancel(1);
// mMenuGameOver->setBackgroundColor({0, 0, 0}, 255);
// mMenuGameOver->setSelectorColor({0x54, 0x6e, 0x7a}, 255);
// mMenuGameOver->setSelectorColor({0x54, 0x6e, 0x7a}, 0);
// mMenuGameOver->setSelectorTextColor({0xFF, 0xFF, 0xFF});
// mMenuGameOver->setSelectorTextColor({0xFF, 0xF1, 0x76});
// mMenuGameOver->setSelectorTextColor({0xFF, 0x7A, 0x00});
// mMenuGameOver->centerMenuOnX(SCREEN_CENTER_X);
// mMenuGameOver->centerMenuElementsOnX();
// Sprites
mClouds1a->setSpriteClip(256, 0, 256, 52);
@@ -1756,9 +1756,9 @@ void Game::renderBalloons()
// Crea un globo nuevo en el vector de globos
Uint8 Game::createNewBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture)
{
//Balloon *b = new Balloon(x, y, kind, velx, speed, creationtimer, texture, mRenderer);
//balloons.push_back(b);
//return (Uint8)(balloons.size() - 1);
// Balloon *b = new Balloon(x, y, kind, velx, speed, creationtimer, texture, mRenderer);
// balloons.push_back(b);
// return (Uint8)(balloons.size() - 1);
}
// Crea una PowerBall
@@ -2153,8 +2153,8 @@ void Game::checkBulletBalloonCollision()
{
// Otorga los puntos correspondientes al globo al jugador que disparó la bala
int index = bullet->getOwner();
players[index]->incScoreMultiplier();
players[index]->addScore(Uint32(balloon->getScore() * players[index]->getScoreMultiplier() * mDifficultyScoreMultiplier));
players.at(index)->incScoreMultiplier();
players.at(index)->addScore(Uint32(balloon->getScore() * players.at(index)->getScoreMultiplier() * mDifficultyScoreMultiplier));
updateHiScore();
// Explota el globo
@@ -2166,8 +2166,8 @@ void Game::checkBulletBalloonCollision()
JA_PlaySound(mSoundBalloon);
}
// Destruye la bala
delete bullet;
// Desactiva la bala
bullet->deactivate();
// Suelta el item en caso de que salga uno
const Uint8 droppeditem = dropItem();
@@ -2200,7 +2200,7 @@ void Game::moveBullets()
{
if (bullet->move() == BULLET_MOVE_OUT)
{
players[bullet->getOwner()]->decScoreMultiplier();
players.at(bullet->getOwner())->decScoreMultiplier();
}
}
}
@@ -2225,6 +2225,22 @@ void Game::createBullet(int x, int y, Uint8 kind, bool poweredUp, int owner)
bullets.push_back(b);
}
// Vacia el vector de balas
void Game::freeBullets()
{
if (bullets.empty() == false)
{
for (int i = bullets.size() - 1; i >= 0; --i)
{
if (bullets.at(i)->isActive() == false)
{
delete bullets.at(i);
bullets.erase(bullets.begin() + i);
}
}
}
}
// Actualiza los items
void Game::updateItems()
{
@@ -2328,9 +2344,9 @@ void Game::createItemScoreSprite(int x, int y, SmartSprite *sprite)
{
SmartSprite *ss = new SmartSprite(nullptr, mRenderer);
smartSprites.push_back(ss);
// Crea una copia del objeto
*ss = *sprite;
*ss = *sprite;
ss->setPosX(x);
ss->setPosY(y);
ss->setDestX(x);
@@ -2398,7 +2414,7 @@ void Game::throwPlayer(int x, int y, Player *player)
{
const int sentit = ((rand() % 2) ? 1 : -1);
//player->deathIndex = getSmartSpriteFreeIndex();
// player->deathIndex = getSmartSpriteFreeIndex();
SmartSprite *ss = new SmartSprite(nullptr, mRenderer);
smartSprites.push_back(ss);
@@ -2422,7 +2438,7 @@ void Game::throwPlayer(int x, int y, Player *player)
// Actualiza los SmartSprites
void Game::updateSmartSprites()
{
for (auto ss:smartSprites)
for (auto ss : smartSprites)
{
ss->update();
}
@@ -2431,7 +2447,7 @@ void Game::updateSmartSprites()
// Pinta los SmartSprites activos
void Game::renderSmartSprites()
{
for (auto ss:smartSprites)
for (auto ss : smartSprites)
{
ss->render();
}
@@ -2474,7 +2490,7 @@ void Game::killPlayer(Player *player)
void Game::evaluateAndSetMenace()
{
mMenaceCurrent = 0;
for (auto balloon:balloons)
for (auto balloon : balloons)
{
if (balloon->isEnabled())
{
@@ -2591,6 +2607,9 @@ void Game::updatePlayField()
// Actualiza el tramo final de juego, una vez completado
updateGameCompleted();
// Vacia los vectores
freeBullets();
}
// Actualiza el fondo
@@ -2671,12 +2690,12 @@ void Game::renderPlayField()
renderSmartSprites();
renderScoreBoard();
for (auto player:players)
for (auto player : players)
{
player->render();
}
if ((mDeathCounter <= 150) && !players[0]->isAlive())
if ((mDeathCounter <= 150) && !players.at(0)->isAlive())
{
renderDeathFade(150 - mDeathCounter);
}
@@ -2787,7 +2806,7 @@ void Game::checkGameInput()
else
{
int i = 0;
for (auto player:players)
for (auto player : players)
{
if (player->isAlive())
{
@@ -3016,7 +3035,7 @@ void Game::shakeScreen()
renderBalloons();
renderBullets();
renderItems();
for (auto player:players)
for (auto player : players)
{
player->render();
}
@@ -3056,7 +3075,7 @@ section_t Game::run()
// Reproduce la música
if (!mGameCompleted)
{
if (players[0]->isAlive())
if (players.at(0)->isAlive())
{
JA_PlayMusic(mMusicPlaying);
}
@@ -3340,7 +3359,7 @@ int Game::calculateScreenPower()
{
int power = 0;
for (auto balloon:balloons)
for (auto balloon : balloons)
{
if (balloon->isEnabled())
{
@@ -3431,7 +3450,7 @@ void Game::updateHelper()
// Solo ofrece ayuda cuando la amenaza es elevada
if (mMenaceCurrent > 15)
{
for (auto player:players)
for (auto player : players)
{
if (player->getCoffees() == 0)
{
@@ -3463,7 +3482,7 @@ void Game::updateHelper()
bool Game::allPlayersAreDead()
{
bool success = true;
for (auto player:players)
for (auto player : players)
{
success &= (!player->isAlive());
}