eliminats tots els SDL_Delay i bucles bloquejants (milestone 1)

- shakeScreen() convertit a màquina d'estats amb SDL_GetTicks (50ms per pas)
- killPlayer() convertit a seqüència de fases (Shaking → Waiting → Done)
- Fade FADE_FULLSCREEN convertit a per-frame amb alpha incremental
- Fade FADE_RANDOM_SQUARE convertit a per-frame (un quadrat cada 100ms)
- Title SUBSECTION_TITLE_2 convertit a no-bloquejant, variables static eliminades
- Corregit so duplicat del crashSound al títol
- Congelat input del jugador durant la seqüència de mort

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-12 19:02:44 +02:00
parent 4bd07216f3
commit 9365f80e8b
6 changed files with 204 additions and 119 deletions

View File

@@ -35,6 +35,12 @@ void Fade::init(Uint8 r, Uint8 g, Uint8 b) {
mR = r;
mG = g;
mB = b;
mROriginal = r;
mGOriginal = g;
mBOriginal = b;
mLastSquareTicks = 0;
mSquaresDrawn = 0;
mFullscreenDone = false;
}
// Pinta una transición en pantalla
@@ -42,30 +48,35 @@ void Fade::render() {
if (mEnabled && !mFinished) {
switch (mFadeType) {
case FADE_FULLSCREEN: {
SDL_FRect fRect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
if (!mFullscreenDone) {
SDL_FRect fRect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
for (int i = 0; i < 256; i += 4) {
// Dibujamos sobre el renderizador
SDL_SetRenderTarget(mRenderer, nullptr);
int alpha = mCounter * 4;
if (alpha >= 255) {
alpha = 255;
mFullscreenDone = true;
// Copia el backbuffer con la imagen que había al renderizador
SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
// Deja todos los buffers del mismo color
SDL_SetRenderTarget(mRenderer, mBackbuffer);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
SDL_RenderClear(mRenderer);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, i);
SDL_RenderFillRect(mRenderer, &fRect1);
SDL_SetRenderTarget(mRenderer, nullptr);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
SDL_RenderClear(mRenderer);
// Vuelca el renderizador en pantalla
SDL_RenderPresent(mRenderer);
mFinished = true;
} else {
// Dibujamos sobre el renderizador
SDL_SetRenderTarget(mRenderer, nullptr);
// Copia el backbuffer con la imagen que había al renderizador
SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, alpha);
SDL_RenderFillRect(mRenderer, &fRect1);
}
}
// Deja todos los buffers del mismo color
SDL_SetRenderTarget(mRenderer, mBackbuffer);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
SDL_RenderClear(mRenderer);
SDL_SetRenderTarget(mRenderer, nullptr);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
SDL_RenderClear(mRenderer);
break;
}
@@ -89,14 +100,17 @@ void Fade::render() {
}
case FADE_RANDOM_SQUARE: {
SDL_FRect fRs = {0, 0, 32, 32};
Uint32 now = SDL_GetTicks();
if (mSquaresDrawn < 50 && now - mLastSquareTicks >= 100) {
mLastSquareTicks = now;
SDL_FRect fRs = {0, 0, 32, 32};
for (Uint16 i = 0; i < 50; i++) {
// Crea un color al azar
mR = 255 * (rand() % 2);
mG = 255 * (rand() % 2);
mB = 255 * (rand() % 2);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
Uint8 r = 255 * (rand() % 2);
Uint8 g = 255 * (rand() % 2);
Uint8 b = 255 * (rand() % 2);
SDL_SetRenderDrawColor(mRenderer, r, g, b, 64);
// Dibujamos sobre el backbuffer
SDL_SetRenderTarget(mRenderer, mBackbuffer);
@@ -108,12 +122,14 @@ void Fade::render() {
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(mRenderer, nullptr);
// Copiamos el backbuffer al renderizador
SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
mSquaresDrawn++;
}
// Volcamos el renderizador en pantalla
SDL_RenderPresent(mRenderer);
SDL_Delay(100);
// Copiamos el backbuffer al renderizador
SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
if (mSquaresDrawn >= 50) {
mFinished = true;
}
break;
}
@@ -140,6 +156,12 @@ void Fade::activateFade() {
mEnabled = true;
mFinished = false;
mCounter = 0;
mSquaresDrawn = 0;
mLastSquareTicks = 0;
mFullscreenDone = false;
mR = mROriginal;
mG = mGOriginal;
mB = mBOriginal;
}
// Comprueba si está activo