#include "game.h" // Constructor Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *mAsset, Lang *lang, Input *input, bool demo, options_t *options) { // Copia los punteros mRenderer = renderer; mScreen = screen; this->mAsset = mAsset; mLang = lang; mInput = input; mOptions = options; mOnePlayerControl = mOptions->input[0].deviceType; // Pasa variables mDemo.enabled = demo; mNumPlayers = numPlayers; mCurrentStage = currentStage; mLastStageReached = currentStage; if (mNumPlayers == 1) { mOptions->input[0].deviceType = INPUT_USE_ANY; } mDifficulty = mOptions->difficulty; // Crea los objetos // Vector de jugadores if (mNumPlayers == 1) { Player *player = new Player(mRenderer, mAsset, PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24); players.push_back(player); } else if (mNumPlayers == 2) { Player *player1 = new Player(mRenderer, mAsset, (PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24); Player *player2 = new Player(mRenderer, mAsset, (PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24); players.push_back(player1); players.push_back(player2); } mTextureBalloon = new LTexture(mRenderer, mAsset->get("balloon.png")); mTextureBullet = new LTexture(mRenderer, mAsset->get("bullet.png")); mTextureGameBG = new LTexture(mRenderer, mAsset->get("game_bg.png")); mTextureGameText = new LTexture(mRenderer, mAsset->get("game_text.png")); mTextureItems = new LTexture(mRenderer, mAsset->get("items.png")); mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), mRenderer); mTextScoreBoard = new Text(mAsset->get("8bithud.png"), mAsset->get("8bithud.txt"), mRenderer); mTextBig = new Text(mAsset->get("smb2_big.png"), mAsset->get("smb2_big.txt"), mRenderer); mTextNokia2 = new Text(mAsset->get("nokia2.png"), mAsset->get("nokia2.txt"), mRenderer); mTextNokiaBig2 = new Text(mAsset->get("nokia_big2.png"), mAsset->get("nokia_big2.txt"), mRenderer); mMenuGameOver = new Menu(mRenderer, mAsset, mInput); mMenuPause = new Menu(mRenderer, mAsset, mInput); mFade = new Fade(mRenderer); mEventHandler = new SDL_Event(); mClouds1a = new MovingSprite(0, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer); mClouds1b = new MovingSprite(256, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer); mClouds2a = new MovingSprite(0, 52, 256, 32, -0.2f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer); mClouds2b = new MovingSprite(256, 52, 256, 32, -0.2f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer); m1000Bitmap = new SmartSprite(mTextureGameText, mRenderer); m2500Bitmap = new SmartSprite(mTextureGameText, mRenderer); m5000Bitmap = new SmartSprite(mTextureGameText, mRenderer); mSpriteBackground = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, mTextureGameBG, mRenderer); mSpriteGetReady = new Sprite(0, PLAY_AREA_CENTER_Y - 10, 109, 20, mTextureGameText, mRenderer); mSpriteGradient = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, mTextureGameBG, mRenderer); mSpriteGrass = new Sprite(0, 85, GAME_WIDTH, 6, mTextureGameBG, mRenderer); mSpritePowerMeter = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 8, mTextureGameBG, mRenderer); mSpriteScoreBoard = new Sprite(0, 160, GAME_WIDTH, 32, mTextureGameBG, mRenderer); } Game::~Game() { saveScoreFile(); saveDemoFile(); mOptions->input[0].deviceType = mOnePlayerControl; mRenderer = nullptr; mScreen = nullptr; mAsset = nullptr; mLang = nullptr; mInput = nullptr; for (auto player : players) { delete player; }; for (auto ballon : balloons) { delete ballon; }; for (auto bullet : bullets) { delete bullet; }; for (auto item : items) { delete item; }; for (auto smartSprite : smartSprites) { delete smartSprite; }; mTextureBalloon->unload(); delete mTextureBalloon; mTextureBalloon = nullptr; mTextureBullet->unload(); delete mTextureBullet; mTextureBullet = nullptr; mTextureGameBG->unload(); delete mTextureGameBG; mTextureGameBG = nullptr; mTextureGameText->unload(); delete mTextureGameText; mTextureGameText = nullptr; mTextureItems->unload(); delete mTextureItems; mTextureItems = nullptr; delete mText; mText = nullptr; delete mTextBig; mTextBig = nullptr; delete mTextScoreBoard; mTextScoreBoard = nullptr; delete mTextNokia2; mTextNokia2 = nullptr; delete mTextNokiaBig2; mTextNokiaBig2 = nullptr; delete mMenuGameOver; mMenuGameOver = nullptr; delete mMenuPause; mMenuPause = nullptr; delete mFade; mFade = nullptr; delete mEventHandler; mEventHandler = nullptr; delete mClouds1a; mClouds1a = nullptr; delete mClouds1b; mClouds1b = nullptr; delete mClouds2a; mClouds2a = nullptr; delete mClouds2b; mClouds2b = nullptr; delete m1000Bitmap; m1000Bitmap = nullptr; delete m2500Bitmap; m2500Bitmap = nullptr; delete m5000Bitmap; m5000Bitmap = nullptr; delete mSpriteBackground; mSpriteBackground = nullptr; delete mSpriteGetReady; mSpriteGetReady = nullptr; delete mSpriteGradient; mSpriteGradient = nullptr; delete mSpriteGrass; mSpriteGrass = nullptr; delete mSpritePowerMeter; mSpritePowerMeter = nullptr; delete mSpriteScoreBoard; mSpriteScoreBoard = nullptr; JA_DeleteSound(mSoundBalloon); JA_DeleteSound(mSoundBullet); JA_DeleteSound(mSoundPlayerCollision); JA_DeleteSound(mSoundHiScore); JA_DeleteSound(mSoundItemDrop); JA_DeleteSound(mSoundItemPickup); JA_DeleteSound(mSoundCoffeeOut); JA_DeleteSound(mSoundStageChange); JA_DeleteSound(mSoundBubble1); JA_DeleteSound(mSoundBubble2); JA_DeleteSound(mSoundBubble3); JA_DeleteSound(mSoundBubble4); JA_DeleteSound(mSoundClock); JA_DeleteSound(mSoundPowerBall); JA_DeleteSound(mSoundCollision); JA_DeleteMusic(mMusicPlaying); } // Inicializa el vector con los valores del seno void Game::initSin() { // Vector con los valores del seno para 360 grados for (int i = 0; i < 360; i++) { mSin[i] = SDL_sinf((float)i * 3.14f / 180.0f); } } // Inicializa las variables necesarias para la sección 'Game' void Game::init() { // Carga los recursos loadMedia(); // Carga ficheros loadScoreFile(); loadDemoFile(); mTicks = 0; mTicksSpeed = 15; // Inicializa las variables switch (mDifficulty) { case DIFFICULTY_EASY: mDefaultEnemySpeed = BALLOON_SPEED_1; mDifficultyScoreMultiplier = 0.5f; break; case DIFFICULTY_NORMAL: mDefaultEnemySpeed = BALLOON_SPEED_1; mDifficultyScoreMultiplier = 1.0f; break; case DIFFICULTY_HARD: mDefaultEnemySpeed = BALLOON_SPEED_5; mDifficultyScoreMultiplier = 1.5f; break; default: break; } mGameCompleted = false; mGameCompletedCounter = 0; mSection.name = PROG_SECTION_GAME; mSection.subsection = GAME_SECTION_PLAY_1P; mMenaceCurrent = 0; mMenaceThreshold = 0; mHiScoreAchieved = false; // mCurrentStage = 0; mStageBitmapCounter = STAGE_COUNTER; mDeathCounter = DEATH_COUNTER; mTimeStopped = false; mTimeStoppedCounter = 0; mCounter = 0; mLastEnemyDeploy = 0; mEnemyDeployCounter = 0; mEnemySpeed = mDefaultEnemySpeed; mEffect.flash = false; mEffect.shake = false; mEffect.shakeCounter = SHAKE_COUNTER; mHelper.needCoffee = false; mHelper.needCoffeeMachine = false; mHelper.needPowerBall = false; mHelper.counter = HELP_COUNTER; mHelper.itemPoints1Odds = ITEM_POINTS_1_DISK_ODDS; mHelper.itemPoints2Odds = ITEM_POINTS_2_GAVINA_ODDS; mHelper.itemPoints3Odds = ITEM_POINTS_3_PACMAR_ODDS; mHelper.itemClockOdds = ITEM_CLOCK_ODDS; mHelper.itemCoffeeOdds = ITEM_COFFEE_ODDS; mHelper.itemCoffeeMachineOdds = ITEM_COFFEE_MACHINE_ODDS; mPowerBallEnabled = false; mPowerBallCounter = 0; mCoffeeMachineEnabled = false; mPostFade = 0; // mLastStageReached = 0; if (mDemo.enabled) { const int num = rand() % 2; if (num == 0) { mBalloonsPopped = 1000; mCurrentStage = 3; } else { mBalloonsPopped = 1800; mCurrentStage = 6; } } initSin(); initPaths(); initEnemyFormations(); initEnemyPools(); initGameStages(); // Mas variables mBalloonsPopped = 0; for (int i = 0; i < mCurrentStage; ++i) { mBalloonsPopped += mStage[i].powerToComplete; } // Modo debug mDebug.enabled = false; mDebug.enemySet = 0; mDebug.gradR = mDebug.gradG = mDebug.gradB = 0; // Modo demo mDemo.recording = false; mDemo.counter = 0; // Inicializa el objeto para el fundido 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(); // 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(); // Sprites mClouds1a->setSpriteClip(256, 0, 256, 52); mClouds1b->setSpriteClip(256, 0, 256, 52); mClouds2a->setSpriteClip(256, 52, 256, 32); mClouds2b->setSpriteClip(256, 52, 256, 32); mSpriteGrass->setPosY(154); mSpriteScoreBoard->setSpriteClip(0, 160, 256, 32); mSpritePowerMeter->setSpriteClip(256, 192 - 8, 40, 8); // Con los globos creados, calcula el nivel de amenaza evaluateAndSetMenace(); // Inicializa el bitmap de GetReady! mSpriteGetReady->setSpriteClip(0, 0, 109, 20); // Inicializa el bitmap de 1000 puntos m1000Bitmap->setPosX(0); m1000Bitmap->setPosY(0); m1000Bitmap->setWidth(26); m1000Bitmap->setHeight(9); m1000Bitmap->setVelX(0.0f); m1000Bitmap->setVelY(-0.5f); m1000Bitmap->setAccelX(0.0f); m1000Bitmap->setAccelY(-0.1f); m1000Bitmap->setSpriteClip(0, 20, 26, 9); m1000Bitmap->setEnabled(false); m1000Bitmap->setEnabledCounter(0); m1000Bitmap->setDestX(0); m1000Bitmap->setDestY(0); // Inicializa el bitmap de 2500 puntos m2500Bitmap->setPosX(0); m2500Bitmap->setPosY(0); m2500Bitmap->setWidth(28); m2500Bitmap->setHeight(9); m2500Bitmap->setVelX(0.0f); m2500Bitmap->setVelY(-0.5f); m2500Bitmap->setAccelX(0.0f); m2500Bitmap->setAccelY(-0.1f); m2500Bitmap->setSpriteClip(26, 20, 28, 9); m2500Bitmap->setEnabled(false); m2500Bitmap->setEnabledCounter(0); m2500Bitmap->setDestX(0); m2500Bitmap->setDestY(0); // Inicializa el bitmap de 5000 puntos m5000Bitmap->setPosX(0); m5000Bitmap->setPosY(0); m5000Bitmap->setWidth(28); m5000Bitmap->setHeight(9); m5000Bitmap->setVelX(0.0f); m5000Bitmap->setVelY(-0.5f); m5000Bitmap->setAccelX(0.0f); m5000Bitmap->setAccelY(-0.1f); m5000Bitmap->setSpriteClip(54, 20, 28, 9); m5000Bitmap->setEnabled(false); m5000Bitmap->setEnabledCounter(0); m5000Bitmap->setDestX(0); m5000Bitmap->setDestY(0); // Los fondos mGradientRect[0] = {0, 192, GAME_WIDTH, GAME_HEIGHT}; mGradientRect[1] = {256, 192, GAME_WIDTH, GAME_HEIGHT}; mGradientRect[2] = {0, 384, GAME_WIDTH, GAME_HEIGHT}; mGradientRect[3] = {256, 384, GAME_WIDTH, GAME_HEIGHT}; } // Carga los recursos necesarios para la sección 'Game' bool Game::loadMedia() { bool success = true; // Sonidos mSoundBalloon = JA_LoadSound(mAsset->get("balloon.wav").c_str()); mSoundBubble1 = JA_LoadSound(mAsset->get("bubble1.wav").c_str()); mSoundBubble2 = JA_LoadSound(mAsset->get("bubble2.wav").c_str()); mSoundBubble3 = JA_LoadSound(mAsset->get("bubble3.wav").c_str()); mSoundBubble4 = JA_LoadSound(mAsset->get("bubble4.wav").c_str()); mSoundBullet = JA_LoadSound(mAsset->get("bullet.wav").c_str()); mSoundClock = JA_LoadSound(mAsset->get("clock.wav").c_str()); mSoundCoffeeOut = JA_LoadSound(mAsset->get("coffeeout.wav").c_str()); mSoundHiScore = JA_LoadSound(mAsset->get("hiscore.wav").c_str()); mSoundItemDrop = JA_LoadSound(mAsset->get("itemdrop.wav").c_str()); mSoundItemPickup = JA_LoadSound(mAsset->get("itempickup.wav").c_str()); mSoundPlayerCollision = JA_LoadSound(mAsset->get("player_collision.wav").c_str()); mSoundPowerBall = JA_LoadSound(mAsset->get("powerball.wav").c_str()); mSoundStageChange = JA_LoadSound(mAsset->get("stage_change.wav").c_str()); mSoundCollision = JA_LoadSound(mAsset->get("title.wav").c_str()); // Musicas mMusicPlaying = JA_LoadMusic(mAsset->get("playing.ogg").c_str()); return success; } // Carga el fichero de puntos bool Game::loadScoreFile() { // Indicador de éxito en la carga bool success = true; const std::string p = mAsset->get("score.bin"); const std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe if (file == nullptr) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Creamos el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != nullptr) { printf("New file (%s) created!\n", filename.c_str()); // Inicializamos los datos for (int i = 0; i < TOTAL_SCORE_DATA; ++i) { mScoreDataFile[i] = 0; SDL_RWwrite(file, &mScoreDataFile[i], sizeof(Uint32), 1); } // Cerramos el fichero SDL_RWclose(file); } else { printf("Error: Unable to create file %s\n", filename.c_str()); success = false; } } // El fichero existe else { // Cargamos los datos printf("Reading file %s\n", filename.c_str()); for (int i = 0; i < TOTAL_SCORE_DATA; ++i) SDL_RWread(file, &mScoreDataFile[i], sizeof(Uint32), 1); // Cierra el fichero SDL_RWclose(file); } // Establece el valor de la máxima puntuación a partir del vector con los datos if (mScoreDataFile[0] == 0) { mHiScore = 10000; } // Comprueba el checksum para ver si se ha modificado el fichero else if (mScoreDataFile[0] % 43 == mScoreDataFile[1]) { mHiScore = mScoreDataFile[0]; } else { mHiScore = 10000; } return success; } // Carga el fichero de datos para la demo bool Game::loadDemoFile() { // Indicador de éxito en la carga bool success = true; const std::string p = mAsset->get("demo.bin"); const std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe if (file == nullptr) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Creamos el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != nullptr) { printf("New file (%s) created!\n", filename.c_str()); // Inicializamos los datos for (int i = 0; i < TOTAL_DEMO_DATA; ++i) { mDemo.keys.left = 0; mDemo.keys.right = 0; mDemo.keys.noInput = 0; mDemo.keys.fire = 0; mDemo.keys.fireLeft = 0; mDemo.keys.fireRight = 0; mDemo.dataFile[i] = mDemo.keys; SDL_RWwrite(file, &mDemo.dataFile[i], sizeof(demoKeys_t), 1); } // Cerramos el fichero SDL_RWclose(file); } else { printf("Error: Unable to create file %s\n", filename.c_str()); success = false; } } // El fichero existe else { // Cargamos los datos printf("Reading file %s\n", filename.c_str()); for (int i = 0; i < TOTAL_DEMO_DATA; ++i) SDL_RWread(file, &mDemo.dataFile[i], sizeof(demoKeys_t), 1); // Cierra el fichero SDL_RWclose(file); } return success; } // Guarda el fichero de puntos bool Game::saveScoreFile() { bool success = true; const std::string p = mAsset->get("score.bin"); const std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != nullptr) { // Guardamos los datos for (int i = 0; i < TOTAL_SCORE_DATA; ++i) { SDL_RWwrite(file, &mScoreDataFile[i], sizeof(Uint32), 1); } printf("Writing file %s\n", filename.c_str()); // Cerramos el fichero SDL_RWclose(file); } else { printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError()); } return success; } // Guarda el fichero de datos para la demo bool Game::saveDemoFile() { bool success = true; const std::string p = mAsset->get("demo.bin"); const std::string filename = p.substr(p.find_last_of("\\/") + 1); if (mDemo.recording) { SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != nullptr) { // Guardamos los datos for (int i = 0; i < TOTAL_DEMO_DATA; ++i) { SDL_RWwrite(file, &mDemo.dataFile[i], sizeof(demoKeys_t), 1); } printf("Writing file %s\n", filename.c_str()); // Cerramos el fichero SDL_RWclose(file); } else { printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError()); } } return success; } // Inicializa las formaciones enemigas void Game::initEnemyFormations() { const int y4 = (PLAY_AREA_TOP - BLOCK); const int x4_0 = PLAY_AREA_LEFT; const int x4_100 = (PLAY_AREA_RIGHT)-BALLOON_WIDTH_4; const int y3 = (PLAY_AREA_TOP - BLOCK); const int x3_0 = PLAY_AREA_LEFT; const int x3_100 = (PLAY_AREA_RIGHT)-BALLOON_WIDTH_3; const int y2 = (PLAY_AREA_TOP - BLOCK); const int x2_0 = PLAY_AREA_LEFT; const int x2_100 = (PLAY_AREA_RIGHT)-BALLOON_WIDTH_2; const int y1 = (PLAY_AREA_TOP - BLOCK); const int x1_0 = PLAY_AREA_LEFT; const int x1_50 = PLAY_AREA_CENTER_X - (BALLOON_WIDTH_1 / 2); const int x1_100 = (PLAY_AREA_RIGHT)-BALLOON_WIDTH_1; // Inicializa a cero las variables for (int i = 0; i < NUMBER_OF_ENEMY_FORMATIONS; i++) { mEnemyFormation[i].numberOfEnemies = 0; for (int j = 0; j < MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION; j++) { mEnemyFormation[i].init[j].x = 0; mEnemyFormation[i].init[j].y = 0; mEnemyFormation[i].init[j].velX = 0; mEnemyFormation[i].init[j].kind = 0; mEnemyFormation[i].init[j].creationCounter = 0; } } const Uint16 creationTime = 300; int incX = 0; Uint8 incTime = 0; Uint8 j = 0; // #00 - Dos enemigos BALLOON4 uno a cada extremo j = 0; mEnemyFormation[j].numberOfEnemies = 2; incX = x4_100; incTime = 0; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x4_0 + (i * incX); mEnemyFormation[j].init[i].y = y4; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1); mEnemyFormation[j].init[i].kind = BALLOON_4; mEnemyFormation[j].init[i].creationCounter = creationTime + (incTime * i); } // #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro j = 1; mEnemyFormation[j].numberOfEnemies = 2; incX = PLAY_AREA_CENTER_X; incTime = 0; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = PLAY_AREA_CENTER_FIRST_QUARTER_X - (BALLOON_WIDTH_4 / 2) + (i * incX); mEnemyFormation[j].init[i].y = y4; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1); mEnemyFormation[j].init[i].kind = BALLOON_4; mEnemyFormation[j].init[i].creationCounter = creationTime + (incTime * i); } // #02 - Cuatro enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro j = 2; mEnemyFormation[j].numberOfEnemies = 4; incX = BALLOON_WIDTH_2 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x2_0 + (i * incX); mEnemyFormation[j].init[i].y = y2; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_2; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #03 - Cuatro enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro j = 3; mEnemyFormation[j].numberOfEnemies = 4; incX = BALLOON_WIDTH_2 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x2_100 - (i * incX); mEnemyFormation[j].init[i].y = y2; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_2; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #04 - Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha j = 4; mEnemyFormation[j].numberOfEnemies = 3; incX = BALLOON_WIDTH_3 * 2; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x3_0 + (i * incX); mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_3; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #05 - Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda j = 5; mEnemyFormation[j].numberOfEnemies = 3; incX = BALLOON_WIDTH_3 * 2; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x3_100 - (i * incX); mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_3; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #06 - Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha j = 6; mEnemyFormation[j].numberOfEnemies = 3; incX = BALLOON_WIDTH_3 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x3_0 + (i * incX); mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_3; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #07 - Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda j = 7; mEnemyFormation[j].numberOfEnemies = 3; incX = BALLOON_WIDTH_3 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x3_100 - (i * incX); mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_3; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #08 - Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha j = 8; mEnemyFormation[j].numberOfEnemies = 6; incX = BALLOON_WIDTH_1 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x1_0 + (i * incX); mEnemyFormation[j].init[i].y = 13; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_1; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #09 - Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda j = 9; mEnemyFormation[j].numberOfEnemies = 6; incX = BALLOON_WIDTH_1 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x1_100 - (i * incX); mEnemyFormation[j].init[i].y = 13; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_1; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #10 - Tres enemigos BALLOON4 seguidos desde la izquierda j = 10; mEnemyFormation[j].numberOfEnemies = 3; incX = BALLOON_WIDTH_4 + 1; incTime = 15; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x4_0 + (i * incX); mEnemyFormation[j].init[i].y = y4; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_4; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #11 - Tres enemigos BALLOON4 seguidos desde la derecha j = 11; mEnemyFormation[j].numberOfEnemies = 3; incX = BALLOON_WIDTH_4 + 1; incTime = 15; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x4_100 - (i * incX); mEnemyFormation[j].init[i].y = y4; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_4; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #12 - Seis enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro j = 12; mEnemyFormation[j].numberOfEnemies = 6; incX = BALLOON_WIDTH_2 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x2_0 + (i * incX); mEnemyFormation[j].init[i].y = y2; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_2; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #13 - Seis enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro j = 13; mEnemyFormation[j].numberOfEnemies = 6; incX = BALLOON_WIDTH_2 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x2_100 - (i * incX); mEnemyFormation[j].init[i].y = y2; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_2; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #14 - Cinco enemigos BALLOON3. Hacia la derecha. Separados j = 14; mEnemyFormation[j].numberOfEnemies = 5; incX = BALLOON_WIDTH_3 * 2; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x3_0 + (i * incX); mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_3; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #15 - Cinco enemigos BALLOON3. Hacia la izquierda. Separados j = 15; mEnemyFormation[j].numberOfEnemies = 5; incX = BALLOON_WIDTH_3 * 2; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x3_100 - (i * incX); mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_3; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #16 - Cinco enemigos BALLOON3. Hacia la derecha. Juntos j = 16; mEnemyFormation[j].numberOfEnemies = 5; incX = BALLOON_WIDTH_3 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x3_0 + (i * incX); mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_3; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #17 - Cinco enemigos BALLOON3. Hacia la izquierda. Juntos j = 17; mEnemyFormation[j].numberOfEnemies = 5; incX = BALLOON_WIDTH_3 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x3_100 - (i * incX); mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_3; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #18 - Doce enemigos BALLOON1. Hacia la derecha. Juntos j = 18; mEnemyFormation[j].numberOfEnemies = 12; incX = BALLOON_WIDTH_1 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x1_0 + (i * incX); mEnemyFormation[j].init[i].y = y1; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].kind = BALLOON_1; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #19 - Doce enemigos BALLOON1. Hacia la izquierda. Juntos j = 19; mEnemyFormation[j].numberOfEnemies = 12; incX = BALLOON_WIDTH_1 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { mEnemyFormation[j].init[i].x = x1_100 - (i * incX); mEnemyFormation[j].init[i].y = y1; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].kind = BALLOON_1; mEnemyFormation[j].init[i].creationCounter = creationTime - (incTime * i); } // #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simetricos j = 20; mEnemyFormation[j].numberOfEnemies = 4; incX = BALLOON_WIDTH_4 + 1; incTime = 0; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { Uint8 half = mEnemyFormation[j].numberOfEnemies / 2; if (i < half) { mEnemyFormation[j].init[i].x = x4_0 + (i * incX); mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; } else { mEnemyFormation[j].init[i].x = x4_100 - ((i - half) * incX); mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; } mEnemyFormation[j].init[i].y = y4; mEnemyFormation[j].init[i].kind = BALLOON_4; mEnemyFormation[j].init[i].creationCounter = creationTime + (incTime * i); } // #21 - Diez enemigos BALLOON2 uno detras del otro. Izquierda/derecha. Simetricos j = 21; mEnemyFormation[j].numberOfEnemies = 10; incX = BALLOON_WIDTH_2 + 1; incTime = 3; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { Uint8 half = mEnemyFormation[j].numberOfEnemies / 2; if (i < half) { mEnemyFormation[j].init[i].x = x2_0 + (i * incX); mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * i); } else { mEnemyFormation[j].init[i].x = x2_100 - ((i - half) * incX); mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * (i - half)); } mEnemyFormation[j].init[i].y = y2; mEnemyFormation[j].init[i].kind = BALLOON_2; } // #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simetricos j = 22; mEnemyFormation[j].numberOfEnemies = 10; incX = BALLOON_WIDTH_3 * 2; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { Uint8 half = mEnemyFormation[j].numberOfEnemies / 2; if (i < half) { mEnemyFormation[j].init[i].x = x3_0 + (i * incX); mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * i); } else { mEnemyFormation[j].init[i].x = x3_100 - ((i - half) * incX); mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * (i - half)); } mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].kind = BALLOON_3; } // #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simetricos j = 23; mEnemyFormation[j].numberOfEnemies = 10; incX = BALLOON_WIDTH_3 + 1; incTime = 10; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { Uint8 half = mEnemyFormation[j].numberOfEnemies / 2; if (i < half) { mEnemyFormation[j].init[i].x = x3_0 + (i * incX); mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * i); } else { mEnemyFormation[j].init[i].x = x3_100 - ((i - half) * incX); mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * (i - half)); } mEnemyFormation[j].init[i].y = y3; mEnemyFormation[j].init[i].kind = BALLOON_3; } // #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simetricos j = 24; mEnemyFormation[j].numberOfEnemies = 30; incX = 0; incTime = 5; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { Uint8 half = mEnemyFormation[j].numberOfEnemies / 2; if (i < half) { mEnemyFormation[j].init[i].x = x1_50; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) + (incTime * i); } else { mEnemyFormation[j].init[i].x = x1_50; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) + (incTime * (i - half)); } mEnemyFormation[j].init[i].y = y1; mEnemyFormation[j].init[i].kind = BALLOON_1; } // #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simetricos j = 25; mEnemyFormation[j].numberOfEnemies = 30; incX = BALLOON_WIDTH_1 + 1; incTime = 5; for (int i = 0; i < mEnemyFormation[j].numberOfEnemies; i++) { Uint8 half = mEnemyFormation[j].numberOfEnemies / 2; if (i < half) { mEnemyFormation[j].init[i].x = x1_50 + 20; mEnemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * i); } else { mEnemyFormation[j].init[i].x = x1_50 - 20; mEnemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE; mEnemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * (i - half)); } mEnemyFormation[j].init[i].y = y1; mEnemyFormation[j].init[i].kind = BALLOON_1; } // Crea las mismas formaciones pero con hexagonos a partir de la posición 50 del vector for (int k = 0; k < j + 1; k++) { mEnemyFormation[k + 50].numberOfEnemies = mEnemyFormation[k].numberOfEnemies; for (int i = 0; i < mEnemyFormation[k + 50].numberOfEnemies; i++) { mEnemyFormation[k + 50].init[i].x = mEnemyFormation[k].init[i].x; mEnemyFormation[k + 50].init[i].y = mEnemyFormation[k].init[i].y; mEnemyFormation[k + 50].init[i].velX = mEnemyFormation[k].init[i].velX; mEnemyFormation[k + 50].init[i].creationCounter = mEnemyFormation[k].init[i].creationCounter; mEnemyFormation[k + 50].init[i].kind = mEnemyFormation[k].init[i].kind + 4; } } // TEST mEnemyFormation[99].numberOfEnemies = 4; mEnemyFormation[99].init[0].x = 10; mEnemyFormation[99].init[0].y = y1; mEnemyFormation[99].init[0].velX = 0; mEnemyFormation[99].init[0].kind = BALLOON_1; mEnemyFormation[99].init[0].creationCounter = 200; mEnemyFormation[99].init[1].x = 50; mEnemyFormation[99].init[1].y = y1; mEnemyFormation[99].init[1].velX = 0; mEnemyFormation[99].init[1].kind = BALLOON_2; mEnemyFormation[99].init[1].creationCounter = 200; mEnemyFormation[99].init[2].x = 90; mEnemyFormation[99].init[2].y = y1; mEnemyFormation[99].init[2].velX = 0; mEnemyFormation[99].init[2].kind = BALLOON_3; mEnemyFormation[99].init[2].creationCounter = 200; mEnemyFormation[99].init[3].x = 140; mEnemyFormation[99].init[3].y = y1; mEnemyFormation[99].init[3].velX = 0; mEnemyFormation[99].init[3].kind = BALLOON_4; mEnemyFormation[99].init[3].creationCounter = 200; } // Inicializa los conjuntos de formaciones void Game::initEnemyPools() { // EnemyPool #0 mEnemyPool[0].set[0] = &mEnemyFormation[0]; mEnemyPool[0].set[1] = &mEnemyFormation[1]; mEnemyPool[0].set[2] = &mEnemyFormation[2]; mEnemyPool[0].set[3] = &mEnemyFormation[3]; mEnemyPool[0].set[4] = &mEnemyFormation[4]; mEnemyPool[0].set[5] = &mEnemyFormation[5]; mEnemyPool[0].set[6] = &mEnemyFormation[6]; mEnemyPool[0].set[7] = &mEnemyFormation[7]; mEnemyPool[0].set[8] = &mEnemyFormation[8]; mEnemyPool[0].set[9] = &mEnemyFormation[9]; // EnemyPool #1 mEnemyPool[1].set[0] = &mEnemyFormation[10]; mEnemyPool[1].set[1] = &mEnemyFormation[11]; mEnemyPool[1].set[2] = &mEnemyFormation[12]; mEnemyPool[1].set[3] = &mEnemyFormation[13]; mEnemyPool[1].set[4] = &mEnemyFormation[14]; mEnemyPool[1].set[5] = &mEnemyFormation[15]; mEnemyPool[1].set[6] = &mEnemyFormation[16]; mEnemyPool[1].set[7] = &mEnemyFormation[17]; mEnemyPool[1].set[8] = &mEnemyFormation[18]; mEnemyPool[1].set[9] = &mEnemyFormation[19]; // EnemyPool #2 mEnemyPool[2].set[0] = &mEnemyFormation[0]; mEnemyPool[2].set[1] = &mEnemyFormation[1]; mEnemyPool[2].set[2] = &mEnemyFormation[2]; mEnemyPool[2].set[3] = &mEnemyFormation[3]; mEnemyPool[2].set[4] = &mEnemyFormation[4]; mEnemyPool[2].set[5] = &mEnemyFormation[55]; mEnemyPool[2].set[6] = &mEnemyFormation[56]; mEnemyPool[2].set[7] = &mEnemyFormation[57]; mEnemyPool[2].set[8] = &mEnemyFormation[58]; mEnemyPool[2].set[9] = &mEnemyFormation[59]; // EnemyPool #3 mEnemyPool[3].set[0] = &mEnemyFormation[50]; mEnemyPool[3].set[1] = &mEnemyFormation[51]; mEnemyPool[3].set[2] = &mEnemyFormation[52]; mEnemyPool[3].set[3] = &mEnemyFormation[53]; mEnemyPool[3].set[4] = &mEnemyFormation[54]; mEnemyPool[3].set[5] = &mEnemyFormation[5]; mEnemyPool[3].set[6] = &mEnemyFormation[6]; mEnemyPool[3].set[7] = &mEnemyFormation[7]; mEnemyPool[3].set[8] = &mEnemyFormation[8]; mEnemyPool[3].set[9] = &mEnemyFormation[9]; // EnemyPool #4 mEnemyPool[4].set[0] = &mEnemyFormation[60]; mEnemyPool[4].set[1] = &mEnemyFormation[61]; mEnemyPool[4].set[2] = &mEnemyFormation[62]; mEnemyPool[4].set[3] = &mEnemyFormation[63]; mEnemyPool[4].set[4] = &mEnemyFormation[64]; mEnemyPool[4].set[5] = &mEnemyFormation[65]; mEnemyPool[4].set[6] = &mEnemyFormation[66]; mEnemyPool[4].set[7] = &mEnemyFormation[67]; mEnemyPool[4].set[8] = &mEnemyFormation[68]; mEnemyPool[4].set[9] = &mEnemyFormation[69]; // EnemyPool #5 mEnemyPool[5].set[0] = &mEnemyFormation[10]; mEnemyPool[5].set[1] = &mEnemyFormation[61]; mEnemyPool[5].set[2] = &mEnemyFormation[12]; mEnemyPool[5].set[3] = &mEnemyFormation[63]; mEnemyPool[5].set[4] = &mEnemyFormation[14]; mEnemyPool[5].set[5] = &mEnemyFormation[65]; mEnemyPool[5].set[6] = &mEnemyFormation[16]; mEnemyPool[5].set[7] = &mEnemyFormation[67]; mEnemyPool[5].set[8] = &mEnemyFormation[18]; mEnemyPool[5].set[9] = &mEnemyFormation[69]; // EnemyPool #6 mEnemyPool[6].set[0] = &mEnemyFormation[60]; mEnemyPool[6].set[1] = &mEnemyFormation[11]; mEnemyPool[6].set[2] = &mEnemyFormation[62]; mEnemyPool[6].set[3] = &mEnemyFormation[13]; mEnemyPool[6].set[4] = &mEnemyFormation[64]; mEnemyPool[6].set[5] = &mEnemyFormation[15]; mEnemyPool[6].set[6] = &mEnemyFormation[66]; mEnemyPool[6].set[7] = &mEnemyFormation[17]; mEnemyPool[6].set[8] = &mEnemyFormation[68]; mEnemyPool[6].set[9] = &mEnemyFormation[19]; // EnemyPool #7 mEnemyPool[7].set[0] = &mEnemyFormation[20]; mEnemyPool[7].set[1] = &mEnemyFormation[21]; mEnemyPool[7].set[2] = &mEnemyFormation[22]; mEnemyPool[7].set[3] = &mEnemyFormation[23]; mEnemyPool[7].set[4] = &mEnemyFormation[24]; mEnemyPool[7].set[5] = &mEnemyFormation[65]; mEnemyPool[7].set[6] = &mEnemyFormation[66]; mEnemyPool[7].set[7] = &mEnemyFormation[67]; mEnemyPool[7].set[8] = &mEnemyFormation[68]; mEnemyPool[7].set[9] = &mEnemyFormation[69]; // EnemyPool #8 mEnemyPool[8].set[0] = &mEnemyFormation[70]; mEnemyPool[8].set[1] = &mEnemyFormation[71]; mEnemyPool[8].set[2] = &mEnemyFormation[72]; mEnemyPool[8].set[3] = &mEnemyFormation[73]; mEnemyPool[8].set[4] = &mEnemyFormation[74]; mEnemyPool[8].set[5] = &mEnemyFormation[15]; mEnemyPool[8].set[6] = &mEnemyFormation[16]; mEnemyPool[8].set[7] = &mEnemyFormation[17]; mEnemyPool[8].set[8] = &mEnemyFormation[18]; mEnemyPool[8].set[9] = &mEnemyFormation[19]; // EnemyPool #9 mEnemyPool[9].set[0] = &mEnemyFormation[20]; mEnemyPool[9].set[1] = &mEnemyFormation[21]; mEnemyPool[9].set[2] = &mEnemyFormation[22]; mEnemyPool[9].set[3] = &mEnemyFormation[23]; mEnemyPool[9].set[4] = &mEnemyFormation[24]; mEnemyPool[9].set[5] = &mEnemyFormation[70]; mEnemyPool[9].set[6] = &mEnemyFormation[71]; mEnemyPool[9].set[7] = &mEnemyFormation[72]; mEnemyPool[9].set[8] = &mEnemyFormation[73]; mEnemyPool[9].set[9] = &mEnemyFormation[74]; } // Inicializa las fases del juego void Game::initGameStages() { // STAGE 1 mStage[0].number = 1; mStage[0].currentPower = 0; mStage[0].powerToComplete = 200; mStage[0].minMenace = 7 + (4 * 1); mStage[0].maxMenace = 7 + (4 * 3); mStage[0].enemyPool = &mEnemyPool[0]; // STAGE 2 mStage[1].number = 2; mStage[1].currentPower = 0; mStage[1].powerToComplete = 300; mStage[1].minMenace = 7 + (4 * 2); mStage[1].maxMenace = 7 + (4 * 4); mStage[1].enemyPool = &mEnemyPool[1]; // STAGE 3 mStage[2].number = 3; mStage[2].currentPower = 0; mStage[2].powerToComplete = 600; mStage[2].minMenace = 7 + (4 * 3); mStage[2].maxMenace = 7 + (4 * 5); mStage[2].enemyPool = &mEnemyPool[2]; // STAGE 4 mStage[3].number = 4; mStage[3].currentPower = 0; mStage[3].powerToComplete = 600; mStage[3].minMenace = 7 + (4 * 3); mStage[3].maxMenace = 7 + (4 * 5); mStage[3].enemyPool = &mEnemyPool[3]; // STAGE 5 mStage[4].number = 5; mStage[4].currentPower = 0; mStage[4].powerToComplete = 600; mStage[4].minMenace = 7 + (4 * 4); mStage[4].maxMenace = 7 + (4 * 6); mStage[4].enemyPool = &mEnemyPool[4]; // STAGE 6 mStage[5].number = 6; mStage[5].currentPower = 0; mStage[5].powerToComplete = 600; mStage[5].minMenace = 7 + (4 * 4); mStage[5].maxMenace = 7 + (4 * 6); mStage[5].enemyPool = &mEnemyPool[5]; // STAGE 7 mStage[6].number = 7; mStage[6].currentPower = 0; mStage[6].powerToComplete = 650; mStage[6].minMenace = 7 + (4 * 5); mStage[6].maxMenace = 7 + (4 * 7); mStage[6].enemyPool = &mEnemyPool[6]; // STAGE 8 mStage[7].number = 8; mStage[7].currentPower = 0; mStage[7].powerToComplete = 750; mStage[7].minMenace = 7 + (4 * 5); mStage[7].maxMenace = 7 + (4 * 7); mStage[7].enemyPool = &mEnemyPool[7]; // STAGE 9 mStage[8].number = 9; mStage[8].currentPower = 0; mStage[8].powerToComplete = 850; mStage[8].minMenace = 7 + (4 * 6); mStage[8].maxMenace = 7 + (4 * 8); mStage[8].enemyPool = &mEnemyPool[8]; // STAGE 10 mStage[9].number = 10; mStage[9].currentPower = 0; mStage[9].powerToComplete = 950; mStage[9].minMenace = 7 + (4 * 7); mStage[9].maxMenace = 7 + (4 * 10); mStage[9].enemyPool = &mEnemyPool[9]; } // Crea una formación de enemigos void Game::deployEnemyFormation() { // Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última if (mEnemyDeployCounter == 0) { // En este punto se decide entre crear una powerball o una formación enemiga if ((rand() % 100 < 15) && (canPowerBallBeCreated())) { // Crea una powerball createPowerBall(); // Da un poco de margen para que se creen mas enemigos mEnemyDeployCounter = 50; } else { // Decrementa el contador de despliegues enemigos de la PowerBall mPowerBallCounter > 0 ? mPowerBallCounter-- : mPowerBallCounter = 0; // Elige una formación enemiga la azar Uint8 set = (rand() % 10); // Evita repetir la ultima formación enemiga desplegada if (set == mLastEnemyDeploy) ++set %= 10; mLastEnemyDeploy = set; if (mDebug.enabled) set = mDebug.enemySet; Uint8 numEnemies = mStage[mCurrentStage].enemyPool->set[set]->numberOfEnemies; for (int i = 0; i < numEnemies; i++) createNewBalloon(mStage[mCurrentStage].enemyPool->set[set]->init[i].x, mStage[mCurrentStage].enemyPool->set[set]->init[i].y, mStage[mCurrentStage].enemyPool->set[set]->init[i].kind, mStage[mCurrentStage].enemyPool->set[set]->init[i].velX, mEnemySpeed, mStage[mCurrentStage].enemyPool->set[set]->init[i].creationCounter, mTextureBalloon); mEnemyDeployCounter = 300; } } } // Aumenta el poder de la fase void Game::increaseStageCurrentPower(Uint8 power) { mStage[mCurrentStage].currentPower += power; } // Establece el valor de la variable void Game::setHiScore(Uint32 score) { mHiScore = score; } // Actualiza el valor de mHiScore en caso necesario void Game::updateHiScore() { // Si la puntuación actual es mayor que la máxima puntuación for (auto player : players) // for (int i = 0; i < mNumPlayers; i++) if (player->getScore() > mHiScore) { // Actualiza la máxima puntuación mHiScore = player->getScore(); // Almacena la máxima puntuación en el fichero junto con un checksum mScoreDataFile[0] = mHiScore; mScoreDataFile[1] = mHiScore % 43; // Si se supera la máxima puntuación emite sonido if (mHiScoreAchieved == false) { mHiScoreAchieved = true; JA_PlaySound(mSoundHiScore); } } } // Transforma un valor numérico en una cadena de 6 cifras std::string Game::updateScoreText(Uint32 num) { // return (std::to_string(num)); if ((num >= 0) && (num <= 9)) { return ("000000" + std::to_string(num)); } if ((num >= 10) && (num <= 99)) { return ("00000" + std::to_string(num)); } if ((num >= 100) && (num <= 999)) { return ("0000" + std::to_string(num)); } if ((num >= 1000) && (num <= 9999)) { return ("000" + std::to_string(num)); } if ((num >= 010000) && (num <= 99999)) { return ("00" + std::to_string(num)); } if ((num >= 100000) && (num <= 999999)) { return ("0" + std::to_string(num)); } if ((num >= 1000000) && (num <= 9999999)) { return (std::to_string(num)); } return (std::to_string(num)); } // Pinta el marcador en pantalla usando un objeto texto void Game::renderScoreBoard() { mSpriteScoreBoard->render(); const int offset1 = 162; const int offset2 = offset1 + 7; const int offset3 = offset2 + 7; const int offset4 = offset3 + 7; const int offsetLeft = PLAY_AREA_LEFT + 45; const int offsetRight = PLAY_AREA_RIGHT - 45; // PLAYER1 - SCORE mTextScoreBoard->writeCentered(offsetLeft, offset1, mLang->getText(53)); mTextScoreBoard->writeCentered(offsetLeft, offset2, updateScoreText(players[0]->getScore())); // PLAYER1 - MULT mTextScoreBoard->writeCentered(offsetLeft, offset3, mLang->getText(55)); mTextScoreBoard->writeCentered(offsetLeft, offset4, std::to_string(players[0]->getScoreMultiplier()).substr(0, 3)); if (mNumPlayers == 2) { // PLAYER2 - SCORE mTextScoreBoard->writeCentered(offsetRight, offset1, mLang->getText(54)); mTextScoreBoard->writeCentered(offsetRight, offset2, updateScoreText(players[1]->getScore())); // PLAYER2 - MULT mTextScoreBoard->writeCentered(offsetRight, offset3, mLang->getText(55)); mTextScoreBoard->writeCentered(offsetRight, offset4, std::to_string(players[1]->getScoreMultiplier()).substr(0, 3)); } else { // PLAYER2 - SCORE mTextScoreBoard->writeCentered(offsetRight, offset1, mLang->getText(54)); mTextScoreBoard->writeCentered(offsetRight, offset2, "0000000"); // PLAYER2 - MULT mTextScoreBoard->writeCentered(offsetRight, offset3, mLang->getText(55)); mTextScoreBoard->writeCentered(offsetRight, offset4, "1.0"); } // STAGE mTextScoreBoard->writeCentered(PLAY_AREA_CENTER_X, offset1, mLang->getText(57) + std::to_string(mStage[mCurrentStage].number)); // POWER mSpritePowerMeter->setPosY(offset2); mSpritePowerMeter->setSpriteClip(256, 184, 40, 8); mSpritePowerMeter->render(); const float percent = (mStage[mCurrentStage].currentPower * 40.0f) / mStage[mCurrentStage].powerToComplete; mSpritePowerMeter->setSpriteClip(296, 184, (int)percent, 8); mSpritePowerMeter->render(); // HI-SCORE mTextScoreBoard->writeCentered(PLAY_AREA_CENTER_X, offset3, mLang->getText(56)); mTextScoreBoard->writeCentered(PLAY_AREA_CENTER_X, offset4, updateScoreText(mHiScore)); } // Actualiza las variables del jugador void Game::updatePlayer() { for (auto player : players) // for (int i = 0; i < mNumPlayers; i++) { player->update(); // Comprueba la colisión entre el jugador y los globos if (checkPlayerBalloonCollision(player)) { if (player->isAlive()) { if (mDemo.enabled) { mSection = {PROG_SECTION_TITLE, TITLE_SECTION_INSTRUCTIONS}; } else { killPlayer(player); } } } // Comprueba las colisiones entre el jugador y los items checkPlayerItemCollision(player); } } // Actualiza las variables de la fase void Game::updateStage() { if (mStage[mCurrentStage].currentPower >= mStage[mCurrentStage].powerToComplete) { // Cambio de fase mCurrentStage++; mLastStageReached = mCurrentStage; if (mCurrentStage == 10) { // Ha llegado al final el juego mGameCompleted = true; // Marca el juego como completado mCurrentStage = 9; // Deja el valor dentro de los limites mStage[mCurrentStage].currentPower = 0; // Deja el poder a cero para que no vuelva a entrar en esta condición destroyAllBalloons(); // Destruye a todos los enemigos mStage[mCurrentStage].currentPower = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos lo globos mMenaceCurrent = 255; // Sube el nivel de amenaza para que no cree mas globos for (auto player : players) // for (int i = 0; i < mNumPlayers; i++) // Añade un millon de puntos a los jugadores que queden vivos { if (player->isAlive()) { player->addScore(1000000); } } updateHiScore(); JA_StopMusic(); } JA_PlaySound(mSoundStageChange); mStageBitmapCounter = 0; mEnemySpeed = mDefaultEnemySpeed; setBalloonSpeed(mEnemySpeed); mEffect.flash = true; mEffect.shake = true; } // Incrementa el contador del bitmap que aparece mostrando el cambio de fase if (mStageBitmapCounter < STAGE_COUNTER) { mStageBitmapCounter++; } // Si el juego se ha completado, el bitmap se detiene en el centro de la pantalla if (mGameCompleted) { if (mStageBitmapCounter > 100) { mStageBitmapCounter = 100; } } } // Actualiza el estado de muerte void Game::updateDeath() { // Comprueba si todos los jugadores estan muertos bool allAreDead = true; for (auto player : players) // for (int i = 0; i < mNumPlayers; i++) { allAreDead &= (!player->isAlive()); /*if (!player->isAlive()) { // Animación if ((player->getDeathCounter() / 5) % 4 == 0) { smartSprites[player->deathIndex]->setSpriteClip(24 * 0, 24, 24, 24); } else if ((player->getDeathCounter() / 5) % 4 == 1) { smartSprites[player->deathIndex]->setSpriteClip(24 * 1, 24, 24, 24); } else if ((player->getDeathCounter() / 5) % 4 == 2) { smartSprites[player->deathIndex]->setSpriteClip(24 * 2, 24, 24, 24); } else if ((player->getDeathCounter() / 5) % 4 == 3) { smartSprites[player->deathIndex]->setSpriteClip(24 * 3, 24, 24, 24); } // Rebote en los laterales if (smartSprites[player->deathIndex]->getVelX() > 0) { if (smartSprites[player->deathIndex]->getPosX() > (GAME_WIDTH - smartSprites[player->deathIndex]->getWidth())) { smartSprites[player->deathIndex]->setPosX(GAME_WIDTH - smartSprites[player->deathIndex]->getWidth()); smartSprites[player->deathIndex]->setVelX(smartSprites[player->deathIndex]->getVelX() * (-1)); smartSprites[player->deathIndex]->setDestX(smartSprites[player->deathIndex]->getDestX() * (-1)); } } else { if (smartSprites[player->deathIndex]->getPosX() < 0) { smartSprites[player->deathIndex]->setPosX(0); smartSprites[player->deathIndex]->setVelX(smartSprites[player->deathIndex]->getVelX() * (-1)); smartSprites[player->deathIndex]->setDestX(smartSprites[player->deathIndex]->getDestX() * (-1)); } } }*/ } if (allAreDead) { if (mDeathCounter > 0) { mDeathCounter--; if ((mDeathCounter == 250) || (mDeathCounter == 200) || (mDeathCounter == 180) || (mDeathCounter == 120) || (mDeathCounter == 60)) { const Uint8 sound = rand() % 4; switch (sound) { case 0: JA_PlaySound(mSoundBubble1, 0); break; case 1: JA_PlaySound(mSoundBubble2, 0); break; case 2: JA_PlaySound(mSoundBubble3, 0); break; case 3: JA_PlaySound(mSoundBubble4, 0); break; default: break; } } } else { mSection.subsection = GAME_SECTION_GAMEOVER; } } } // Renderiza el fade final cuando se acaba la partida void Game::renderDeathFade(int counter) // Counter debe ir de 0 a 150 { SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 255); if (counter < 150) { // 192 / 6 = 32, 6 cuadrados de 32 pixeles SDL_Rect rect[12]; Uint8 h = counter / 3; for (int i = 0; i < 12; i++) { rect[i].x = 0; rect[i].y = i * 16; rect[i].w = GAME_WIDTH; if (i == 0) rect[i].h = h; else rect[i].h = std::max(rect[i - 1].h - 3, 0); SDL_RenderFillRect(mRenderer, &rect[i]); } } else { SDL_Rect rect = {0, 0, GAME_WIDTH, GAME_HEIGHT}; SDL_RenderFillRect(mRenderer, &rect); } } // Actualiza los globos void Game::updateBalloons() { for (auto balloon : balloons) { balloon->update(); } } // Pinta en pantalla todos los globos activos void Game::renderBalloons() { for (auto balloon : balloons) { balloon->render(); } } // 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); } // Crea una PowerBall void Game::createPowerBall() { const int posY = PLAY_AREA_TOP; const int left = PLAY_AREA_LEFT; const int center = PLAY_AREA_CENTER_X - (BALLOON_WIDTH_4 / 2); const int right = PLAY_AREA_RIGHT - BALLOON_WIDTH_4; const int x[3] = {left, center, right}; const int posX = x[rand() % 3]; Balloon *b = new Balloon(posX, posY, POWER_BALL, BALLOON_VELX_POSITIVE * (((rand() % 2) * 2) - 1), mEnemySpeed, 100, mTextureBalloon, mRenderer); balloons.push_back(b); mPowerBallEnabled = true; mPowerBallCounter = POWERBALL_COUNTER; } // Establece la velocidad de los globos void Game::setBalloonSpeed(float speed) { for (auto balloon : balloons) // for (int i = 0; i < MAX_BALLOONS; i++) { if (balloon->isEnabled()) { balloon->setSpeed(speed); } } } // Incrementa la velocidad de los globos void Game::incBalloonSpeed() { // La velocidad solo se incrementa en el modo normal if (mDifficulty == DIFFICULTY_NORMAL) { if (mEnemySpeed == BALLOON_SPEED_1) mEnemySpeed = BALLOON_SPEED_2; else if (mEnemySpeed == BALLOON_SPEED_2) mEnemySpeed = BALLOON_SPEED_3; else if (mEnemySpeed == BALLOON_SPEED_3) mEnemySpeed = BALLOON_SPEED_4; else if (mEnemySpeed == BALLOON_SPEED_4) mEnemySpeed = BALLOON_SPEED_5; setBalloonSpeed(mEnemySpeed); } } // Decrementa la velocidad de los globos void Game::decBalloonSpeed() { // La velocidad solo se decrementa en el modo normal if (mDifficulty == DIFFICULTY_NORMAL) { if (mEnemySpeed == BALLOON_SPEED_5) mEnemySpeed = BALLOON_SPEED_4; else if (mEnemySpeed == BALLOON_SPEED_4) mEnemySpeed = BALLOON_SPEED_3; else if (mEnemySpeed == BALLOON_SPEED_3) mEnemySpeed = BALLOON_SPEED_2; else if (mEnemySpeed == BALLOON_SPEED_2) mEnemySpeed = BALLOON_SPEED_1; setBalloonSpeed(mEnemySpeed); } } // Actualiza la velocidad de los globos en funcion del poder acumulado de la fase void Game::updateBalloonSpeed() { const float percent = (float)mStage[mCurrentStage].currentPower / (float)mStage[mCurrentStage].powerToComplete; if (mEnemySpeed == BALLOON_SPEED_1) { if (percent > 0.2f) { incBalloonSpeed(); } } else if (mEnemySpeed == BALLOON_SPEED_2) { if (percent > 0.4f) { incBalloonSpeed(); } } else if (mEnemySpeed == BALLOON_SPEED_3) { if (percent > 0.6f) { incBalloonSpeed(); } } else if (mEnemySpeed == BALLOON_SPEED_4) { if (percent > 0.8f) { incBalloonSpeed(); } } } // Explosiona un globo. Lo destruye y crea otros dos si es el caso void Game::popBalloon(Balloon *balloon) { // Aumenta el poder de la fase increaseStageCurrentPower(1); mBalloonsPopped++; const Uint8 kind = balloon->getKind(); switch (kind) { // Si es del tipo más pequeño, simplemente elimina el globo case BALLOON_1: balloon->pop(); break; case HEXAGON_1: balloon->pop(); break; // Si es del tipo PowerBall, destruye todos los globos case POWER_BALL: destroyAllBalloons(); mPowerBallEnabled = false; mEnemyDeployCounter = 20; break; // En cualquier otro caso, crea dos globos de un tipo inferior default: Balloon *b1 = new Balloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, mEnemySpeed, 0, mTextureBalloon, mRenderer); balloons.push_back(b1); b1->allignTo(balloon->getPosX() + (balloon->getWidth() / 2)); if (b1->getClass() == BALLOON_CLASS) { b1->setVelY(-2.50f); } else if (b1->getClass() == HEXAGON_CLASS) { b1->setVelY(BALLOON_VELX_NEGATIVE); } Balloon *b2 = new Balloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_POSITIVE, mEnemySpeed, 0, mTextureBalloon, mRenderer); balloons.push_back(b2); b2->allignTo(balloon->getPosX() + (balloon->getWidth() / 2)); if (b2->getClass() == BALLOON_CLASS) { b2->setVelY(-2.50f); } else if (b2->getClass() == HEXAGON_CLASS) { b2->setVelY(BALLOON_VELX_NEGATIVE); } // Elimina el globo balloon->pop(); break; } // Recalcula el nivel de amenaza evaluateAndSetMenace(); } // Explosiona un globo. Lo destruye void Game::destroyBalloon(Balloon *balloon) { int score = 0; Uint8 power = 0; // Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos switch (balloon->getSize()) { case BALLOON_SIZE_4: score = BALLOON_SCORE_4 + (2 * BALLOON_SCORE_3) + (4 * BALLOON_SCORE_2) + (8 * BALLOON_SCORE_1); power = 15; break; case BALLOON_SIZE_3: score = BALLOON_SCORE_3 + (2 * BALLOON_SCORE_2) + (4 * BALLOON_SCORE_1); power = 7; break; case BALLOON_SIZE_2: score = BALLOON_SCORE_2 + (2 * BALLOON_SCORE_1); power = 3; break; case BALLOON_SIZE_1: score = BALLOON_SCORE_1; power = 1; break; default: score = 0; power = 0; break; } // Otorga los puntos correspondientes al globo for (auto player : players) { player->addScore(Uint32(score * player->getScoreMultiplier() * mDifficultyScoreMultiplier)); } updateHiScore(); // Aumenta el poder de la fase increaseStageCurrentPower(power); mBalloonsPopped += power; // Destruye el globo balloon->pop(); // Recalcula el nivel de amenaza evaluateAndSetMenace(); } // Explosiona todos los globos void Game::popAllBalloons() { for (auto balloon : balloons) { if ((balloon->isEnabled()) && (!balloon->isPopping()) && (!balloon->isBeingCreated())) { popBalloon(balloon); } } JA_PlaySound(mSoundBalloon); } // Destruye todos los globos void Game::destroyAllBalloons() { for (auto balloon : balloons) { if ((balloon->isEnabled()) && (!balloon->isPopping())) { destroyBalloon(balloon); } } mEnemyDeployCounter = 255; JA_PlaySound(mSoundPowerBall); mEffect.flash = true; mEffect.shake = true; } // Detiene todos los globos void Game::stopAllBalloons(Uint16 time) { for (auto balloon : balloons) { if (balloon->isEnabled()) { balloon->setStop(true); balloon->setStoppedTimer(time); } } } // Pone en marcha todos los globos void Game::startAllBalloons() { for (auto balloon : balloons) { if ((balloon->isEnabled()) && (!balloon->isBeingCreated())) { balloon->setStop(false); balloon->setStoppedTimer(0); } } } // Obtiene el numero de globos activos Uint8 Game::countBalloons() { Uint8 num = 0; for (auto balloon : balloons) { if (balloon->isEnabled()) { if (!balloon->isPopping()) { num++; } } } return num; } // Comprueba la colisión entre el jugador y los globos activos bool Game::checkPlayerBalloonCollision(Player *player) { for (auto balloon : balloons) { if ((balloon->isEnabled()) && !(balloon->isStopped()) && !(balloon->isInvulnerable())) { if (checkCollision(player->getCollider(), balloon->getCollider())) { return true; } } } return false; } // Comprueba la colisión entre el jugador y los items void Game::checkPlayerItemCollision(Player *player) { if (!player->isAlive()) { return; } for (auto item : items) // for (int i = 0; i < MAX_ITEMS; i++) { if (item->isEnabled()) { if (checkCollision(player->getCollider(), item->getCollider())) { switch (item->getClass()) { case ITEM_POINTS_1_DISK: player->addScore(1000); updateHiScore(); createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (m1000Bitmap->getWidth() / 2), player->getPosY(), m1000Bitmap); JA_PlaySound(mSoundItemPickup); break; case ITEM_POINTS_2_GAVINA: player->addScore(2500); updateHiScore(); createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (m2500Bitmap->getWidth() / 2), player->getPosY(), m2500Bitmap); JA_PlaySound(mSoundItemPickup); break; case ITEM_POINTS_3_PACMAR: player->addScore(5000); updateHiScore(); createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (m5000Bitmap->getWidth() / 2), player->getPosY(), m5000Bitmap); JA_PlaySound(mSoundItemPickup); break; case ITEM_CLOCK: enableTimeStopItem(); JA_PlaySound(mSoundItemPickup); break; case ITEM_COFFEE: if (player->getCoffees() == 2) { player->addScore(5000); updateHiScore(); createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (m5000Bitmap->getWidth() / 2), player->getPosY(), m5000Bitmap); } player->giveExtraHit(); JA_PlaySound(mSoundItemPickup); break; case ITEM_COFFEE_MACHINE: player->setPowerUp(true); JA_PlaySound(mSoundItemPickup); mCoffeeMachineEnabled = false; break; default: break; } item->erase(); } } } } // Comprueba y procesa la colisión entre las balas y los globos void Game::checkBulletBalloonCollision() { for (auto balloon : balloons) { for (auto bullet : bullets) { if (balloon->isEnabled() && (!balloon->isInvulnerable()) && bullet->isActive()) { if (checkCollision(balloon->getCollider(), bullet->getCollider())) { // 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)); updateHiScore(); // Explota el globo popBalloon(balloon); // Si no es el modo demo, genera un sonido if (!mDemo.enabled) { JA_PlaySound(mSoundBalloon); } // Destruye la bala delete bullet; // Suelta el item en caso de que salga uno const Uint8 droppeditem = dropItem(); if ((droppeditem != NO_KIND) && !(mDemo.enabled) && !(mDemo.recording)) { if (droppeditem != ITEM_COFFEE_MACHINE) { createItem(mTextureItems, mRenderer, balloon->getPosX(), balloon->getPosY(), droppeditem); JA_PlaySound(mSoundItemDrop); } else { createItem(mTextureItems, mRenderer, players[index]->getPosX(), 0, droppeditem); mCoffeeMachineEnabled = true; } } break; } } } } } // Mueve las balas activas void Game::moveBullets() { for (auto bullet : bullets) { if (bullet->isActive()) { if (bullet->move() == BULLET_MOVE_OUT) { players[bullet->getOwner()]->decScoreMultiplier(); } } } } // Pinta las balas activas void Game::renderBullets() { for (auto bullet : bullets) { if (bullet->isActive()) { bullet->render(); } } } // Crea un objeto bala void Game::createBullet(int x, int y, Uint8 kind, bool poweredUp, int owner) { Bullet *b = new Bullet(x, y, kind, poweredUp, owner, mTextureBullet, mRenderer); bullets.push_back(b); } // Actualiza los items void Game::updateItems() { for (auto item : items) { item->update(); if (item->floorCollision()) { JA_PlaySound(mSoundCollision); mEffect.shake = true; } } } // Pinta los items activos void Game::renderItems() { for (auto item : items) { item->render(); } } // Devuelve un item en función del azar Uint8 Game::dropItem() { const Uint8 luckyNumber = rand() % 100; const Uint8 item = rand() % 6; switch (item) { case 0: if (luckyNumber < mHelper.itemPoints1Odds) return ITEM_POINTS_1_DISK; break; case 1: if (luckyNumber < mHelper.itemPoints2Odds) return ITEM_POINTS_2_GAVINA; break; case 2: if (luckyNumber < mHelper.itemPoints3Odds) return ITEM_POINTS_3_PACMAR; break; case 3: if (luckyNumber < mHelper.itemClockOdds) return ITEM_CLOCK; break; case 4: if (luckyNumber < mHelper.itemCoffeeOdds) { mHelper.itemCoffeeOdds = ITEM_COFFEE_ODDS; return ITEM_COFFEE; } else { if (mHelper.needCoffee) { mHelper.itemCoffeeOdds++; } } break; case 5: if (luckyNumber < mHelper.itemCoffeeMachineOdds) { mHelper.itemCoffeeMachineOdds = ITEM_COFFEE_MACHINE_ODDS; if ((!mCoffeeMachineEnabled) && (mHelper.needCoffeeMachine)) { return ITEM_COFFEE_MACHINE; } } else { if (mHelper.needCoffeeMachine) { mHelper.itemCoffeeMachineOdds++; } } break; default: break; } return NO_KIND; } // Crea un objeto item void Game::createItem(LTexture *texture, SDL_Renderer *renderer, Uint8 type, float x, float y) { Item *i = new Item(texture, renderer, type, x, y); items.push_back(i); } // Crea un objeto SmartSprite para mostrar la puntuación al coger un objeto 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->setPosX(x); ss->setPosY(y); ss->setDestX(x); ss->setDestY(y - 15); ss->setEnabled(true); ss->setEnabledCounter(100); } // Dibuja el efecto de flash void Game::renderFlashEffect() { if (mEffect.flash) { // Pantallazo blanco SDL_SetRenderDrawColor(mRenderer, 0xFF, 0xFF, 0xFF, 0xFF); SDL_RenderClear(mRenderer); mEffect.flash = false; } } // Actualiza el efecto de agitar la pantalla void Game::updateShakeEffect() { if (mEffect.shake) { if (mEffect.shakeCounter > 0) { mEffect.shakeCounter--; } else { mEffect.shake = false; mEffect.shakeCounter = SHAKE_COUNTER; } } } // Crea un SmartSprite para arrojar el item café al recibir un impacto void Game::throwCoffee(int x, int y) { SmartSprite *ss = new SmartSprite(nullptr, mRenderer); smartSprites.push_back(ss); ss->setPosX(x - 8); ss->setPosY(y - 8); ss->setWidth(16); ss->setHeight(16); ss->setVelX(-1.0f + ((rand() % 5) * 0.5f)); ss->setVelY(-4.0f); ss->setAccelX(0.0f); ss->setAccelY(0.2f); ss->setDestX(x + (ss->getVelX() * 50)); ss->setDestY(GAME_HEIGHT + 1); ss->setEnabled(true); ss->setEnabledCounter(1); ss->setSpriteClip(80, 16, 16, 16); ss->setRotate(true); ss->setRotateSpeed(10); ss->setRotateAmount(90.0); } // Crea un SmartSprite para arrojar al jugador al morir void Game::throwPlayer(int x, int y, Player *player) { const int sentit = ((rand() % 2) ? 1 : -1); //player->deathIndex = getSmartSpriteFreeIndex(); SmartSprite *ss = new SmartSprite(nullptr, mRenderer); smartSprites.push_back(ss); ss->setTexture(player->getDeadTexture()); ss->setPosX(x); ss->setPosY(y); ss->setWidth(24); ss->setHeight(24); ss->setVelX(2.0f * sentit); ss->setVelY(-5.0f); ss->setAccelX(0.0f); ss->setAccelY(0.2f); ss->setDestX(GAME_WIDTH * sentit); ss->setDestY(GAME_HEIGHT + 1); ss->setEnabled(true); ss->setEnabledCounter(1); ss->setSpriteClip(0, 0, 24, 24); } // Actualiza los SmartSprites void Game::updateSmartSprites() { for (auto ss:smartSprites) { ss->update(); } } // Pinta los SmartSprites activos void Game::renderSmartSprites() { for (auto ss:smartSprites) { ss->render(); } } // Acciones a realizar cuando el jugador muere void Game::killPlayer(Player *player) { if (!player->isInvulnerable()) { if (player->hasExtraHit()) { player->removeExtraHit(); throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2)); JA_PlaySound(mSoundCoffeeOut); } else { JA_PauseMusic(); stopAllBalloons(10); JA_PlaySound(mSoundPlayerCollision); shakeScreen(); SDL_Delay(500); JA_PlaySound(mSoundCoffeeOut); throwPlayer(player->getPosX(), player->getPosY(), player); player->setAlive(false); if (allPlayersAreDead()) { JA_StopMusic(); } else { JA_ResumeMusic(); } } } } // Calcula y establece el valor de amenaza en funcion de los globos activos void Game::evaluateAndSetMenace() { mMenaceCurrent = 0; for (auto balloon:balloons) { if (balloon->isEnabled()) { mMenaceCurrent += balloon->getMenace(); } } } // Obtiene el valor de la variable Uint8 Game::getMenace() { return mMenaceCurrent; } // Establece el valor de la variable void Game::setTimeStopped(bool value) { mTimeStopped = value; } // Obtiene el valor de la variable bool Game::isTimeStopped() { return mTimeStopped; } // Establece el valor de la variable void Game::setTimeStoppedCounter(Uint16 value) { mTimeStoppedCounter = value; } // Incrementa el valor de la variable void Game::incTimeStoppedCounter(Uint16 value) { mTimeStoppedCounter += value; } // Actualiza y comprueba el valor de la variable void Game::updateTimeStoppedCounter() { if (isTimeStopped()) { if (mTimeStoppedCounter > 0) { mTimeStoppedCounter--; stopAllBalloons(TIME_STOPPED_COUNTER); } else { disableTimeStopItem(); } } } // Actualiza la variable mEnemyDeployCounter void Game::updateEnemyDeployCounter() { if (mEnemyDeployCounter > 0) { mEnemyDeployCounter--; } } // Actualiza el campo de juego void Game::updatePlayField() { // Comprueba el teclado/mando checkGameInput(); // Actualiza las variables del jugador updatePlayer(); // Actualiza el fondo updateBackground(); // Mueve los globos updateBalloons(); // Mueve las balas moveBullets(); // Actualiza los items updateItems(); // Actualiza el valor de mCurrentStage updateStage(); // Actualiza el estado de muerte updateDeath(); // Actualiza los SmartSprites updateSmartSprites(); // Actualiza los contadores de estado y efectos updateTimeStoppedCounter(); updateEnemyDeployCounter(); updateShakeEffect(); // Actualiza el ayudante updateHelper(); // Comprueba las colisiones entre globos y balas checkBulletBalloonCollision(); // Comprueba el nivel de amenaza para ver si se han de crear nuevos enemigos if (!mGameCompleted) { updateMenace(); } // Actualiza la velocidad de los enemigos updateBalloonSpeed(); // Actualiza el tramo final de juego, una vez completado updateGameCompleted(); } // Actualiza el fondo void Game::updateBackground() { mClouds1a->move(); mClouds1b->move(); mClouds2a->move(); mClouds2b->move(); if (mClouds1a->getPosX() < -mClouds1a->getWidth()) { mClouds1a->setPosX(mClouds1a->getWidth()); } if (mClouds1b->getPosX() < -mClouds1b->getWidth()) { mClouds1b->setPosX(mClouds1b->getWidth()); } if (mClouds2a->getPosX() < -mClouds2a->getWidth()) { mClouds2a->setPosX(mClouds2a->getWidth()); } if (mClouds2b->getPosX() < -mClouds2b->getWidth()) { mClouds2b->setPosX(mClouds2b->getWidth()); } mSpriteGrass->setSpriteClip(256, 85 + (6 * (mCounter / 20 % 2)), GAME_WIDTH, 6); if (mEffect.shake) { mSpriteBackground->setPosX(((mEffect.shakeCounter % 2) * 2) - 1); } else { mSpriteBackground->setPosX(0); } } // Dibuja el fondo void Game::renderBackground() { const float gradientNumber = std::min(((float)mBalloonsPopped / 1000.0f), 3.0f); const float percent = gradientNumber - (int)gradientNumber; const int alpha = std::max((255 - (int)(255 * percent)), 0); // Dibuja el gradiente 2 mSpriteGradient->setSpriteClip(mGradientRect[((int)gradientNumber + 1) % 4]); mSpriteGradient->render(); // Dibuja el gradiente 1 con una opacidad cada vez menor mSpriteGradient->setSpriteClip(mGradientRect[(int)gradientNumber]); mTextureGameBG->setAlpha(alpha); mSpriteGradient->render(); mTextureGameBG->setAlpha(255); mClouds1a->render(); mClouds1b->render(); mClouds2a->render(); mClouds2b->render(); mSpriteBackground->render(); mSpriteGrass->render(); } // Dibuja el campo de juego void Game::renderPlayField() { renderBackground(); renderBalloons(); renderBullets(); renderMessages(); renderItems(); renderSmartSprites(); renderScoreBoard(); for (auto player:players) { player->render(); } if ((mDeathCounter <= 150) && !players[0]->isAlive()) { renderDeathFade(150 - mDeathCounter); } if ((mGameCompleted) && (mGameCompletedCounter >= 300)) { renderDeathFade(mGameCompletedCounter - 300); } renderFlashEffect(); } // Gestiona el nivel de amenaza void Game::updateMenace() { const float percent = mStage[mCurrentStage].currentPower / mStage[mCurrentStage].powerToComplete; const Uint8 difference = mStage[mCurrentStage].maxMenace - mStage[mCurrentStage].minMenace; // Aumenta el nivel de amenaza en función de la puntuación mMenaceThreshold = mStage[mCurrentStage].minMenace + (difference * percent); // Si el nivel de amenza es inferior al umbral if (mMenaceCurrent < mMenaceThreshold) { // Crea una formación de enemigos deployEnemyFormation(); // Recalcula el nivel de amenaza con el nuevo globo evaluateAndSetMenace(); } } // Gestiona la entrada durante el juego void Game::checkGameInput() { mDemo.keys.left = 0; mDemo.keys.right = 0; mDemo.keys.noInput = 0; mDemo.keys.fire = 0; mDemo.keys.fireLeft = 0; mDemo.keys.fireRight = 0; // Modo Demo activo if (mDemo.enabled) { const int index = 0; if (mDemo.dataFile[mDemo.counter].left == 1) { players[index]->setInput(INPUT_LEFT); } if (mDemo.dataFile[mDemo.counter].right == 1) { players[index]->setInput(INPUT_RIGHT); } if (mDemo.dataFile[mDemo.counter].noInput == 1) { players[index]->setInput(INPUT_NULL); } if (mDemo.dataFile[mDemo.counter].fire == 1) { if (players[index]->canFire()) { players[index]->setInput(INPUT_BUTTON_2); createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index); players[index]->setFireCooldown(10); } } if (mDemo.dataFile[mDemo.counter].fireLeft == 1) { if (players[index]->canFire()) { players[index]->setInput(INPUT_BUTTON_1); createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index); players[index]->setFireCooldown(10); } } if (mDemo.dataFile[mDemo.counter].fireRight == 1) { if (players[index]->canFire()) { players[index]->setInput(INPUT_BUTTON_3); createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index); players[index]->setFireCooldown(10); } } // Comprueba el input de pausa if (mInput->checkInput(INPUT_BUTTON_PAUSE, REPEAT_FALSE)) { mSection.name = PROG_SECTION_TITLE; } // Incrementa el contador de la demo if (mDemo.counter < TOTAL_DEMO_DATA) { mDemo.counter++; } else { mSection = {PROG_SECTION_TITLE, TITLE_SECTION_INSTRUCTIONS}; } } // Modo Demo no activo else { int i = 0; for (auto player:players) { if (player->isAlive()) { // Input a la izquierda if (mInput->checkInput(INPUT_LEFT, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id)) { player->setInput(INPUT_LEFT); mDemo.keys.left = 1; } else { // Input a la derecha if (mInput->checkInput(INPUT_RIGHT, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id)) { player->setInput(INPUT_RIGHT); mDemo.keys.right = 1; } else { // Ninguno de los dos inputs anteriores player->setInput(INPUT_NULL); mDemo.keys.noInput = 1; } } // Comprueba el input de disparar al centro if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id)) { if (player->canFire()) { player->setInput(INPUT_BUTTON_2); createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_UP, player->isPowerUp(), i); player->setFireCooldown(10); // Reproduce el sonido de disparo JA_PlaySound(mSoundBullet); mDemo.keys.fire = 1; } } // Comprueba el input de disparar a la izquierda if (mInput->checkInput(INPUT_BUTTON_1, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id)) { if (player->canFire()) { player->setInput(INPUT_BUTTON_1); createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_LEFT, player->isPowerUp(), i); player->setFireCooldown(10); // Reproduce el sonido de disparo JA_PlaySound(mSoundBullet); mDemo.keys.fireLeft = 1; } } // Comprueba el input de disparar a la derecha if (mInput->checkInput(INPUT_BUTTON_3, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id)) { if (player->canFire()) { player->setInput(INPUT_BUTTON_3); createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_RIGHT, player->isPowerUp(), i); player->setFireCooldown(10); // Reproduce el sonido de disparo JA_PlaySound(mSoundBullet); mDemo.keys.fireRight = 1; } } // Comprueba el input de pausa if (mInput->checkInput(INPUT_CANCEL, REPEAT_FALSE, mOptions->input[i].deviceType, mOptions->input[i].id)) { mSection.subsection = GAME_SECTION_PAUSE; if (JA_GetMusicState() == JA_MUSIC_PLAYING) { JA_PauseMusic(); } } if (mDemo.counter < TOTAL_DEMO_DATA) { if (mDemo.recording) { mDemo.dataFile[mDemo.counter] = mDemo.keys; } mDemo.counter++; } else if (mDemo.recording) { mSection.name = PROG_SECTION_QUIT; } i++; } } } } // Pinta diferentes mensajes en la pantalla void Game::renderMessages() { // GetReady if ((mCounter < STAGE_COUNTER) && (!mDemo.enabled)) { mSpriteGetReady->setPosX((int)mGetReadyBitmapPath[mCounter]); mTextNokiaBig2->write((int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), -2); } // Time Stopped if (mTimeStopped) { if ((mTimeStoppedCounter > 100) || (mTimeStoppedCounter % 10 > 4)) { mTextNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, mLang->getText(36) + std::to_string(mTimeStoppedCounter / 10), -1, noColor, 1, shdwTxtColor); } if (mTimeStoppedCounter > 100) { if (mTimeStoppedCounter % 30 == 0) { JA_PlaySound(mSoundClock, false); } } else { if (mTimeStoppedCounter % 15 == 0) { JA_PlaySound(mSoundClock, false); } } } // D E M O if (mDemo.enabled) { if (mDemo.counter % 30 > 14) { mTextNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, mLang->getText(37), 0, noColor, 2, shdwTxtColor); } } // STAGE NUMBER if (mStageBitmapCounter < STAGE_COUNTER) { const int stage = mStage[mCurrentStage].number; std::string text; if (stage == 10) { // Ultima fase text = mLang->getText(79); } else { // X fases restantes text = std::to_string(11 - mStage[mCurrentStage].number) + mLang->getText(38); } if (!mGameCompleted) { // Escribe el numero de fases restantes mTextNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, mStageBitmapPath[mStageBitmapCounter], text, -2, noColor, 2, shdwTxtColor); } else { // Escribe el texto de juego completado text = mLang->getText(50); mTextNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, mStageBitmapPath[mStageBitmapCounter], text, -2, noColor, 1, shdwTxtColor); mTextNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, mStageBitmapPath[mStageBitmapCounter] + mTextNokiaBig2->getCharacterSize() + 2, mLang->getText(76), -1, noColor, 1, shdwTxtColor); } } } // Habilita el efecto del item de detener el tiempo void Game::enableTimeStopItem() { stopAllBalloons(TIME_STOPPED_COUNTER); setTimeStopped(true); incTimeStoppedCounter(TIME_STOPPED_COUNTER); if (JA_GetMusicState() == JA_MUSIC_PLAYING) { JA_PauseMusic(); } } // Deshabilita el efecto del item de detener el tiempo void Game::disableTimeStopItem() { mTimeStopped = false; setTimeStoppedCounter(0); startAllBalloons(); if (JA_GetMusicState() == JA_MUSIC_PAUSED) { JA_ResumeMusic(); } } // Agita la pantalla void Game::shakeScreen() { const int v[] = {-1, 1, -1, 1, -1, 1, -1, 0}; for (int n = 0; n < 8; n++) { // Prepara para empezar a dibujar en la textura de juego mScreen->start(); // Limpia la pantalla mScreen->clean(bgColor); // Dibuja los objetos mSpriteBackground->setPosX(0); mSpriteBackground->setWidth(1); mSpriteBackground->setSpriteClip(0, 0, 1, 192); renderBackground(); mSpriteBackground->setPosX(255); mSpriteBackground->setSpriteClip(255, 0, 1, 192); mSpriteBackground->render(); mSpriteBackground->setPosX(v[n]); mSpriteBackground->setWidth(256); mSpriteBackground->setSpriteClip(0, 0, 256, 192); mSpriteBackground->render(); mSpriteGrass->render(); renderBalloons(); renderBullets(); renderItems(); for (auto player:players) { player->render(); } renderScoreBoard(); // Vuelca el contenido del renderizador en pantalla mScreen->blit(); SDL_Delay(50); } } // Bucle para el juego section_t Game::run() { init(); while (mSection.name == PROG_SECTION_GAME) { // Sección juego en pausa if (mSection.subsection == GAME_SECTION_PAUSE) { runPausedGame(); } // Sección Game Over if (mSection.subsection == GAME_SECTION_GAMEOVER) { runGameOverScreen(); } // Sección juego jugando if ((mSection.subsection == GAME_SECTION_PLAY_1P) || (mSection.subsection == GAME_SECTION_PLAY_2P)) { // Si la música no está sonando if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED)) { // Reproduce la música if (!mGameCompleted) { if (players[0]->isAlive()) { JA_PlayMusic(mMusicPlaying); } } } // Comprueba que la diferencia de ticks sea mayor a la velocidad del juego if (SDL_GetTicks() - mTicks > mTicksSpeed) { // Actualiza el contador de ticks mTicks = SDL_GetTicks(); // Actualiza el contador de juego mCounter++; // Comprueba los eventos que hay en la cola while (SDL_PollEvent(mEventHandler) != 0) { // Evento de salida de la aplicación if (mEventHandler->type == SDL_QUIT) { mSection.name = PROG_SECTION_QUIT; break; } } // Actualiza la lógica del juego updatePlayField(); } // Prepara para empezar a dibujar en la textura de juego mScreen->start(); // Limpia la pantalla mScreen->clean(bgColor); // Dibuja los objetos renderPlayField(); // Pinta la informacion de debug renderDebugInfo(); // Vuelca el contenido del renderizador en pantalla mScreen->blit(); } } return mSection; } // Bucle para el menu de pausa del juego void Game::runPausedGame() { // Reinicia el menu mMenuPause->reset(); while ((mSection.subsection == GAME_SECTION_PAUSE) && (mSection.name == PROG_SECTION_GAME)) { // Comprueba los eventos que hay en la cola while (SDL_PollEvent(mEventHandler) != 0) { // Evento de salida de la aplicación if (mEventHandler->type == SDL_QUIT) { mSection.name = PROG_SECTION_QUIT; break; } } // Calcula la lógica de los objetos if (SDL_GetTicks() - mTicks > mTicksSpeed) { // Actualiza el contador de ticks mTicks = SDL_GetTicks(); // Actualiza la lógica del menu mMenuPause->update(); mFade->update(); if (mFade->hasEnded()) { mSection.name = PROG_SECTION_TITLE; mSection.subsection = TITLE_SECTION_1; JA_StopMusic(); break; } } // Prepara para empezar a dibujar en la textura de juego mScreen->start(); // Limpia la pantalla mScreen->clean(bgColor); // Pinta el escenario renderPlayField(); mMenuPause->render(); mFade->render(); // Vuelca el contenido del renderizador en pantalla mScreen->blit(); // Comprueba las entradas para el menu mMenuPause->checkInput(); // Comprueba si se ha seleccionado algún item del menú switch (mMenuPause->getItemSelected()) { case 0: mSection.name = PROG_SECTION_GAME; if (mNumPlayers == 1) { mSection.subsection = GAME_SECTION_PLAY_1P; } else { mSection.subsection = GAME_SECTION_PLAY_2P; } if (JA_GetMusicState() == JA_MUSIC_PAUSED) { JA_ResumeMusic(); } break; case 1: mFade->setFadeType(FADE_CENTER); mFade->activateFade(); break; default: break; } } } // Bucle para la pantalla de game over void Game::runGameOverScreen() { // Guarda los puntos saveScoreFile(); // Reinicia el menu mMenuGameOver->reset(); while ((mSection.subsection == GAME_SECTION_GAMEOVER) && (mSection.name == PROG_SECTION_GAME)) { // Comprueba los eventos que hay en la cola while (SDL_PollEvent(mEventHandler) != 0) { // Evento de salida de la aplicación if (mEventHandler->type == SDL_QUIT) { mSection.name = PROG_SECTION_QUIT; break; } } // Calcula la lógica de los objetos if (SDL_GetTicks() - mTicks > mTicksSpeed) { // Actualiza el contador de ticks mTicks = SDL_GetTicks(); // Actualiza la lógica del menu mMenuGameOver->update(); mFade->update(); if (mFade->hasEnded()) { switch (mPostFade) { case 0: // YES mSection.name = PROG_SECTION_GAME; if (mNumPlayers == 1) { mSection.subsection = GAME_SECTION_PLAY_1P; } else { mSection.subsection = GAME_SECTION_PLAY_2P; } init(); break; case 1: // NO mSection.name = PROG_SECTION_TITLE; mSection.subsection = TITLE_SECTION_1; break; default: break; } break; } } // Prepara para empezar a dibujar en la textura de juego mScreen->start(); // Limpia la pantalla mScreen->clean(bgColor); // Dibuja los objetos if (mNumPlayers == 1) { mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), mLang->getText(43)); mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(players[0]->getScore())); } else { mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 36, mLang->getText(43)); mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 12, mLang->getText(77) + std::to_string(players[0]->getScore())); mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y, mLang->getText(78) + std::to_string(players[1]->getScore())); } mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y + BLOCK * 2, mLang->getText(45)); mMenuGameOver->render(); mFade->render(); // Vuelca el contenido del renderizador en pantalla mScreen->blit(); // Comprueba las entradas para el menu mMenuGameOver->checkInput(); // Comprueba si se ha seleccionado algún item del menú switch (mMenuGameOver->getItemSelected()) { case 0: // YES mPostFade = 0; mFade->activateFade(); break; case 1: // NO mPostFade = 1; mFade->activateFade(); break; default: break; } } } // Dibuja la informacion de debug en pantalla void Game::renderDebugInfo() { const color_t color = {0xFF, 0x20, 0x20}; if (mDebug.enabled) { mText->writeShadowed(2, 2 + 0 * BLOCK, "menace(umb): " + std::to_string(mMenaceCurrent) + "(" + std::to_string(mMenaceThreshold) + ")", color); mText->writeShadowed(2, 2 + 1 * BLOCK, "currentPower: " + std::to_string(mStage[mCurrentStage].currentPower), color); mText->writeShadowed(2, 2 + 2 * BLOCK, "mCurrentStage:" + std::to_string(mCurrentStage), color); mText->writeShadowed(2, 2 + 3 * BLOCK, "mCounter: " + std::to_string(mCounter), color); mText->writeShadowed(2, 2 + 4 * BLOCK, "(R)enemyset: " + std::to_string(mDebug.enemySet), color); mText->writeShadowed(2, 2 + 5 * BLOCK, "RGB: " + std::to_string(mDebug.gradR) + "," + std::to_string(mDebug.gradG) + "," + std::to_string(mDebug.gradB), color); mText->writeShadowed(2, 2 + 6 * BLOCK, "(I)invuln: " + std::to_string(players[0]->getInvulnerableCounter()), color); mText->writeShadowed(2, 2 + 7 * BLOCK, "balloons: " + std::to_string(countBalloons()), color); mText->writeShadowed(2, 2 + 8 * BLOCK, "balloonsPop: " + std::to_string(mBalloonsPopped), color); mText->writeShadowed(2, 2 + 9 * BLOCK, "(Z-X)ballSped:" + std::to_string(mEnemySpeed), color); mText->writeShadowed(2, 2 + 10 * BLOCK, "EGcounter: " + std::to_string(mGameCompletedCounter), color); } } // Indica si se puede crear una powerball bool Game::canPowerBallBeCreated() { if ((!mPowerBallEnabled) && (calculateScreenPower() > POWERBALL_SCREENPOWER_MINIMUM) && (mPowerBallCounter == 0)) { return true; } return false; } // Calcula el poder actual de los globos en pantalla int Game::calculateScreenPower() { int power = 0; for (auto balloon:balloons) { if (balloon->isEnabled()) { power += balloon->getPower(); } } return power; } // Inicializa las variables que contienen puntos de ruta para mover objetos void Game::initPaths() { // Letrero de STAGE # const int firstPart = STAGE_COUNTER / 4; // 50 const int secondPart = firstPart * 3; // 150 const int centerPoint = PLAY_AREA_CENTER_Y - (BLOCK * 2); const int distance = (PLAY_AREA_BOTTOM) - (PLAY_AREA_CENTER_Y - 16); for (int i = 0; i < STAGE_COUNTER; i++) { if (i < firstPart) { mStageBitmapPath[i] = (mSin[(int)((i * 1.8f) + 90)] * (distance) + centerPoint); } else if (i < secondPart) { mStageBitmapPath[i] = (int)centerPoint; } else { mStageBitmapPath[i] = (mSin[(int)(((i - 149) * 1.8f) + 90)] * (centerPoint + 17) - 17); } } // Letrero de GetReady const int size = mTextNokiaBig2->lenght(mLang->getText(75), -2); const float start1 = PLAY_AREA_LEFT - size; const float finish1 = PLAY_AREA_CENTER_X - (size / 2); const float start2 = finish1; const float finish2 = PLAY_AREA_RIGHT; const float distance1 = finish1 - start1; const float distance2 = finish2 - start2; for (int i = 0; i < STAGE_COUNTER; i++) { if (i < firstPart) { mGetReadyBitmapPath[i] = mSin[(int)(i * 1.8f)]; mGetReadyBitmapPath[i] *= distance1; mGetReadyBitmapPath[i] -= size; } else if (i < secondPart) { mGetReadyBitmapPath[i] = (int)finish1; } else { mGetReadyBitmapPath[i] = mSin[(int)((i - 150) * 1.8f)]; mGetReadyBitmapPath[i] *= distance2; mGetReadyBitmapPath[i] += finish1; } } } // Actualiza el tramo final de juego, una vez completado void Game::updateGameCompleted() { if (mGameCompleted) { mGameCompletedCounter++; } if (mGameCompletedCounter == 500) { mSection.subsection = GAME_SECTION_GAMEOVER; } } // Actualiza las variables de ayuda void Game::updateHelper() { // Solo ofrece ayuda cuando la amenaza es elevada if (mMenaceCurrent > 15) { for (auto player:players) { if (player->getCoffees() == 0) { mHelper.needCoffee = true; } else { mHelper.needCoffee = false; } if (!player->isPowerUp()) { mHelper.needCoffeeMachine = true; } else { mHelper.needCoffeeMachine = false; } } } else { mHelper.needCoffee = false; mHelper.needCoffeeMachine = false; } } // Comprueba si todos los jugadores han muerto bool Game::allPlayersAreDead() { bool success = true; for (auto player:players) { success &= (!player->isAlive()); } return success; }