This commit is contained in:
2025-10-24 17:50:31 +02:00
parent 3cfb65320c
commit 4679255d60
8 changed files with 68 additions and 44 deletions

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@@ -61,7 +61,7 @@ auto AssetIntegrated::loadFile(const std::string& filename) -> std::vector<uint8
return data; return data;
} }
auto AssetIntegrated::fileExists(const std::string& filename) const -> bool { auto AssetIntegrated::fileExists(const std::string& filename) -> bool {
if (shouldUseResourcePack(filename) && resource_pack_enabled) { if (shouldUseResourcePack(filename) && resource_pack_enabled) {
auto& loader = ResourceLoader::getInstance(); auto& loader = ResourceLoader::getInstance();

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@@ -13,10 +13,10 @@ class AssetIntegrated : public Asset {
const std::string& resource_pack_path = "resources.pack"); const std::string& resource_pack_path = "resources.pack");
// Carga un archivo usando ResourceLoader como primera opción // Carga un archivo usando ResourceLoader como primera opción
auto loadFile(const std::string& filename) -> std::vector<uint8_t>; static auto loadFile(const std::string& filename) -> std::vector<uint8_t>;
// Verifica si un archivo existe (pack o filesystem) // Verifica si un archivo existe (pack o filesystem)
auto fileExists(const std::string& filename) const -> bool; static auto fileExists(const std::string& filename) -> bool;
// Obtiene la ruta completa para archivos del sistema/config // Obtiene la ruta completa para archivos del sistema/config
static auto getSystemPath(const std::string& filename) -> std::string; static auto getSystemPath(const std::string& filename) -> std::string;

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@@ -56,7 +56,7 @@ void PathSprite::render() {
} }
// Determina el tipo de centrado basado en el tipo de path // Determina el tipo de centrado basado en el tipo de path
auto PathSprite::determineCenteringType(const Path& path, bool centered) const -> PathCentered { auto PathSprite::determineCenteringType(const Path& path, bool centered) -> PathCentered {
if (!centered) { if (!centered) {
return PathCentered::NONE; return PathCentered::NONE;
} }

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@@ -95,7 +95,7 @@ class PathSprite : public Sprite {
void goToNextPathOrDie(); // Cambia de recorrido o finaliza void goToNextPathOrDie(); // Cambia de recorrido o finaliza
// --- Métodos auxiliares para addPath --- // --- Métodos auxiliares para addPath ---
[[nodiscard]] auto determineCenteringType(const Path& path, bool centered) const -> PathCentered; // Determina el tipo de centrado [[nodiscard]] static auto determineCenteringType(const Path& path, bool centered) -> PathCentered; // Determina el tipo de centrado
void centerPathOnX(Path& path, float offset); // Aplica centrado en el eje X static void centerPathOnX(Path& path, float offset); // Aplica centrado en el eje X
void centerPathOnY(Path& path, float offset); // Aplica centrado en el eje Y static void centerPathOnY(Path& path, float offset); // Aplica centrado en el eje Y
}; };

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@@ -42,13 +42,13 @@ auto OpenGLShader::initGLExtensions() -> bool {
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)SDL_GL_GetProcAddress("glVertexAttribPointer"); glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)SDL_GL_GetProcAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)SDL_GL_GetProcAddress("glEnableVertexAttribArray"); glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)SDL_GL_GetProcAddress("glEnableVertexAttribArray");
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv && return (glCreateShader != nullptr) && (glShaderSource != nullptr) && (glCompileShader != nullptr) && (glGetShaderiv != nullptr) &&
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram && (glGetShaderInfoLog != nullptr) && (glDeleteShader != nullptr) && (glAttachShader != nullptr) && (glCreateProgram != nullptr) &&
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog && (glLinkProgram != nullptr) && (glValidateProgram != nullptr) && (glGetProgramiv != nullptr) && (glGetProgramInfoLog != nullptr) &&
glUseProgram && glDeleteProgram && glGetUniformLocation && glUniform2f && (glUseProgram != nullptr) && (glDeleteProgram != nullptr) && (glGetUniformLocation != nullptr) && (glUniform2f != nullptr) &&
glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays && (glGenVertexArrays != nullptr) && (glBindVertexArray != nullptr) && (glDeleteVertexArrays != nullptr) &&
glGenBuffers && glBindBuffer && glBufferData && glDeleteBuffers && (glGenBuffers != nullptr) && (glBindBuffer != nullptr) && (glBufferData != nullptr) && (glDeleteBuffers != nullptr) &&
glVertexAttribPointer && glEnableVertexAttribArray; (glVertexAttribPointer != nullptr) && (glEnableVertexAttribArray != nullptr);
} }
#endif #endif

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@@ -432,7 +432,7 @@ void Credits::updateBlackRects(float delta_time) {
static_cast<float>(param.game.game_area.center_y + 1)); static_cast<float>(param.game.game_area.center_y + 1));
int bottom_steps_by_h = static_cast<int>(bottom_black_rect_.h) - prev_bottom_h; int bottom_steps_by_h = static_cast<int>(bottom_black_rect_.h) - prev_bottom_h;
int bottom_steps_by_y = prev_bottom_y - static_cast<int>(bottom_black_rect_.y); int bottom_steps_by_y = prev_bottom_y - static_cast<int>(bottom_black_rect_.y);
int bottom_steps = std::max(0, std::max(bottom_steps_by_h, bottom_steps_by_y)); int bottom_steps = std::max({0, bottom_steps_by_h, bottom_steps_by_y});
int steps_done = top_delta + bottom_steps; int steps_done = top_delta + bottom_steps;
if (steps_done > 0) { if (steps_done > 0) {
@@ -460,20 +460,20 @@ void Credits::updateBlackRects(float delta_time) {
if (!horizontal_done_) { if (!horizontal_done_) {
int prev_left_w = static_cast<int>(left_black_rect_.w); int prev_left_w = static_cast<int>(left_black_rect_.w);
left_black_rect_.w = std::min(left_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED), left_black_rect_.w = std::min(left_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED),
static_cast<float>(param.game.game_area.center_x)); param.game.game_area.center_x);
int left_gain = static_cast<int>(left_black_rect_.w) - prev_left_w; int left_gain = static_cast<int>(left_black_rect_.w) - prev_left_w;
int prev_right_x = static_cast<int>(right_black_rect_.x); int prev_right_x = static_cast<int>(right_black_rect_.x);
right_black_rect_.w = right_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED); right_black_rect_.w = right_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED);
right_black_rect_.x = std::max(right_black_rect_.x - static_cast<float>(HORIZONTAL_SPEED), right_black_rect_.x = std::max(right_black_rect_.x - static_cast<float>(HORIZONTAL_SPEED),
static_cast<float>(param.game.game_area.center_x)); param.game.game_area.center_x);
int right_move = prev_right_x - static_cast<int>(right_black_rect_.x); int right_move = prev_right_x - static_cast<int>(right_black_rect_.x);
int steps_done = left_gain + right_move; int steps_done = left_gain + right_move;
if (steps_done > 0) { if (steps_done > 0) {
current_step_ = std::max(0.0f, current_step_ - static_cast<float>(steps_done)); current_step_ = std::max(0.0F, current_step_ - static_cast<float>(steps_done));
float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_)); float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
int vol_i = static_cast<int>(std::clamp(vol_f, 0.0f, static_cast<float>(initial_volume_))); int vol_i = static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_)));
Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí
} }
@@ -495,7 +495,9 @@ void Credits::updateBlackRects(float delta_time) {
// Usar segundos puros en lugar de frames equivalentes // Usar segundos puros en lugar de frames equivalentes
if (counter_pre_fade_ >= PRE_FADE_DELAY_S) { if (counter_pre_fade_ >= PRE_FADE_DELAY_S) {
if (fade_out_) fade_out_->activate(); if (fade_out_) {
fade_out_->activate();
}
} else { } else {
counter_pre_fade_ += delta_time; counter_pre_fade_ += delta_time;
} }
@@ -680,7 +682,9 @@ void Credits::startCredits() {
int pasos_right = (dx_right + (HORIZONTAL_SPEED - 1)) / HORIZONTAL_SPEED; // ceil int pasos_right = (dx_right + (HORIZONTAL_SPEED - 1)) / HORIZONTAL_SPEED; // ceil
total_steps_ = pasos_top + pasos_bottom + pasos_left + pasos_right; total_steps_ = pasos_top + pasos_bottom + pasos_left + pasos_right;
if (total_steps_ <= 0) total_steps_ = 1; if (total_steps_ <= 0) {
total_steps_ = 1;
}
current_step_ = static_cast<float>(total_steps_); current_step_ = static_cast<float>(total_steps_);
@@ -690,7 +694,9 @@ void Credits::startCredits() {
initialized_ = true; initialized_ = true;
// Asegurar volumen inicial consistente // Asegurar volumen inicial consistente
if (steps_ <= 0) steps_ = 1; if (steps_ <= 0) {
steps_ = 1;
}
float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_)); float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
setVolume(static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_)))); setVolume(static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_))));
} }
@@ -711,8 +717,8 @@ void Credits::drawBorderRect() {
SDL_Rect r; SDL_Rect r;
r.x = static_cast<int>(std::floor(border_rect_.x + 0.5F)); r.x = static_cast<int>(std::floor(border_rect_.x + 0.5F));
r.y = static_cast<int>(std::floor(border_rect_.y + 0.5F)); r.y = static_cast<int>(std::floor(border_rect_.y + 0.5F));
r.w = static_cast<int>(std::max(0.0f, std::floor(border_rect_.w + 0.5F))); r.w = static_cast<int>(std::max(0.0F, std::floor(border_rect_.w + 0.5F)));
r.h = static_cast<int>(std::max(0.0f, std::floor(border_rect_.h + 0.5F))); r.h = static_cast<int>(std::max(0.0F, std::floor(border_rect_.h + 0.5F)));
if (r.w > 0 && r.h > 0) { if (r.w > 0 && r.h > 0) {
SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_); SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_);

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@@ -551,19 +551,18 @@ void Game::handleTabeHitEffects() {
// Maneja la colisión entre bala y globos // Maneja la colisión entre bala y globos
auto Game::checkBulletBalloonCollision(const std::shared_ptr<Bullet>& bullet) -> bool { auto Game::checkBulletBalloonCollision(const std::shared_ptr<Bullet>& bullet) -> bool {
for (auto& balloon : balloon_manager_->getBalloons()) { return std::ranges::any_of(balloon_manager_->getBalloons(), [this, &bullet](auto& balloon) {
if (!balloon->isEnabled() || balloon->isInvulnerable()) { if (!balloon->isEnabled() || balloon->isInvulnerable()) {
continue; return false;
} }
if (!checkCollision(balloon->getCollider(), bullet->getCollider())) { if (!checkCollision(balloon->getCollider(), bullet->getCollider())) {
continue; return false;
} }
processBalloonHit(bullet, balloon); processBalloonHit(bullet, balloon);
return true; return true;
} });
return false;
} }
// Procesa el impacto en un globo // Procesa el impacto en un globo
@@ -1966,8 +1965,10 @@ void Game::handleGameOverEvents() {
void Game::buildPlayerDrawList(const Players& elements, Players& draw_list) { void Game::buildPlayerDrawList(const Players& elements, Players& draw_list) {
draw_list.clear(); draw_list.clear();
draw_list.reserve(elements.size()); draw_list.reserve(elements.size());
for (const auto& e : elements) draw_list.push_back(e); // copia el shared_ptr for (const auto& e : elements) {
std::stable_sort(draw_list.begin(), draw_list.end(), [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) { draw_list.push_back(e); // copia el shared_ptr
}
std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) {
return a->getZOrder() < b->getZOrder(); return a->getZOrder() < b->getZOrder();
}); });
} }
@@ -1981,31 +1982,42 @@ void Game::updatePlayerDrawList(const Players& elements, Players& draw_list) {
return; return;
} }
// Dado que apuntan a los mismos elementos, basta ordenar por los z_order actuales. // Dado que apuntan a los mismos elementos, basta ordenar por los z_order actuales.
std::stable_sort(draw_list.begin(), draw_list.end(), [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) { std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) {
return a->getZOrder() < b->getZOrder(); return a->getZOrder() < b->getZOrder();
}); });
} }
// Dibuja en el orden definido por draw_list // Dibuja en el orden definido por draw_list
void Game::renderPlayerDrawList(const Players& draw_list) { void Game::renderPlayerDrawList(const Players& draw_list) {
for (const auto& e : draw_list) e->render(); for (const auto& e : draw_list) {
e->render();
}
} }
// Operaciones sobre z_order que mantienen la invariante y actualizan draw_list. // Operaciones sobre z_order que mantienen la invariante y actualizan draw_list.
auto Game::findPlayerIndex(const Players& elems, const std::shared_ptr<Player>& who) -> size_t { auto Game::findPlayerIndex(const Players& elems, const std::shared_ptr<Player>& who) -> size_t {
for (size_t i = 0; i < elems.size(); ++i) for (size_t i = 0; i < elems.size(); ++i) {
if (elems[i] == who) return static_cast<int>(i); // compara shared_ptr directamente if (elems[i] == who) {
return static_cast<int>(i); // compara shared_ptr directamente
}
}
return -1; return -1;
} }
void Game::sendPlayerToBack(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list) { void Game::sendPlayerToBack(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list) {
int idx = findPlayerIndex(elements, who); int idx = findPlayerIndex(elements, who);
if (idx < 0) return; // no encontrado if (idx < 0) {
return; // no encontrado
}
const int OLD_Z = elements[idx]->getZOrder(); const int OLD_Z = elements[idx]->getZOrder();
if (OLD_Z <= 0) return; if (OLD_Z <= 0) {
return;
}
for (auto& p : elements) { for (auto& p : elements) {
int z = p->getZOrder(); int z = p->getZOrder();
if (z < OLD_Z) { p->setZOrder(z + 1); } if (z < OLD_Z) {
p->setZOrder(z + 1);
}
} }
elements[idx]->setZOrder(0); elements[idx]->setZOrder(0);
updatePlayerDrawList(elements, draw_list); updatePlayerDrawList(elements, draw_list);
@@ -2013,13 +2025,19 @@ void Game::sendPlayerToBack(Players& elements, const std::shared_ptr<Player>& wh
void Game::bringPlayerToFront(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list) { void Game::bringPlayerToFront(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list) {
int idx = findPlayerIndex(elements, who); int idx = findPlayerIndex(elements, who);
if (idx < 0) return; // no encontrado if (idx < 0) {
return; // no encontrado
}
const int OLD_Z = elements[idx]->getZOrder(); const int OLD_Z = elements[idx]->getZOrder();
const int N = static_cast<int>(elements.size()); const int N = static_cast<int>(elements.size());
if (OLD_Z >= N - 1) return; if (OLD_Z >= N - 1) {
return;
}
for (auto& p : elements) { for (auto& p : elements) {
int z = p->getZOrder(); int z = p->getZOrder();
if (z > OLD_Z) p->setZOrder(z - 1); if (z > OLD_Z) {
p->setZOrder(z - 1);
}
} }
elements[idx]->setZOrder(N - 1); elements[idx]->setZOrder(N - 1);
updatePlayerDrawList(elements, draw_list); updatePlayerDrawList(elements, draw_list);

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@@ -336,9 +336,9 @@ class Game {
void playSound(const std::string& name) const; // Reproduce un efecto de sonido específico void playSound(const std::string& name) const; // Reproduce un efecto de sonido específico
// --- Gestion y dibujado de jugadores en z-order --- // --- Gestion y dibujado de jugadores en z-order ---
void buildPlayerDrawList(const Players& elements, Players& draw_list); // Construye el draw_list a partir del vector principal static void buildPlayerDrawList(const Players& elements, Players& draw_list); // Construye el draw_list a partir del vector principal
void updatePlayerDrawList(const Players& elements, Players& draw_list); // Actualiza draw_list tras cambios en los z_order void updatePlayerDrawList(const Players& elements, Players& draw_list); // Actualiza draw_list tras cambios en los z_order
void renderPlayerDrawList(const Players& draw_list); // Dibuja en el orden definido static void renderPlayerDrawList(const Players& draw_list); // Dibuja en el orden definido
static auto findPlayerIndex(const Players& elems, const std::shared_ptr<Player>& who) -> size_t; static auto findPlayerIndex(const Players& elems, const std::shared_ptr<Player>& who) -> size_t;
void sendPlayerToBack(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list); // Envia al jugador al fondo de la pantalla void sendPlayerToBack(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list); // Envia al jugador al fondo de la pantalla
void bringPlayerToFront(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list); // Envia al jugador al frente de la pantalla void bringPlayerToFront(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list); // Envia al jugador al frente de la pantalla