magic numbers: game.cpp
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@@ -93,7 +93,9 @@ void MovingSprite::update(float deltaTime) {
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}
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// Muestra el sprite por pantalla
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void MovingSprite::render() { getTexture()->render(pos_.x, pos_.y, &sprite_clip_, horizontal_zoom_, vertical_zoom_, rotate_.angle, &rotate_.center, flip_); }
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void MovingSprite::render() {
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getTexture()->render(pos_.x, pos_.y, &sprite_clip_, horizontal_zoom_, vertical_zoom_, rotate_.angle, &rotate_.center, flip_);
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}
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// Establece la rotacion (frame-based)
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void MovingSprite::rotate() {
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@@ -210,7 +210,6 @@ void Game::updateHiScore() {
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}
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}
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// Actualiza las variables del jugador
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void Game::updatePlayers(float deltaTime) {
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for (auto &player : players_) {
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@@ -223,7 +222,7 @@ void Game::updatePlayers(float deltaTime) {
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// Si hay colisión
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if (balloon) {
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// Si el globo está parado y el temporizador activo, lo explota
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if (balloon->isStopped() && time_stopped_counter_ > 0) {
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if (balloon->isStopped() && time_stopped_timer_ > 0) {
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balloon_manager_->popBalloon(balloon);
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}
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// En caso contrario, el jugador ha sido golpeado por un globo activo
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@@ -328,17 +327,13 @@ void Game::updateGameStateGameOver(float deltaTime) {
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checkBulletCollision();
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cleanVectors();
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if (game_over_timer_ > 0) {
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if (game_over_timer_ >= GAME_OVER_DURATION_MS) {
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
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Audio::get()->fadeOutMusic(1000);
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balloon_manager_->setBouncingSounds(true);
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}
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if (game_over_timer_ < GAME_OVER_DURATION_MS) {
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handleGameOverEvents(); // Maneja eventos al inicio
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game_over_timer_ -= deltaTime; // Decremento time-based
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game_over_timer_ += deltaTime; // Incremento time-based
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constexpr float FADE_TRIGGER_MS = 150.0f * (1000.0f / 60.0f); // 150 frames = 2500ms
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if (game_over_timer_ <= FADE_TRIGGER_MS && !fade_out_->isEnabled()) {
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constexpr float FADE_TRIGGER_MS = GAME_OVER_DURATION_MS - (150.0f * (1000.0f / 60.0f)); // 2500ms antes del final
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if (game_over_timer_ >= FADE_TRIGGER_MS && !fade_out_->isEnabled()) {
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fade_out_->activate();
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}
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}
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@@ -351,7 +346,7 @@ void Game::updateGameStateGameOver(float deltaTime) {
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}
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if (fade_out_->hasEnded()) {
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if (game_completed_counter_ > 0) {
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if (game_completed_timer_ > 0) {
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Section::name = Section::Name::CREDITS; // Los jugadores han completado el juego
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} else {
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Section::name = Section::Name::HI_SCORE_TABLE; // La partida ha terminado con la derrota de los jugadores
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@@ -366,9 +361,6 @@ void Game::updateGameStateGameOver(float deltaTime) {
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// Gestiona eventos para el estado del final del juego
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void Game::updateGameStateCompleted(float deltaTime) {
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constexpr int START_CELEBRATIONS = 400;
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constexpr int END_CELEBRATIONS = START_CELEBRATIONS + 300;
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updatePlayers(deltaTime);
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updateScoreboard();
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updateBackground();
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@@ -380,40 +372,16 @@ void Game::updateGameStateCompleted(float deltaTime) {
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updatePathSprites();
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cleanVectors();
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// Comienza las celebraciones
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// Muestra el mensaje de felicitación y da los puntos a los jugadores
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if (game_completed_counter_ == START_CELEBRATIONS) {
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createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
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createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
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for (auto &player : players_) {
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if (player->isPlaying()) {
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player->addScore(1000000, Options::settings.hi_score_table.back().score);
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player->setPlayingState(Player::State::CELEBRATING);
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} else {
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player->setPlayingState(Player::State::GAME_OVER);
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}
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}
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updateHiScore();
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}
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// Termina las celebraciones
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if (game_completed_counter_ == END_CELEBRATIONS) {
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for (auto &player : players_) {
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if (player->isCelebrating()) {
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player->setPlayingState(player->qualifiesForHighScore() ? Player::State::ENTERING_NAME_GAME_COMPLETED : Player::State::LEAVING_SCREEN);
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}
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}
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}
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// Maneja eventos del juego completado
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handleGameCompletedEvents();
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// Si los jugadores ya no estan y no quedan mensajes en pantalla
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if (allPlayersAreGameOver() && path_sprites_.empty()) {
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setState(State::GAME_OVER);
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}
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// Incrementa el contador al final
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++game_completed_counter_;
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// Incrementa el acumulador al final
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game_completed_timer_ += deltaTime;
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}
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// Comprueba el estado del juego
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@@ -895,11 +863,11 @@ void Game::updateTimeStopped(float deltaTime) {
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static constexpr float CLOCK_SOUND_INTERVAL_MS = 500.0f; // 30 frames a 60fps
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static constexpr float COLOR_FLASH_INTERVAL_MS = 250.0f; // 15 frames a 60fps
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if (time_stopped_counter_ > 0) {
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time_stopped_counter_ -= deltaTime;
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if (time_stopped_timer_ > 0) {
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time_stopped_timer_ -= deltaTime;
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// Fase de advertencia (últimos 2 segundos)
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if (time_stopped_counter_ <= WARNING_THRESHOLD_MS) {
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if (time_stopped_timer_ <= WARNING_THRESHOLD_MS) {
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static float last_sound_time = 0.0f;
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last_sound_time += deltaTime;
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@@ -925,7 +893,6 @@ void Game::updateTimeStopped(float deltaTime) {
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}
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}
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// Actualiza toda la lógica del juego
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void Game::update(float deltaTime) {
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screen_->update();
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@@ -1011,12 +978,12 @@ void Game::fillCanvas() {
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void Game::enableTimeStopItem() {
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balloon_manager_->stopAllBalloons();
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balloon_manager_->reverseColorsToAllBalloons();
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time_stopped_counter_ = TIME_STOPPED_DURATION_MS;
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time_stopped_timer_ = TIME_STOPPED_DURATION_MS;
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}
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// Deshabilita el efecto del item de detener el tiempo
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void Game::disableTimeStopItem() {
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time_stopped_counter_ = 0;
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time_stopped_timer_ = 0;
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balloon_manager_->startAllBalloons();
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balloon_manager_->normalColorsToAllBalloons();
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}
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@@ -1926,6 +1893,55 @@ void Game::onPauseStateChanged(bool is_paused) {
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tabe_->pauseTimer(is_paused);
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}
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// Maneja eventos del juego completado usando flags para triggers únicos
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void Game::handleGameCompletedEvents() {
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constexpr float START_CELEBRATIONS_MS = 6667.0f; // 400 frames a 60fps
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constexpr float END_CELEBRATIONS_MS = 11667.0f; // 700 frames a 60fps
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// Inicio de celebraciones
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static bool start_celebrations_triggered = false;
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if (!start_celebrations_triggered && game_completed_timer_ >= START_CELEBRATIONS_MS) {
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createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
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createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
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for (auto &player : players_) {
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if (player->isPlaying()) {
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player->addScore(1000000, Options::settings.hi_score_table.back().score);
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player->setPlayingState(Player::State::CELEBRATING);
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} else {
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player->setPlayingState(Player::State::GAME_OVER);
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}
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}
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updateHiScore();
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start_celebrations_triggered = true;
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}
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// Fin de celebraciones
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static bool end_celebrations_triggered = false;
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if (!end_celebrations_triggered && game_completed_timer_ >= END_CELEBRATIONS_MS) {
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for (auto &player : players_) {
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if (player->isCelebrating()) {
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player->setPlayingState(player->qualifiesForHighScore() ? Player::State::ENTERING_NAME_GAME_COMPLETED : Player::State::LEAVING_SCREEN);
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}
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}
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fade_out_->activate();
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end_celebrations_triggered = true;
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}
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}
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// Maneja eventos de game over usando flag para trigger único
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void Game::handleGameOverEvents() {
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static bool game_over_triggered = false;
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if (!game_over_triggered && game_over_timer_ == 0.0f) {
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
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Audio::get()->fadeOutMusic(1000);
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balloon_manager_->setBouncingSounds(true);
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game_over_triggered = true;
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}
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}
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#ifdef _DEBUG
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// Comprueba los eventos en el modo DEBUG
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void Game::handleDebugEvents(const SDL_Event &event) {
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@@ -2002,53 +2018,4 @@ void Game::handleDebugEvents(const SDL_Event &event) {
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}
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}
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}
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// Maneja eventos del juego completado usando flags para triggers únicos
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void Game::handleGameCompletedEvents() {
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constexpr float START_CELEBRATIONS_MS = 6667.0f; // 400 frames a 60fps
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constexpr float END_CELEBRATIONS_MS = 11667.0f; // 700 frames a 60fps
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// Inicio de celebraciones
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static bool start_celebrations_triggered = false;
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if (!start_celebrations_triggered && game_completed_counter_ >= START_CELEBRATIONS_MS) {
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createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
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createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
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for (auto &player : players_) {
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if (player->isPlaying()) {
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player->addScore(1000000, Options::settings.hi_score_table.back().score);
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player->setPlayingState(Player::State::CELEBRATING);
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} else {
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player->setPlayingState(Player::State::GAME_OVER);
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}
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}
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updateHiScore();
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start_celebrations_triggered = true;
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}
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// Fin de celebraciones
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static bool end_celebrations_triggered = false;
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if (!end_celebrations_triggered && game_completed_counter_ >= END_CELEBRATIONS_MS) {
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for (auto &player : players_) {
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if (player->isCelebrating()) {
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player->setPlayingState(player->qualifiesForHighScore() ? Player::State::ENTERING_NAME_GAME_COMPLETED : Player::State::LEAVING_SCREEN);
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}
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}
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fade_out_->activate();
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end_celebrations_triggered = true;
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}
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}
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// Maneja eventos de game over usando flag para trigger único
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void Game::handleGameOverEvents() {
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static bool game_over_triggered = false;
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if (!game_over_triggered && game_over_timer_ >= GAME_OVER_DURATION_MS) {
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
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Audio::get()->fadeOutMusic(1000);
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balloon_manager_->setBouncingSounds(true);
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game_over_triggered = true;
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}
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}
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#endif
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@@ -153,11 +153,11 @@ class Game {
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Uint64 last_time_ = 0; // Último tiempo registrado para deltaTime
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bool coffee_machine_enabled_ = false; // Indica si hay una máquina de café en el terreno de juego
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bool hi_score_achieved_ = false; // Indica si se ha superado la puntuación máxima
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float difficulty_score_multiplier_; // Multiplicador de puntos en función de la dificultad
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float counter_ = 0; // Contador para el juego
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float game_completed_counter_ = 0; // Contador para el tramo final, cuando se ha completado la partida y ya no aparecen más globos
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float game_over_timer_ = GAME_OVER_DURATION_MS; // Timer para el estado de fin de partida (milisegundos)
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float time_stopped_counter_ = 0; // Temporizador para llevar la cuenta del tiempo detenido
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float difficulty_score_multiplier_ = 1.0f; // Multiplicador de puntos en función de la dificultad
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float counter_ = 0.0f; // Contador para el juego
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float game_completed_timer_ = 0.0f; // Acumulador de tiempo para el tramo final (milisegundos)
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float game_over_timer_ = 0.0f; // Timer para el estado de fin de partida (milisegundos)
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float time_stopped_timer_ = 0.0f; // Temporizador para llevar la cuenta del tiempo detenido
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int menace_ = 0; // Nivel de amenaza actual
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int menace_threshold_ = 0; // Umbral del nivel de amenaza. Si el nivel de amenaza cae por debajo del umbral, se generan más globos. Si el umbral aumenta, aumenta el número de globos
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State state_ = State::FADE_IN; // Estado
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