nou: musica al completar el joc

This commit is contained in:
2025-09-25 19:10:46 +02:00
parent e4532fcef2
commit 5edef17d84
7 changed files with 126 additions and 94 deletions

View File

@@ -22,6 +22,7 @@ DEMODATA|${PREFIX}/data/demo/demo1.bin
DEMODATA|${PREFIX}/data/demo/demo2.bin
# Música
MUSIC|${PREFIX}/data/music/congratulations.ogg
MUSIC|${PREFIX}/data/music/credits.ogg
MUSIC|${PREFIX}/data/music/intro.ogg
MUSIC|${PREFIX}/data/music/playing.ogg

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@@ -109,7 +109,7 @@ frames=38,39,40,41
[animation]
name=celebration
speed=0.167
loop=-1
loop=0
frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42
[/animation]

Binary file not shown.

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@@ -13,7 +13,6 @@ void ManageHiScoreTable::clear() {
table_.clear();
// Añade 10 entradas predefinidas
/*
table_.emplace_back("BRY", 1000000);
table_.emplace_back("USUFO", 500000);
table_.emplace_back("GLUCA", 100000);
@@ -24,8 +23,8 @@ void ManageHiScoreTable::clear() {
table_.emplace_back("SAM", 500);
table_.emplace_back("PACMQ", 200);
table_.emplace_back("PELEC", 100);
*/
/*
table_.emplace_back("BRY", 1000);
table_.emplace_back("USUFO", 500);
table_.emplace_back("GLUCA", 100);
@@ -36,6 +35,20 @@ void ManageHiScoreTable::clear() {
table_.emplace_back("SAM", 3);
table_.emplace_back("PACMQ", 2);
table_.emplace_back("PELEC", 1);
*/
/*
table_.emplace_back("BRY", 5000000);
table_.emplace_back("USUFO", 5000000);
table_.emplace_back("GLUCA", 5000000);
table_.emplace_back("PARRA", 5000000);
table_.emplace_back("CAGAM", 5000000);
table_.emplace_back("PEPE", 5000000);
table_.emplace_back("ROSIT", 5000000);
table_.emplace_back("SAM", 5000000);
table_.emplace_back("PACMQ", 5000000);
table_.emplace_back("PELEC", 5000000);
*/
sort();
}

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@@ -149,7 +149,7 @@ void Player::setInputEnteringName(Input::Action action) {
name_entry_idle_time_accumulator_ = 0.0f;
}
// Fase 1: Sistema de movimiento time-based
// Sistema de movimiento
void Player::move(float deltaTime) {
switch (playing_state_) {
case State::PLAYING:
@@ -475,11 +475,10 @@ auto Player::computeAnimation() const -> std::pair<std::string, SDL_FlipMode> {
return {anim_name, flip_mode};
}
// Fase 1: Establece la animación correspondiente al estado (time-based)
// Establece la animación correspondiente al estado
void Player::setAnimation(float deltaTime) {
switch (playing_state_) {
case State::PLAYING:
case State::ENTERING_NAME_GAME_COMPLETED:
case State::ENTERING_SCREEN:
case State::LEAVING_SCREEN:
case State::TITLE_ANIMATION:
@@ -505,6 +504,7 @@ void Player::setAnimation(float deltaTime) {
case State::CONTINUE:
player_sprite_->setCurrentAnimation("dizzy");
break;
case State::ENTERING_NAME_GAME_COMPLETED:
case State::CELEBRATING:
player_sprite_->setCurrentAnimation("celebration");
break;
@@ -679,8 +679,8 @@ void Player::setPlayingState(State state) {
break;
}
case State::ENTERING_NAME_GAME_COMPLETED: {
setWalkingState(State::WALKING_STOP);
setFiringState(State::FIRING_NONE);
// setWalkingState(State::WALKING_STOP);
// setFiringState(State::FIRING_NONE);
setScoreboardMode(Scoreboard::Mode::ENTER_NAME);
break;
}
@@ -1034,19 +1034,35 @@ void Player::updateFiringStateFromVisual() {
case VisualFireState::RECOILING:
switch (base_state) {
case State::FIRING_LEFT: firing_state_ = State::RECOILING_LEFT; break;
case State::FIRING_RIGHT: firing_state_ = State::RECOILING_RIGHT; break;
case State::FIRING_UP: firing_state_ = State::RECOILING_UP; break;
default: firing_state_ = State::RECOILING_UP; break;
case State::FIRING_LEFT:
firing_state_ = State::RECOILING_LEFT;
break;
case State::FIRING_RIGHT:
firing_state_ = State::RECOILING_RIGHT;
break;
case State::FIRING_UP:
firing_state_ = State::RECOILING_UP;
break;
default:
firing_state_ = State::RECOILING_UP;
break;
}
break;
case VisualFireState::THREAT_POSE:
switch (base_state) {
case State::FIRING_LEFT: firing_state_ = State::COOLING_LEFT; break;
case State::FIRING_RIGHT: firing_state_ = State::COOLING_RIGHT; break;
case State::FIRING_UP: firing_state_ = State::COOLING_UP; break;
default: firing_state_ = State::COOLING_UP; break;
case State::FIRING_LEFT:
firing_state_ = State::COOLING_LEFT;
break;
case State::FIRING_RIGHT:
firing_state_ = State::COOLING_RIGHT;
break;
case State::FIRING_UP:
firing_state_ = State::COOLING_UP;
break;
default:
firing_state_ = State::COOLING_UP;
break;
}
break;
}

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@@ -1061,7 +1061,7 @@ void Game::initPaths() {
const int X0 = -W;
const int X1 = param.game.play_area.center_x - (W / 2);
const int X2 = param.game.play_area.rect.w;
const int Y = param.game.play_area.center_y - (H / 2) - 20;
const int Y = param.game.play_area.center_y - (H / 2);
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 7.0F);
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
}
@@ -1074,7 +1074,7 @@ void Game::initPaths() {
const int X0 = param.game.play_area.rect.w;
const int X1 = param.game.play_area.center_x - (W / 2);
const int X2 = -W;
const int Y = param.game.play_area.center_y + (H / 2) - 20;
const int Y = param.game.play_area.center_y + (H / 2);
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 7.0F);
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
}
@@ -1083,10 +1083,11 @@ void Game::initPaths() {
{
const auto &texture = Resource::get()->getTexture("game_text_new_record");
const auto W = texture->getWidth();
const auto H = texture->getHeight();
const int X0 = -W;
const int X1 = param.game.play_area.center_x - (W / 2);
const int X2 = param.game.play_area.rect.w;
const int Y = param.game.play_area.first_quarter_y;
const int Y = param.game.play_area.center_y - (H / 2) - (H * 2);
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 1.0f);
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
}
@@ -1658,8 +1659,8 @@ void Game::initPlayers(Player::Id player_id) {
}
// Hace sonar la música
void Game::playMusic() {
Audio::get()->playMusic("playing.ogg");
void Game::playMusic(const std::string &music_file, int loop) {
Audio::get()->playMusic(music_file, loop);
}
// Pausa la música
@@ -1770,7 +1771,7 @@ void Game::updateGameStateShowingGetReadyMessage(float deltaTime) {
if (!music_started) {
music_timer += deltaTime;
if (music_timer >= 1.67f) {
playMusic();
playMusic("playing.ogg");
music_started = true;
setState(State::PLAYING);
}
@@ -1781,7 +1782,7 @@ void Game::updateGameStateShowingGetReadyMessage(float deltaTime) {
void Game::updateGameStatePlaying(float deltaTime) {
#ifdef _DEBUG
if (auto_pop_balloons_) {
stage_manager_->addPower(1);
stage_manager_->addPower(2);
}
#endif
updatePlayers(deltaTime);
@@ -1935,8 +1936,8 @@ void Game::onPauseStateChanged(bool is_paused) {
// Maneja eventos del juego completado usando flags para triggers únicos
void Game::handleGameCompletedEvents() {
constexpr float START_CELEBRATIONS_S = 6.667f; // 400 frames a 60fps → segundos
constexpr float END_CELEBRATIONS_S = 11.667f; // 700 frames a 60fps → segundos
constexpr float START_CELEBRATIONS_S = 6.0f;
constexpr float END_CELEBRATIONS_S = 14.0f;
// Inicio de celebraciones
static bool start_celebrations_triggered = false;
@@ -1954,6 +1955,7 @@ void Game::handleGameCompletedEvents() {
}
updateHiScore();
playMusic("congratulations.ogg", 1);
start_celebrations_triggered = true;
}

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@@ -301,7 +301,7 @@ class Game {
void updateHelper(); // Actualiza variables auxiliares de renderizado
// --- Sistema de audio ---
static void playMusic(); // Reproduce la música de fondo
static void playMusic(const std::string &music_file, int loop = -1); // Reproduce la música de fondo
void stopMusic() const; // Detiene la reproducción de música
static void pauseMusic(); // Pausa la música
static void resumeMusic(); // Retoma la música que eestaba pausada