fix: ja es mou la herbeta

This commit is contained in:
2025-10-16 20:43:48 +02:00
parent 6dc6d8fc24
commit 5ff33ca6ca
6 changed files with 41 additions and 30 deletions

View File

@@ -7,13 +7,14 @@
#include <cmath> // Para M_PI, cos, sin
#include <utility>
#include "moving_sprite.h" // Para MovingSprite
#include "param.h" // Para Param, ParamBackground, param
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para funciones de easing
#include "animated_sprite.h" // Para MovingSprite
#include "moving_sprite.h" // Para MovingSprite
#include "param.h" // Para Param, ParamBackground, param
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para funciones de easing
// Constructor
Background::Background(float total_progress_to_complete)
@@ -22,10 +23,10 @@ Background::Background(float total_progress_to_complete)
buildings_texture_(Resource::get()->getTexture("game_buildings.png")),
top_clouds_texture_(Resource::get()->getTexture("game_clouds1.png")),
bottom_clouds_texture_(Resource::get()->getTexture("game_clouds2.png")),
grass_texture_(Resource::get()->getTexture("game_grass.png")),
gradients_texture_(Resource::get()->getTexture("game_sky_colors.png")),
sun_texture_(Resource::get()->getTexture("game_sun.png")),
moon_texture_(Resource::get()->getTexture("game_moon.png")),
grass_sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("game_grass.png"), Resource::get()->getAnimation("game_grass.ani"))),
total_progress_to_complete_(total_progress_to_complete),
progress_per_stage_(total_progress_to_complete_ / STAGES),
@@ -88,7 +89,6 @@ void Background::initializeSprites() {
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
grass_sprite_ = std::make_unique<Sprite>(grass_texture_, 0, 0, grass_texture_->getWidth(), grass_texture_->getHeight() / 2);
sun_sprite_ = std::make_unique<Sprite>(sun_texture_);
moon_sprite_ = std::make_unique<Sprite>(moon_texture_);
}
@@ -96,8 +96,8 @@ void Background::initializeSprites() {
// Configura las propiedades iniciales de los sprites
void Background::initializeSpriteProperties() {
// Velocidades iniciales que coinciden con updateCloudsSpeed() cuando progress=0
constexpr float INITIAL_TOP_CLOUDS_SPEED_PX_PER_S = 0.05F * 60.0F; // 3.0 píxeles/segundo (coincide con CLOUDS_INITIAL_SPEED)
constexpr float INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S = 0.05F * 60.0F / 2.0F; // 1.5 píxeles/segundo (mitad de velocidad)
constexpr float INITIAL_TOP_CLOUDS_SPEED_PX_PER_S = 0.05F * 60.0F; // 3.0 píxeles/segundo (coincide con CLOUDS_INITIAL_SPEED)
constexpr float INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S = 0.05F * 60.0F / 2.0F; // 1.5 píxeles/segundo (mitad de velocidad)
top_clouds_sprite_a_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
top_clouds_sprite_a_->setVelX(-INITIAL_TOP_CLOUDS_SPEED_PX_PER_S);
@@ -111,8 +111,14 @@ void Background::initializeSpriteProperties() {
bottom_clouds_sprite_b_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
bottom_clouds_sprite_b_->setVelX(-INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S);
// grass_sprite_->setY(base_ - grass_sprite_->getHeight());
// grass_sprite_->resetAnimation();
grass_sprite_->setPos(0.0F, base_ - 10.0F);
grass_sprite_->setWidth(320.0F);
grass_sprite_->setHeight(10.0F);
//grass_sprite_->setCurrentAnimation(0);
buildings_sprite_->setY(base_ - buildings_sprite_->getHeight());
grass_sprite_->setY(base_ - grass_sprite_->getHeight());
sun_sprite_->setPosition(sun_path_.front());
moon_sprite_->setPosition(moon_path_.front());
}
@@ -141,12 +147,8 @@ void Background::update(float delta_time) {
// Actualiza las nubes
updateClouds(delta_time);
// Actualiza timer de hierba
grass_timer_ += delta_time;
// Calcula el frame de la hierba (alterna cada GRASS_FRAME_DURATION ms)
int grass_frame = static_cast<int>(grass_timer_ / GRASS_FRAME_DURATION) % 2;
grass_sprite_->setSpriteClip(0, (10 * grass_frame), 320, 10);
// Actualiza el sprite con la hierba
grass_sprite_->update(delta_time);
// Calcula el valor de alpha
alpha_ = std::max((255 - (int)(255 * transition_)), 0);
@@ -309,9 +311,9 @@ void Background::updateProgression(float delta_time) {
// Actualiza la velocidad de las nubes según el estado y progresión
void Background::updateCloudsSpeed() {
// Cálculo de velocidad según progreso (convertido de frame-based a time-based)
constexpr float CLOUDS_INITIAL_SPEED_PX_PER_S = 0.05F * 60.0F; // 3.0 píxeles/segundo (era 0.05 px/frame @ 60fps)
constexpr float CLOUDS_TOTAL_SPEED_PX_PER_S = 2.00F * 60.0F; // 120.0 píxeles/segundo (era 2.00 px/frame @ 60fps)
constexpr float CLOUDS_FINAL_SPEED_RANGE_PX_PER_S = CLOUDS_TOTAL_SPEED_PX_PER_S - CLOUDS_INITIAL_SPEED_PX_PER_S; // 117.0 píxeles/segundo
constexpr float CLOUDS_INITIAL_SPEED_PX_PER_S = 0.05F * 60.0F; // 3.0 píxeles/segundo (era 0.05 px/frame @ 60fps)
constexpr float CLOUDS_TOTAL_SPEED_PX_PER_S = 2.00F * 60.0F; // 120.0 píxeles/segundo (era 2.00 px/frame @ 60fps)
constexpr float CLOUDS_FINAL_SPEED_RANGE_PX_PER_S = CLOUDS_TOTAL_SPEED_PX_PER_S - CLOUDS_INITIAL_SPEED_PX_PER_S; // 117.0 píxeles/segundo
// Velocidad base según progreso (de -3.0 a -120.0 píxeles/segundo, igual que la versión original)
float base_clouds_speed = (-CLOUDS_INITIAL_SPEED_PX_PER_S) +
@@ -415,7 +417,7 @@ void Background::renderBottomClouds() {
// Compone todos los elementos del fondo en la textura
void Background::fillCanvas() {
// Cambia el destino del renderizador
auto *temp = SDL_GetRenderTarget(renderer_);
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, canvas_);
// Dibuja el gradiente de fondo
@@ -466,7 +468,7 @@ void Background::setColor(Color color) {
attenuate_color_ = color;
// Colorea la textura
auto *temp = SDL_GetRenderTarget(renderer_);
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, color_texture_);
SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255);