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

@@ -81,6 +81,7 @@ DATA|${PREFIX}/data/shaders/crtpi_fragment.glsl
# Shaders OpenGL ES 3.0 (Raspberry Pi) - opcionales # Shaders OpenGL ES 3.0 (Raspberry Pi) - opcionales
DATA|${PREFIX}/data/shaders/crtpi_vertex_es.glsl|optional DATA|${PREFIX}/data/shaders/crtpi_vertex_es.glsl|optional
DATA|${PREFIX}/data/shaders/crtpi_fragment_es.glsl|optional DATA|${PREFIX}/data/shaders/crtpi_fragment_es.glsl|optional
# Texturas - Balloons # Texturas - Balloons
ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani
@@ -117,6 +118,7 @@ BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
BITMAP|${PREFIX}/data/gfx/game/game_buildings.png BITMAP|${PREFIX}/data/gfx/game/game_buildings.png
BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png
BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png
ANIMATION|${PREFIX}/data/gfx/game/game_grass.ani
BITMAP|${PREFIX}/data/gfx/game/game_grass.png BITMAP|${PREFIX}/data/gfx/game/game_grass.png
BITMAP|${PREFIX}/data/gfx/game/game_moon.png BITMAP|${PREFIX}/data/gfx/game/game_moon.png
BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png

View File

@@ -0,0 +1,9 @@
frame_width=320
frame_height=10
[animation]
name=default
speed=0.2
loop=0
frames=0,1,2,1
[/animation]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

View File

@@ -7,6 +7,7 @@
#include <cmath> // Para M_PI, cos, sin #include <cmath> // Para M_PI, cos, sin
#include <utility> #include <utility>
#include "animated_sprite.h" // Para MovingSprite
#include "moving_sprite.h" // Para MovingSprite #include "moving_sprite.h" // Para MovingSprite
#include "param.h" // Para Param, ParamBackground, param #include "param.h" // Para Param, ParamBackground, param
#include "resource.h" // Para Resource #include "resource.h" // Para Resource
@@ -22,10 +23,10 @@ Background::Background(float total_progress_to_complete)
buildings_texture_(Resource::get()->getTexture("game_buildings.png")), buildings_texture_(Resource::get()->getTexture("game_buildings.png")),
top_clouds_texture_(Resource::get()->getTexture("game_clouds1.png")), top_clouds_texture_(Resource::get()->getTexture("game_clouds1.png")),
bottom_clouds_texture_(Resource::get()->getTexture("game_clouds2.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")), gradients_texture_(Resource::get()->getTexture("game_sky_colors.png")),
sun_texture_(Resource::get()->getTexture("game_sun.png")), sun_texture_(Resource::get()->getTexture("game_sun.png")),
moon_texture_(Resource::get()->getTexture("game_moon.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), total_progress_to_complete_(total_progress_to_complete),
progress_per_stage_(total_progress_to_complete_ / STAGES), progress_per_stage_(total_progress_to_complete_ / STAGES),
@@ -88,7 +89,6 @@ void Background::initializeSprites() {
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_); buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h); 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_); sun_sprite_ = std::make_unique<Sprite>(sun_texture_);
moon_sprite_ = std::make_unique<Sprite>(moon_texture_); moon_sprite_ = std::make_unique<Sprite>(moon_texture_);
} }
@@ -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_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
bottom_clouds_sprite_b_->setVelX(-INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S); 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()); buildings_sprite_->setY(base_ - buildings_sprite_->getHeight());
grass_sprite_->setY(base_ - grass_sprite_->getHeight());
sun_sprite_->setPosition(sun_path_.front()); sun_sprite_->setPosition(sun_path_.front());
moon_sprite_->setPosition(moon_path_.front()); moon_sprite_->setPosition(moon_path_.front());
} }
@@ -141,12 +147,8 @@ void Background::update(float delta_time) {
// Actualiza las nubes // Actualiza las nubes
updateClouds(delta_time); updateClouds(delta_time);
// Actualiza timer de hierba // Actualiza el sprite con la hierba
grass_timer_ += delta_time; grass_sprite_->update(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);
// Calcula el valor de alpha // Calcula el valor de alpha
alpha_ = std::max((255 - (int)(255 * transition_)), 0); alpha_ = std::max((255 - (int)(255 * transition_)), 0);
@@ -415,7 +417,7 @@ void Background::renderBottomClouds() {
// Compone todos los elementos del fondo en la textura // Compone todos los elementos del fondo en la textura
void Background::fillCanvas() { void Background::fillCanvas() {
// Cambia el destino del renderizador // Cambia el destino del renderizador
auto *temp = SDL_GetRenderTarget(renderer_); auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, canvas_); SDL_SetRenderTarget(renderer_, canvas_);
// Dibuja el gradiente de fondo // Dibuja el gradiente de fondo
@@ -466,7 +468,7 @@ void Background::setColor(Color color) {
attenuate_color_ = color; attenuate_color_ = color;
// Colorea la textura // Colorea la textura
auto *temp = SDL_GetRenderTarget(renderer_); auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, color_texture_); SDL_SetRenderTarget(renderer_, color_texture_);
SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255); SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255);

View File

@@ -13,6 +13,7 @@
class MovingSprite; class MovingSprite;
class Sprite; class Sprite;
class Texture; class Texture;
class AnimatedSprite;
// --- Clase Background: gestiona el fondo de la sección jugable --- // --- Clase Background: gestiona el fondo de la sección jugable ---
class Background { class Background {
@@ -66,13 +67,12 @@ class Background {
static constexpr float COMPLETION_TRANSITION_DURATION_S = 3.0F; // Duración de la transición de completado en segundos static constexpr float COMPLETION_TRANSITION_DURATION_S = 3.0F; // Duración de la transición de completado en segundos
// --- Objetos y punteros --- // --- Objetos y punteros ---
SDL_Renderer *renderer_; // Renderizador de la ventana SDL_Renderer* renderer_; // Renderizador de la ventana
SDL_Texture *canvas_; // Textura para componer el fondo SDL_Texture* canvas_; // Textura para componer el fondo
SDL_Texture *color_texture_; // Textura para atenuar el fondo SDL_Texture* color_texture_; // Textura para atenuar el fondo
std::shared_ptr<Texture> buildings_texture_; // Textura de edificios std::shared_ptr<Texture> buildings_texture_; // Textura de edificios
std::shared_ptr<Texture> top_clouds_texture_; // Textura de nubes superiores std::shared_ptr<Texture> top_clouds_texture_; // Textura de nubes superiores
std::shared_ptr<Texture> bottom_clouds_texture_; // Textura de nubes inferiores std::shared_ptr<Texture> bottom_clouds_texture_; // Textura de nubes inferiores
std::shared_ptr<Texture> grass_texture_; // Textura de hierba
std::shared_ptr<Texture> gradients_texture_; // Textura de gradientes std::shared_ptr<Texture> gradients_texture_; // Textura de gradientes
std::shared_ptr<Texture> sun_texture_; // Textura del sol std::shared_ptr<Texture> sun_texture_; // Textura del sol
std::shared_ptr<Texture> moon_texture_; // Textura de la luna std::shared_ptr<Texture> moon_texture_; // Textura de la luna
@@ -82,9 +82,9 @@ class Background {
std::unique_ptr<MovingSprite> bottom_clouds_sprite_b_; // Sprite de nubes inferiores B std::unique_ptr<MovingSprite> bottom_clouds_sprite_b_; // Sprite de nubes inferiores B
std::unique_ptr<Sprite> buildings_sprite_; // Sprite de edificios std::unique_ptr<Sprite> buildings_sprite_; // Sprite de edificios
std::unique_ptr<Sprite> gradient_sprite_; // Sprite de gradiente std::unique_ptr<Sprite> gradient_sprite_; // Sprite de gradiente
std::unique_ptr<Sprite> grass_sprite_; // Sprite de hierba
std::unique_ptr<Sprite> sun_sprite_; // Sprite del sol std::unique_ptr<Sprite> sun_sprite_; // Sprite del sol
std::unique_ptr<Sprite> moon_sprite_; // Sprite de la luna std::unique_ptr<Sprite> moon_sprite_; // Sprite de la luna
std::unique_ptr<AnimatedSprite> grass_sprite_; // Sprite con la hierba
// --- Variables de configuración --- // --- Variables de configuración ---
const float total_progress_to_complete_; // Progreso total para completar const float total_progress_to_complete_; // Progreso total para completar
@@ -108,8 +108,6 @@ class Background {
float clouds_speed_ = 0; // Velocidad de las nubes float clouds_speed_ = 0; // Velocidad de las nubes
float transition_ = 0; // Porcentaje de transición float transition_ = 0; // Porcentaje de transición
size_t gradient_number_ = 0; // Índice de fondo degradado size_t gradient_number_ = 0; // Índice de fondo degradado
float grass_timer_ = 0.0f; // Timer para animación de hierba (ms)
static constexpr float GRASS_FRAME_DURATION = 333.34f; // Duración por frame de hierba (20 frames * 16.67ms)
size_t alpha_color_texture_ = 0; // Transparencia de atenuación size_t alpha_color_texture_ = 0; // Transparencia de atenuación
size_t previous_alpha_color_texture_ = 0; // Transparencia anterior size_t previous_alpha_color_texture_ = 0; // Transparencia anterior
size_t sun_index_ = 0; // Índice del recorrido del sol size_t sun_index_ = 0; // Índice del recorrido del sol