corregida la llista de inicialització en clang-format

creat Balloon::Config per a inicialitzar globos
This commit is contained in:
2025-08-24 17:16:49 +02:00
parent fe950e6f17
commit 928335576c
61 changed files with 964 additions and 733 deletions

View File

@@ -9,9 +9,9 @@
#include <stdexcept> // Para runtime_error
#include <utility> // Para pair
#include "texture.h" // Para Texture
#include "resource_helper.h" // Para ResourceHelper
#include "utils.h" // Para printWithDots
#include "texture.h" // Para Texture
#include "utils.h" // Para printWithDots
// Carga las animaciones en un vector(Animations) desde un fichero
auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer {
@@ -19,13 +19,13 @@ auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffe
auto resource_data = ResourceHelper::loadFile(file_path);
std::istringstream stream;
bool using_resource_data = false;
if (!resource_data.empty()) {
std::string content(resource_data.begin(), resource_data.end());
stream.str(content);
using_resource_data = true;
}
// Fallback a archivo directo
std::ifstream file;
if (!using_resource_data) {
@@ -35,7 +35,7 @@ auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffe
throw std::runtime_error("Fichero no encontrado: " + file_path);
}
}
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");

View File

@@ -50,7 +50,8 @@ class AnimatedSprite : public MovingSprite {
// --- Constructores y destructor ---
AnimatedSprite(std::shared_ptr<Texture> texture, const std::string& file_path);
AnimatedSprite(std::shared_ptr<Texture> texture, const AnimationsFileBuffer& animations);
explicit AnimatedSprite(std::shared_ptr<Texture> texture) : MovingSprite(std::move(texture)) {}
explicit AnimatedSprite(std::shared_ptr<Texture> texture)
: MovingSprite(std::move(texture)) {}
~AnimatedSprite() override = default;
// --- Métodos principales ---

View File

@@ -8,8 +8,8 @@
#include <sstream> // Para basic_istringstream
#include <stdexcept> // Para runtime_error
#include "utils.h" // Para getFileName
#include "resource_helper.h" // Para ResourceHelper
#include "utils.h" // Para getFileName
// Singleton
Asset *Asset::instance = nullptr;
@@ -209,7 +209,7 @@ auto Asset::checkFile(const std::string &path) -> bool {
// Intentar primero con ResourceHelper
auto data = ResourceHelper::loadFile(path);
bool success = !data.empty();
// Si no se encuentra en el pack, intentar con filesystem directo
if (!success) {
std::ifstream file(path);

View File

@@ -1,10 +1,10 @@
#pragma once
#include <cstdint> // Para uint8_t
#include <string> // Para string
#include <unordered_map> // Para unordered_map
#include <utility> // Para move
#include <vector> // Para vector
#include <cstdint> // Para uint8_t
// --- Clase Asset: gestor optimizado de recursos (singleton) ---
class Asset {
@@ -34,7 +34,7 @@ class Asset {
void add(const std::string &file_path, Type type, bool required = true, bool absolute = false);
void loadFromFile(const std::string &config_file_path, const std::string &prefix = "", const std::string &system_folder = ""); // Con soporte para variables
[[nodiscard]] auto get(const std::string &filename) const -> std::string; // Mantener nombre original
[[nodiscard]] auto loadData(const std::string &filename) const -> std::vector<uint8_t>; // Carga datos del archivo
[[nodiscard]] auto loadData(const std::string &filename) const -> std::vector<uint8_t>; // Carga datos del archivo
[[nodiscard]] auto check() const -> bool;
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
[[nodiscard]] auto exists(const std::string &filename) const -> bool; // Nueva función para verificar existencia
@@ -47,7 +47,9 @@ class Asset {
bool required; // Indica si el archivo es obligatorio
Item(std::string path, Type asset_type, bool is_required)
: file(std::move(path)), type(asset_type), required(is_required) {}
: file(std::move(path)),
type(asset_type),
required(is_required) {}
};
// --- Variables internas ---

View File

@@ -1,17 +1,18 @@
#include "asset_integrated.h"
#include <filesystem>
#include <iostream>
#include <fstream>
#include <iostream>
bool AssetIntegrated::resource_pack_enabled_ = false;
void AssetIntegrated::initWithResourcePack(const std::string &executable_path,
const std::string &resource_pack_path) {
void AssetIntegrated::initWithResourcePack(const std::string &executable_path,
const std::string &resource_pack_path) {
// Inicializar Asset normal
Asset::init(executable_path);
// Inicializar ResourceLoader
auto& loader = ResourceLoader::getInstance();
auto &loader = ResourceLoader::getInstance();
if (loader.initialize(resource_pack_path, true)) {
resource_pack_enabled_ = true;
std::cout << "Asset system initialized with resource pack: " << resource_pack_path << std::endl;
@@ -24,58 +25,58 @@ void AssetIntegrated::initWithResourcePack(const std::string &executable_path,
std::vector<uint8_t> AssetIntegrated::loadFile(const std::string &filename) {
if (shouldUseResourcePack(filename) && resource_pack_enabled_) {
// Intentar cargar del pack de recursos
auto& loader = ResourceLoader::getInstance();
auto &loader = ResourceLoader::getInstance();
// Convertir ruta completa a ruta relativa para el pack
std::string relativePath = filename;
// Si la ruta contiene "data/", extraer la parte relativa
size_t dataPos = filename.find("data/");
if (dataPos != std::string::npos) {
relativePath = filename.substr(dataPos + 5); // +5 para saltar "data/"
relativePath = filename.substr(dataPos + 5); // +5 para saltar "data/"
}
auto data = loader.loadResource(relativePath);
if (!data.empty()) {
return data;
}
}
// Fallback: cargar del filesystem
std::ifstream file(filename, std::ios::binary | std::ios::ate);
if (!file) {
std::cerr << "Error: Could not open file: " << filename << std::endl;
return {};
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(fileSize);
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
if (!file.read(reinterpret_cast<char *>(data.data()), fileSize)) {
std::cerr << "Error: Could not read file: " << filename << std::endl;
return {};
}
return data;
}
bool AssetIntegrated::fileExists(const std::string &filename) const {
if (shouldUseResourcePack(filename) && resource_pack_enabled_) {
auto& loader = ResourceLoader::getInstance();
auto &loader = ResourceLoader::getInstance();
// Convertir ruta completa a ruta relativa para el pack
std::string relativePath = filename;
size_t dataPos = filename.find("data/");
if (dataPos != std::string::npos) {
relativePath = filename.substr(dataPos + 5);
}
if (loader.resourceExists(relativePath)) {
return true;
}
}
// Verificar en filesystem
return std::filesystem::exists(filename);
}
@@ -90,16 +91,16 @@ bool AssetIntegrated::shouldUseResourcePack(const std::string &filepath) const {
// - Archivos de config/ (ahora están fuera de data/)
// - Archivos con absolute=true en assets.txt
// - Archivos de sistema (${SYSTEM_FOLDER})
if (filepath.find("/config/") != std::string::npos ||
if (filepath.find("/config/") != std::string::npos ||
filepath.find("config/") == 0) {
return false;
}
if (filepath.find("/data/") != std::string::npos ||
filepath.find("data/") == 0) {
return true;
}
return false;
}

View File

@@ -1,28 +1,29 @@
#pragma once
#include <memory>
#include "asset.h"
#include "resource_loader.h"
#include <memory>
// Extensión de Asset que integra ResourceLoader
class AssetIntegrated : public Asset {
public:
// Inicializa Asset con ResourceLoader
static void initWithResourcePack(const std::string &executable_path,
const std::string &resource_pack_path = "resources.pack");
// Carga un archivo usando ResourceLoader como primera opción
std::vector<uint8_t> loadFile(const std::string &filename);
// Verifica si un archivo existe (pack o filesystem)
bool fileExists(const std::string &filename) const;
// Obtiene la ruta completa para archivos del sistema/config
std::string getSystemPath(const std::string &filename) const;
private:
static bool resource_pack_enabled_;
// Determina si un archivo debe cargarse del pack o del filesystem
bool shouldUseResourcePack(const std::string &filepath) const;
public:
// Inicializa Asset con ResourceLoader
static void initWithResourcePack(const std::string &executable_path,
const std::string &resource_pack_path = "resources.pack");
// Carga un archivo usando ResourceLoader como primera opción
std::vector<uint8_t> loadFile(const std::string &filename);
// Verifica si un archivo existe (pack o filesystem)
bool fileExists(const std::string &filename) const;
// Obtiene la ruta completa para archivos del sistema/config
std::string getSystemPath(const std::string &filename) const;
private:
static bool resource_pack_enabled_;
// Determina si un archivo debe cargarse del pack o del filesystem
bool shouldUseResourcePack(const std::string &filepath) const;
};

View File

@@ -75,11 +75,15 @@ class Audio {
bool loop; // Indica si la última pista de música se debe reproducir en bucle
// Constructor para inicializar la música con valores predeterminados
Music() : state(MusicState::STOPPED), loop(false) {}
Music()
: state(MusicState::STOPPED),
loop(false) {}
// Constructor para inicializar con valores específicos
Music(MusicState init_state, std::string init_name, bool init_loop)
: state(init_state), name(std::move(init_name)), loop(init_loop) {}
: state(init_state),
name(std::move(init_name)),
loop(init_loop) {}
};
// --- Variables de estado ---

View File

@@ -11,20 +11,21 @@
#include "texture.h" // Para Texture
// Constructor
Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float speed, Uint16 creation_timer, SDL_FRect play_area, const std::shared_ptr<Texture> &texture, const std::vector<std::string> &animation)
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
x_(x),
y_(y),
vx_(vel_x),
being_created_(creation_timer > 0),
invulnerable_(creation_timer > 0),
stopped_(creation_timer > 0),
creation_counter_(creation_timer),
creation_counter_ini_(creation_timer),
type_(type),
size_(size),
speed_(speed),
play_area_(play_area) {
Balloon::Balloon(const Config& config)
: sprite_(std::make_unique<AnimatedSprite>(config.texture, config.animation)),
x_(config.x),
y_(config.y),
vx_(config.vel_x),
being_created_(config.creation_counter > 0),
invulnerable_(config.creation_counter > 0),
stopped_(config.creation_counter > 0),
creation_counter_(config.creation_counter),
creation_counter_ini_(config.creation_counter),
type_(config.type),
size_(config.size),
speed_(config.speed),
play_area_(config.play_area),
sound_(config.sound) {
switch (type_) {
case Type::BALLOON: {
vy_ = 0;
@@ -37,9 +38,8 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
power_ = POWER.at(INDEX);
menace_ = MENACE.at(INDEX);
score_ = SCORE.at(INDEX);
bouncing_sound_ = BOUNCING_SOUND.at(INDEX);
popping_sound_ = POPPING_SOUND.at(INDEX);
sound_.bouncing_file = BOUNCING_SOUND.at(INDEX);
sound_.popping_file = POPPING_SOUND.at(INDEX);
break;
}
@@ -52,17 +52,16 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
power_ = POWER.at(INDEX);
menace_ = MENACE.at(INDEX);
score_ = SCORE.at(INDEX);
bouncing_sound_ = BOUNCING_SOUND.at(INDEX);
popping_sound_ = POPPING_SOUND.at(INDEX);
sound_.bouncing_file = BOUNCING_SOUND.at(INDEX);
sound_.popping_file = POPPING_SOUND.at(INDEX);
break;
}
case Type::POWERBALL: {
constexpr int INDEX = 3;
h_ = w_ = WIDTH.at(4);
bouncing_sound_ = BOUNCING_SOUND.at(3);
popping_sound_ = "power_ball_explosion.wav";
sound_.bouncing_file = BOUNCING_SOUND.at(3);
sound_.popping_file = "power_ball_explosion.wav";
power_ = score_ = menace_ = 0;
vy_ = 0;
@@ -70,9 +69,8 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
gravity_ = param.balloon.settings.at(INDEX).grav;
default_vy_ = param.balloon.settings.at(INDEX).vel;
sprite_->setRotate(creation_timer <= 0);
sprite_->setRotate(config.creation_counter <= 0);
sprite_->setRotateAmount(vx_ > 0.0F ? 2.0 : -2.0);
break;
}
@@ -233,8 +231,14 @@ void Balloon::applyGravity() {
}
void Balloon::playBouncingSound() {
if (bouncing_sound_enabled_) {
playSound(bouncing_sound_);
if (sound_.enabled && sound_.bouncing_enabled) {
Audio::get()->playSound(sound_.bouncing_file);
}
}
void Balloon::playPoppingSound() {
if (sound_.enabled && sound_.poping_enabled) {
Audio::get()->playSound(sound_.popping_file);
}
}
@@ -368,23 +372,8 @@ void Balloon::useNormalColor() {
setAnimation();
}
// Reproduce sonido
void Balloon::playSound(const std::string &name) const {
if (!sound_enabled_) {
return;
}
static auto *audio_ = Audio::get();
audio_->playSound(name);
}
// Explota el globo
void Balloon::pop(bool should_sound) {
if (should_sound) {
if (poping_sound_enabled_) {
playSound(popping_sound_);
}
}
if (should_sound) { playPoppingSound(); }
enabled_ = false;
}

View File

@@ -25,10 +25,16 @@ class Balloon {
static constexpr std::array<int, 5> WIDTH = {10, 16, 26, 48, 49};
static constexpr std::array<std::string_view, 4> BOUNCING_SOUND = {
"balloon_bounce0.wav", "balloon_bounce1.wav", "balloon_bounce2.wav", "balloon_bounce3.wav"};
"balloon_bounce0.wav",
"balloon_bounce1.wav",
"balloon_bounce2.wav",
"balloon_bounce3.wav"};
static constexpr std::array<std::string_view, 4> POPPING_SOUND = {
"balloon_pop0.wav", "balloon_pop1.wav", "balloon_pop2.wav", "balloon_pop3.wav"};
"balloon_pop0.wav",
"balloon_pop1.wav",
"balloon_pop2.wav",
"balloon_pop3.wav"};
static constexpr float VELX_POSITIVE = 0.7F;
static constexpr float VELX_NEGATIVE = -0.7F;
@@ -52,18 +58,32 @@ class Balloon {
POWERBALL = 2, // Globo de poder
};
// --- Estructura para manejo de sonido ---
struct Sound {
std::string bouncing_file; // Archivo de sonido al rebotar
std::string popping_file; // Archivo de sonido al explotar
bool bouncing_enabled = false; // Si debe sonar el globo al rebotar
bool poping_enabled = true; // Si debe sonar el globo al explotar
bool enabled = true; // Indica si los globos deben hacer algun sonido
};
// --- Estructura de configuración para inicialización ---
struct Config {
float x = 0.0F;
float y = 0.0F;
Type type = Type::BALLOON;
Size size = Size::EXTRALARGE;
float vel_x = VELX_POSITIVE;
float speed = SPEED.at(0);
Uint16 creation_counter = 0;
SDL_FRect play_area = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
std::shared_ptr<Texture> texture = nullptr;
std::vector<std::string> animation;
Sound sound;
};
// --- Constructores y destructor ---
Balloon(
float x,
float y,
Type type,
Size size,
float vel_x,
float speed,
Uint16 creation_timer,
SDL_FRect play_area,
const std::shared_ptr<Texture>& texture,
const std::vector<std::string>& animation);
Balloon(const Config& config);
~Balloon() = default;
// --- Métodos principales ---
@@ -102,9 +122,9 @@ class Balloon {
void setVelY(float vel_y) { vy_ = vel_y; }
void setSpeed(float speed) { speed_ = speed; }
void setInvulnerable(bool value) { invulnerable_ = value; }
void setBouncingSound(bool value) { bouncing_sound_enabled_ = value; }
void setPoppingSound(bool value) { poping_sound_enabled_ = value; }
void setSound(bool value) { sound_enabled_ = value; }
void setBouncingSound(bool value) { sound_.bouncing_enabled = value; }
void setPoppingSound(bool value) { sound_.poping_enabled = value; }
void setSound(bool value) { sound_.enabled = value; }
private:
// --- Estructura para el efecto de rebote ---
@@ -114,10 +134,28 @@ class Balloon {
// Tablas de valores predefinidos para el efecto de rebote
static constexpr std::array<float, BOUNCE_FRAMES> HORIZONTAL_ZOOM_VALUES = {
1.10F, 1.05F, 1.00F, 0.95F, 0.90F, 0.95F, 1.00F, 1.02F, 1.05F, 1.02F};
1.10F,
1.05F,
1.00F,
0.95F,
0.90F,
0.95F,
1.00F,
1.02F,
1.05F,
1.02F};
static constexpr std::array<float, BOUNCE_FRAMES> VERTICAL_ZOOM_VALUES = {
0.90F, 0.95F, 1.00F, 1.05F, 1.10F, 1.05F, 1.00F, 0.98F, 0.95F, 0.98F};
0.90F,
0.95F,
1.00F,
1.05F,
1.10F,
1.05F,
1.00F,
0.98F,
0.95F,
0.98F};
// Estado del efecto
bool enabled_ = false; // Si el efecto está activo
@@ -203,47 +241,43 @@ class Balloon {
std::unique_ptr<AnimatedSprite> sprite_; // Sprite del objeto globo
// --- Variables de estado y físicas ---
float x_; // Posición X
float y_; // Posición Y
float w_; // Ancho
float h_; // Alto
float vx_; // Velocidad X
float vy_; // Velocidad Y
float gravity_; // Aceleración en Y
float default_vy_; // Velocidad inicial al rebotar
float max_vy_; // Máxima velocidad en Y
bool being_created_; // Si el globo se está creando
bool enabled_ = true; // Si el globo está activo
bool invulnerable_; // Si el globo es invulnerable
bool stopped_; // Si el globo está parado
bool use_reversed_colors_ = false; // Si se usa el color alternativo
Circle collider_; // Círculo de colisión
Uint16 creation_counter_; // Temporizador de creación
Uint16 creation_counter_ini_; // Valor inicial del temporizador de creación
Uint16 score_; // Puntos al destruir el globo
Type type_; // Tipo de globo
Size size_; // Tamaño de globo
Uint8 menace_; // Amenaza que genera el globo
Uint32 counter_ = 0; // Contador interno
float travel_y_ = 1.0F; // Distancia a recorrer en Y antes de aplicar gravedad
float speed_; // Velocidad del globo
Uint8 power_; // Poder que alberga el globo
SDL_FRect play_area_; // Zona de movimiento del globo
std::string bouncing_sound_; // Archivo de sonido al rebotar
std::string popping_sound_; // Archivo de sonido al explotar
bool bouncing_sound_enabled_ = false; // Si debe sonar el globo al rebotar
bool poping_sound_enabled_ = true; // Si debe sonar el globo al explotar
bool sound_enabled_ = true; // Indica si los globos deben hacer algun sonido
BounceEffect bounce_effect_; // Efecto de rebote
float x_; // Posición X
float y_; // Posición Y
float w_; // Ancho
float h_; // Alto
float vx_; // Velocidad X
float vy_; // Velocidad Y
float gravity_; // Aceleración en Y
float default_vy_; // Velocidad inicial al rebotar
float max_vy_; // Máxima velocidad en Y
bool being_created_; // Si el globo se está creando
bool enabled_ = true; // Si el globo está activo
bool invulnerable_; // Si el globo es invulnerable
bool stopped_; // Si el globo está parado
bool use_reversed_colors_ = false; // Si se usa el color alternativo
Circle collider_; // Círculo de colisión
Uint16 creation_counter_; // Temporizador de creación
Uint16 creation_counter_ini_; // Valor inicial del temporizador de creación
Uint16 score_; // Puntos al destruir el globo
Type type_; // Tipo de globo
Size size_; // Tamaño de globo
Uint8 menace_; // Amenaza que genera el globo
Uint32 counter_ = 0; // Contador interno
float travel_y_ = 1.0F; // Distancia a recorrer en Y antes de aplicar gravedad
float speed_; // Velocidad del globo
Uint8 power_; // Poder que alberga el globo
SDL_FRect play_area_; // Zona de movimiento del globo
Sound sound_; // Configuración de sonido del globo
BounceEffect bounce_effect_; // Efecto de rebote
// --- Posicionamiento y transformación ---
void shiftColliders(); // Alinea el círculo de colisión con el sprite
void shiftSprite(); // Alinea el sprite en pantalla
// --- Animación y sonido ---
void setAnimation(); // Establece la animación correspondiente
void playSound(const std::string& name) const; // Reproduce un sonido por nombre
void playBouncingSound(); // Reproduce el sonido de rebote
void setAnimation(); // Establece la animación correspondiente
void playBouncingSound(); // Reproduce el sonido de rebote
void playPoppingSound(); // Reproduce el sonido de reventar
// --- Movimiento y física ---
void handleHorizontalMovement(); // Maneja el movimiento horizontal

View File

@@ -15,19 +15,24 @@ class BalloonFormations {
public:
// --- Estructuras ---
struct SpawnParams {
int x = 0; // Posición en el eje X donde crear el globo
int y = 0; // Posición en el eje Y donde crear el globo
float x = 0; // Posición en el eje X donde crear el globo
float y = 0; // Posición en el eje Y donde crear el globo
float vel_x = 0.0F; // Velocidad inicial en el eje X
Balloon::Type type = Balloon::Type::BALLOON; // Tipo de globo
Balloon::Size size = Balloon::Size::SMALL; // Tamaño de globo
int creation_counter = 0; // Temporizador para la creación del globo
Uint16 creation_counter = 0; // Temporizador para la creación del globo
// Constructor por defecto
SpawnParams() = default;
// Constructor con parámetros
SpawnParams(int x, int y, float vel_x, Balloon::Type type, Balloon::Size size, int creation_counter)
: x(x), y(y), vel_x(vel_x), type(type), size(size), creation_counter(creation_counter) {}
SpawnParams(float x, float y, float vel_x, Balloon::Type type, Balloon::Size size, Uint16 creation_counter)
: x(x),
y(y),
vel_x(vel_x),
type(type),
size(size),
creation_counter(creation_counter) {}
};
struct Formation {

View File

@@ -17,7 +17,9 @@
// Constructor
BalloonManager::BalloonManager(IStageInfo *stage_info)
: explosions_(std::make_unique<Explosions>()), balloon_formations_(std::make_unique<BalloonFormations>()), stage_info_(stage_info) { init(); }
: explosions_(std::make_unique<Explosions>()),
balloon_formations_(std::make_unique<BalloonFormations>()),
stage_info_(stage_info) { init(); }
// Inicializa
void BalloonManager::init() {
@@ -105,7 +107,15 @@ void BalloonManager::deployRandomFormation(int stage) {
// Crea los globos de la formación
const auto BALLOONS = balloon_formations_->getFormationFromPool(stage, formation_id).balloons;
for (auto balloon : BALLOONS) {
createBalloon(balloon.x, balloon.y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, (creation_time_enabled_) ? balloon.creation_counter : 0);
Balloon::Config config = {
.x = balloon.x,
.y = balloon.y,
.vel_x = balloon.vel_x,
.type = balloon.type,
.size = balloon.size,
.speed = balloon_speed_,
.creation_counter = static_cast<Uint16>(creation_time_enabled_ ? balloon.creation_counter : 0)};
createBalloon(config);
}
// Reinicia el contador para el próximo despliegue
@@ -118,15 +128,31 @@ void BalloonManager::deployRandomFormation(int stage) {
void BalloonManager::deployFormation(int formation_id) {
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
for (auto balloon : BALLOONS) {
createBalloon(balloon.x, balloon.y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, balloon.creation_counter);
Balloon::Config config = {
.x = balloon.x,
.y = balloon.y,
.vel_x = balloon.vel_x,
.type = balloon.type,
.size = balloon.size,
.speed = balloon_speed_,
.creation_counter = balloon.creation_counter};
createBalloon(config);
}
}
// Crea una formación de globos específica a una altura determinada
void BalloonManager::deployFormation(int formation_id, int y) {
void BalloonManager::deployFormation(int formation_id, float y) {
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
for (auto balloon : BALLOONS) {
createBalloon(balloon.x, y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, balloon.creation_counter);
Balloon::Config config = {
.x = balloon.x,
.y = y,
.vel_x = balloon.vel_x,
.type = balloon.type,
.size = balloon.size,
.speed = balloon_speed_,
.creation_counter = balloon.creation_counter};
createBalloon(config);
}
}
@@ -152,13 +178,16 @@ auto BalloonManager::calculateScreenPower() -> int {
}
// Crea un globo nuevo en el vector de globos
auto BalloonManager::createBalloon(float x, int y, Balloon::Type type, Balloon::Size size, float velx, float speed, int creation_timer) -> std::shared_ptr<Balloon> {
auto BalloonManager::createBalloon(Balloon::Config config) -> std::shared_ptr<Balloon> {
if (can_deploy_balloons_) {
const int INDEX = static_cast<int>(size);
balloons_.emplace_back(std::make_shared<Balloon>(x, y, type, size, velx, speed, creation_timer, play_area_, balloon_textures_.at(INDEX), balloon_animations_.at(INDEX)));
balloons_.back()->setSound(sound_enabled_);
balloons_.back()->setBouncingSound(bouncing_sound_enabled_);
balloons_.back()->setPoppingSound(poping_sound_enabled_);
const int INDEX = static_cast<int>(config.size);
config.play_area = play_area_;
config.texture = balloon_textures_.at(INDEX);
config.animation = balloon_animations_.at(INDEX);
config.sound.enabled = sound_enabled_;
config.sound.bouncing_enabled = bouncing_sound_enabled_;
config.sound.poping_enabled = poping_sound_enabled_;
balloons_.emplace_back(std::make_shared<Balloon>(config));
return balloons_.back();
}
@@ -169,19 +198,24 @@ auto BalloonManager::createBalloon(float x, int y, Balloon::Type type, Balloon::
void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction) {
if (can_deploy_balloons_) {
// Calcula parametros
const float VX = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE;
const auto SIZE = static_cast<Balloon::Size>(static_cast<int>(balloon->getSize()) - 1);
const int PARENT_HEIGHT = balloon->getHeight();
const int CHILD_HEIGHT = Balloon::WIDTH.at(static_cast<int>(balloon->getSize()) - 1);
const int CHILD_WIDTH = CHILD_HEIGHT;
const float Y = balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2);
float x = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + (2 * (balloon->getWidth() / 3));
const float X = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + (2 * (balloon->getWidth() / 3));
const float MIN_X = play_area_.x;
const float MAX_X = play_area_.w - CHILD_WIDTH;
x = std::clamp(x - (CHILD_WIDTH / 2), MIN_X, MAX_X);
Balloon::Config config = {
.x = std::clamp(X - (CHILD_WIDTH / 2), MIN_X, MAX_X),
.y = balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2),
.size = static_cast<Balloon::Size>(static_cast<int>(balloon->getSize()) - 1),
.vel_x = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE,
.creation_counter = 0,
.speed = balloon_speed_};
// Crea el globo
auto b = createBalloon(x, Y, balloon->getType(), SIZE, VX, balloon_speed_, 0);
auto b = createBalloon(config);
// Establece parametros
b->setVelY(b->getType() == Balloon::Type::BALLOON ? -2.50F : Balloon::VELX_NEGATIVE * 2.0F);
@@ -196,22 +230,33 @@ void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon,
void BalloonManager::createPowerBall() {
if (can_deploy_balloons_) {
constexpr int VALUES = 6;
constexpr float POS_Y = -Balloon::WIDTH.at(4);
constexpr int CREATION_TIME = 0;
const int LUCK = rand() % VALUES;
const float LEFT = param.game.play_area.rect.x;
const float CENTER = param.game.play_area.center_x - (Balloon::WIDTH.at(4) / 2);
const float RIGHT = param.game.play_area.rect.w - Balloon::WIDTH.at(4);
const int LUCK = rand() % VALUES;
const std::array<float, VALUES> POS_X = {LEFT, LEFT, CENTER, CENTER, RIGHT, RIGHT};
const std::array<float, VALUES> VEL_X = {Balloon::VELX_POSITIVE, Balloon::VELX_POSITIVE, Balloon::VELX_POSITIVE, Balloon::VELX_NEGATIVE, Balloon::VELX_NEGATIVE, Balloon::VELX_NEGATIVE};
balloons_.emplace_back(std::make_unique<Balloon>(POS_X[LUCK], POS_Y, Balloon::Type::POWERBALL, Balloon::Size::EXTRALARGE, VEL_X[LUCK], balloon_speed_, CREATION_TIME, play_area_, balloon_textures_[4], balloon_animations_[4]));
Balloon::Config config = {
.x = POS_X.at(LUCK),
.y = -Balloon::WIDTH.at(4),
.type = Balloon::Type::POWERBALL,
.size = Balloon::Size::EXTRALARGE,
.vel_x = VEL_X.at(LUCK),
.speed = balloon_speed_,
.creation_counter = 0,
.play_area = play_area_,
.texture = balloon_textures_.at(4),
.animation = balloon_animations_.at(4),
.sound = {
.enabled = sound_enabled_,
.bouncing_enabled = bouncing_sound_enabled_,
.poping_enabled = poping_sound_enabled_}};
balloons_.emplace_back(std::make_unique<Balloon>(config));
balloons_.back()->setInvulnerable(true);
balloons_.back()->setSound(sound_enabled_);
balloons_.back()->setBouncingSound(bouncing_sound_enabled_);
balloons_.back()->setPoppingSound(poping_sound_enabled_);
power_ball_enabled_ = true;
power_ball_counter_ = Balloon::POWERBALL_COUNTER;
@@ -335,19 +380,6 @@ void BalloonManager::createTwoBigBalloons() {
deployFormation(1);
}
// Crea una disposición de globos aleatoria
void BalloonManager::createRandomBalloons() {
const int NUM_BALLOONS = 2 + (rand() % 4);
for (int i = 0; i < NUM_BALLOONS; ++i) {
const float X = param.game.game_area.rect.x + (rand() % static_cast<int>(param.game.game_area.rect.w)) - Balloon::WIDTH.at(3);
const int Y = param.game.game_area.rect.y + (rand() % 50);
const auto SIZE = static_cast<Balloon::Size>(rand() % 4);
const float VEL_X = (rand() % 2 == 0) ? Balloon::VELX_POSITIVE : Balloon::VELX_NEGATIVE;
const int CREATION_COUNTER = 0;
createBalloon(X, Y, Balloon::Type::BALLOON, SIZE, VEL_X, balloon_speed_, CREATION_COUNTER);
}
}
// Obtiene el nivel de ameza actual generado por los globos
auto BalloonManager::getMenace() -> int {
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon) { return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); });

View File

@@ -37,14 +37,13 @@ class BalloonManager {
// --- Creación de formaciones enemigas ---
void deployRandomFormation(int stage); // Crea una formación de globos aleatoria
void deployFormation(int formation_id); // Crea una formación específica
void deployFormation(int formation_id, int y); // Crea una formación específica con coordenadas
void deployFormation(int formation_id, float y); // Crea una formación específica con coordenadas
// --- Creación de globos ---
auto createBalloon(float x, int y, Balloon::Type type, Balloon::Size size, float velx, float speed, int creation_timer) -> std::shared_ptr<Balloon>; // Crea un nuevo globo
auto createBalloon(Balloon::Config config) -> std::shared_ptr<Balloon>; // Crea un nuevo globo
void createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction); // Crea un globo a partir de otro
void createPowerBall(); // Crea una PowerBall
void createTwoBigBalloons(); // Crea dos globos grandes
void createRandomBalloons(); // Crea una disposición aleatoria de globos
// --- Control de velocidad y despliegue ---
void setBalloonSpeed(float speed); // Ajusta la velocidad de los globos

View File

@@ -116,71 +116,71 @@ constexpr auto Color::hsvToRgb(HSV hsv) -> Color {
// Implementaciones del namespace Colors
namespace Colors {
// Obtiene un color del vector de colores imitando al Coche Fantástico
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color {
int cycle_length = (colors.size() * 2) - 2;
size_t n = counter % cycle_length;
// Obtiene un color del vector de colores imitando al Coche Fantástico
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color {
int cycle_length = (colors.size() * 2) - 2;
size_t n = counter % cycle_length;
size_t index;
if (n < colors.size()) {
index = n; // Avanza: 0,1,2,3
} else {
index = 2 * (colors.size() - 1) - n; // Retrocede: 2,1
}
return colors[index];
size_t index;
if (n < colors.size()) {
index = n; // Avanza: 0,1,2,3
} else {
index = 2 * (colors.size() - 1) - n; // Retrocede: 2,1
}
auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle {
Cycle result{};
HSV base_hsv = Color::rgbToHsv(base);
return colors[index];
}
for (size_t i = 0; i < CYCLE_SIZE; ++i) {
float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1
float hue_shift = 0.0F;
float sat_shift = 0.0F;
float val_shift = 0.0F;
auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle {
Cycle result{};
HSV base_hsv = Color::rgbToHsv(base);
switch (style) {
case ColorCycleStyle::SUBTLE_PULSE:
// Solo brillo suave
val_shift = 0.07F * sinf(t * M_PI);
break;
for (size_t i = 0; i < CYCLE_SIZE; ++i) {
float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1
float hue_shift = 0.0F;
float sat_shift = 0.0F;
float val_shift = 0.0F;
case ColorCycleStyle::HUE_WAVE:
// Oscilación leve de tono
hue_shift = 15.0F * (t - 0.5F) * 2.0F;
val_shift = 0.05F * sinf(t * M_PI);
break;
switch (style) {
case ColorCycleStyle::SUBTLE_PULSE:
// Solo brillo suave
val_shift = 0.07F * sinf(t * M_PI);
break;
case ColorCycleStyle::VIBRANT:
// Cambios fuertes en tono y brillo
hue_shift = 35.0F * sinf(t * M_PI);
val_shift = 0.2F * sinf(t * M_PI);
sat_shift = -0.2F * sinf(t * M_PI);
break;
case ColorCycleStyle::HUE_WAVE:
// Oscilación leve de tono
hue_shift = 15.0F * (t - 0.5F) * 2.0F;
val_shift = 0.05F * sinf(t * M_PI);
break;
case ColorCycleStyle::DARKEN_GLOW:
// Se oscurece al centro
val_shift = -0.15F * sinf(t * M_PI);
break;
case ColorCycleStyle::VIBRANT:
// Cambios fuertes en tono y brillo
hue_shift = 35.0F * sinf(t * M_PI);
val_shift = 0.2F * sinf(t * M_PI);
sat_shift = -0.2F * sinf(t * M_PI);
break;
case ColorCycleStyle::LIGHT_FLASH:
// Se ilumina al centro
val_shift = 0.25F * sinf(t * M_PI);
break;
}
case ColorCycleStyle::DARKEN_GLOW:
// Se oscurece al centro
val_shift = -0.15F * sinf(t * M_PI);
break;
HSV adjusted = {
.h = fmodf(base_hsv.h + hue_shift + 360.0F, 360.0F),
.s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)),
.v = fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))};
Color c = Color::hsvToRgb(adjusted);
result[i] = c;
result[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo
case ColorCycleStyle::LIGHT_FLASH:
// Se ilumina al centro
val_shift = 0.25F * sinf(t * M_PI);
break;
}
return result;
HSV adjusted = {
.h = fmodf(base_hsv.h + hue_shift + 360.0F, 360.0F),
.s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)),
.v = fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))};
Color c = Color::hsvToRgb(adjusted);
result[i] = c;
result[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo
}
}
return result;
}
} // namespace Colors

View File

@@ -36,10 +36,17 @@ struct Color {
Uint8 r, g, b, a;
constexpr Color() : r(MIN_COLOR_VALUE), g(MIN_COLOR_VALUE), b(MIN_COLOR_VALUE), a(DEFAULT_ALPHA) {}
constexpr Color()
: r(MIN_COLOR_VALUE),
g(MIN_COLOR_VALUE),
b(MIN_COLOR_VALUE),
a(DEFAULT_ALPHA) {}
explicit constexpr Color(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha = DEFAULT_ALPHA)
: r(red), g(green), b(blue), a(alpha) {}
: r(red),
g(green),
b(blue),
a(alpha) {}
[[nodiscard]] constexpr auto INVERSE() const -> Color {
return Color(MAX_COLOR_VALUE - r, MAX_COLOR_VALUE - g, MAX_COLOR_VALUE - b, a);
@@ -108,25 +115,25 @@ enum class ColorCycleStyle {
// --- Namespace Colors: constantes y utilidades de color ---
namespace Colors {
// --- Constantes ---
constexpr size_t CYCLE_SIZE = 6; // Mitad del ciclo espejado
// --- Constantes ---
constexpr size_t CYCLE_SIZE = 6; // Mitad del ciclo espejado
// --- Alias ---
using Cycle = std::array<Color, 2 * CYCLE_SIZE>;
// --- Alias ---
using Cycle = std::array<Color, 2 * CYCLE_SIZE>;
// --- Colores predefinidos ---
constexpr Color NO_COLOR_MOD = Color(0XFF, 0XFF, 0XFF);
constexpr Color SHADOW_TEXT = Color(0X43, 0X43, 0X4F);
constexpr Color TITLE_SHADOW_TEXT = Color(0x14, 0x87, 0xc4);
constexpr Color ORANGE_TEXT = Color(0XFF, 0X7A, 0X00);
// --- Colores predefinidos ---
constexpr Color NO_COLOR_MOD = Color(0XFF, 0XFF, 0XFF);
constexpr Color SHADOW_TEXT = Color(0X43, 0X43, 0X4F);
constexpr Color TITLE_SHADOW_TEXT = Color(0x14, 0x87, 0xc4);
constexpr Color ORANGE_TEXT = Color(0XFF, 0X7A, 0X00);
constexpr Color FLASH = Color(0XFF, 0XFF, 0XFF);
constexpr Color FLASH = Color(0XFF, 0XFF, 0XFF);
constexpr Color BLUE_SKY = Color(0X02, 0X88, 0XD1);
constexpr Color PINK_SKY = Color(0XFF, 0X6B, 0X97);
constexpr Color GREEN_SKY = Color(0X00, 0X79, 0X6B);
constexpr Color BLUE_SKY = Color(0X02, 0X88, 0XD1);
constexpr Color PINK_SKY = Color(0XFF, 0X6B, 0X97);
constexpr Color GREEN_SKY = Color(0X00, 0X79, 0X6B);
// --- Funciones ---
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color;
auto generateMirroredCycle(Color base, ColorCycleStyle style = ColorCycleStyle::SUBTLE_PULSE) -> Cycle;
}
// --- Funciones ---
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color;
auto generateMirroredCycle(Color base, ColorCycleStyle style = ColorCycleStyle::SUBTLE_PULSE) -> Cycle;
} // namespace Colors

View File

@@ -76,7 +76,8 @@ struct BalloonSettings {
float vel;
float grav;
constexpr BalloonSettings(float v, float g)
: vel(v), grav(g) {}
: vel(v),
grav(g) {}
};
constexpr std::array<BalloonSettings, 4> SETTINGS = {{

View File

@@ -25,7 +25,9 @@ class DefineButtons {
int button;
Button(std::string label, Input::Action action, int button)
: label(std::move(label)), action(action), button(button) {}
: label(std::move(label)),
action(action),
button(button) {}
};
// --- Constructor y destructor ---

View File

@@ -18,9 +18,9 @@
#include "manage_hiscore_table.h" // Para ManageHiScoreTable
#include "options.h" // Para loadFromFile, saveToFile, Settings, settings, setConfigFile, setControllersFile
#include "param.h" // Para loadParamsFromFile
#include "resource_helper.h" // Para ResourceHelper
#include "player.h" // Para Player
#include "resource.h" // Para Resource
#include "resource_helper.h" // Para ResourceHelper
#include "screen.h" // Para Screen
#include "section.hpp" // Para Name, Options, name, options, AttractMode, attract_mode
#include "sections/credits.h" // Para Credits
@@ -77,8 +77,8 @@ Director::~Director() {
// Inicializa todo
void Director::init() {
// Configuración inicial de parametros
Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
#ifdef MACOS_BUNDLE
ResourceHelper::initializeResourceSystem(executable_path_ + "/../Resources/resources.pack");
#else

View File

@@ -45,8 +45,8 @@ void EnterName::incPosition() {
} else if (position_ > 0) // No es necesario verificar position_ < MAX_NAME_LENGTH
{
// Copiamos el índice del carácter anterior si es posible.
//character_index_[position_] = character_index_[position_ - 1];
// character_index_[position_] = character_index_[position_ - 1];
// Ponemos el caracter "espacio"
character_index_[position_] = 0;
} else {
@@ -147,12 +147,19 @@ auto EnterName::findIndex(char character) const -> int {
// Devuelve un nombre al azar
auto EnterName::getRandomName() -> std::string {
static constexpr std::array<std::string_view, 8> NAMES = {
"BAL1", "TABE", "DOC", "MON", "SAM1", "JORDI", "JDES", "PEPE"};
"BAL1",
"TABE",
"DOC",
"MON",
"SAM1",
"JORDI",
"JDES",
"PEPE"};
return std::string(NAMES[rand() % NAMES.size()]);
}
// Obtiene el nombre final introducido
auto EnterName::getFinalName() -> std::string {
auto name = trim(name_.substr(0, position_ + 1)); // Devuelve el texto intruducido incluyendo el del selector
auto name = trim(name_.substr(0, position_ + 1)); // Devuelve el texto intruducido incluyendo el del selector
if (name.empty()) {
name = getRandomName();
}

View File

@@ -16,7 +16,9 @@ struct ExplosionTexture {
std::vector<std::string> animation; // Animación para la textura
ExplosionTexture(int sz, std::shared_ptr<Texture> tex, const std::vector<std::string> &anim)
: size(sz), texture(std::move(tex)), animation(anim) {}
: size(sz),
texture(std::move(tex)),
animation(anim) {}
};
// --- Clase Explosions: gestor de explosiones ---

View File

@@ -41,7 +41,7 @@ void Fade::init() {
num_squares_width_ = param.fade.num_squares_width;
num_squares_height_ = param.fade.num_squares_height;
random_squares_duration_ = param.fade.random_squares_duration_ms; // Usar como duración en ms
square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
random_squares_start_time_ = 0;
}
@@ -60,7 +60,7 @@ void Fade::render() {
if (state_ == State::FINISHED && mode_ == Mode::IN) {
return;
}
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
}
}
@@ -85,7 +85,7 @@ void Fade::update() {
void Fade::updatePreState() {
// Sistema basado en tiempo únicamente
Uint32 elapsed_time = SDL_GetTicks() - pre_start_time_;
if (elapsed_time >= static_cast<Uint32>(pre_duration_)) {
state_ = State::FADING;
// CRÍTICO: Reinicializar tiempo de inicio para tipos que usan random_squares_start_time_
@@ -129,17 +129,17 @@ void Fade::changeToPostState() {
void Fade::updatePostState() {
// Sistema basado en tiempo únicamente
Uint32 elapsed_time = SDL_GetTicks() - post_start_time_;
if (elapsed_time >= static_cast<Uint32>(post_duration_)) {
state_ = State::FINISHED;
}
// Mantener el alpha final correcto para cada tipo de fade
Uint8 post_alpha = a_;
if (type_ == Type::RANDOM_SQUARE2 || type_ == Type::DIAGONAL) {
post_alpha = (mode_ == Mode::OUT) ? 255 : 0;
}
cleanBackbuffer(r_, g_, b_, post_alpha);
}
@@ -204,16 +204,16 @@ void Fade::updateRandomSquareFade() {
void Fade::updateRandomSquare2Fade() {
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
int total_squares = num_squares_width_ * num_squares_height_;
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
int activation_time = random_squares_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_); // Mínimo igual a la duración de transición
// Lógica diferente según el modo
int squares_to_activate = 0;
if (mode_ == Mode::OUT) {
// OUT: Activa cuadrados gradualmente
if (elapsed_time < static_cast<Uint32>(activation_time)) {
@@ -222,7 +222,7 @@ void Fade::updateRandomSquare2Fade() {
} else {
squares_to_activate = total_squares; // Activar todos
}
// Activa nuevos cuadrados y guarda su tiempo de activación
for (int i = 0; i < squares_to_activate && i < total_squares; ++i) {
if (square_age_[i] == -1) {
@@ -232,22 +232,22 @@ void Fade::updateRandomSquare2Fade() {
} else {
// IN: Todos los cuadrados empiezan activos desde el inicio
squares_to_activate = total_squares;
// Activa cuadrados gradualmente con tiempo de inicio escalonado
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int squares_starting_transition = static_cast<int>(activation_progress * total_squares);
// Asegurar que al menos 1 cuadrado se active desde el primer frame
squares_starting_transition = std::max(squares_starting_transition, 1);
squares_starting_transition = std::min(squares_starting_transition, total_squares);
for (int i = 0; i < squares_starting_transition; ++i) {
if (square_age_[i] == -1) {
square_age_[i] = elapsed_time; // Empieza la transición a transparente
}
}
}
drawRandomSquares2();
value_ = calculateValue(0, total_squares, squares_to_activate);
@@ -265,7 +265,7 @@ void Fade::updateRandomSquare2Fade() {
}
}
}
if (all_completed) {
// Pintar textura final: OUT opaca, IN transparente
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
@@ -277,17 +277,17 @@ void Fade::updateRandomSquare2Fade() {
void Fade::updateDiagonalFade() {
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
int total_squares = num_squares_width_ * num_squares_height_;
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
int activation_time = random_squares_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_);
// Calcula cuántas diagonales deberían estar activas
int max_diagonal = num_squares_width_ + num_squares_height_ - 1; // Número total de diagonales
int active_diagonals = 0;
if (mode_ == Mode::OUT) {
// OUT: Activa diagonales gradualmente desde esquina superior izquierda
if (elapsed_time < static_cast<Uint32>(activation_time)) {
@@ -296,7 +296,7 @@ void Fade::updateDiagonalFade() {
} else {
active_diagonals = max_diagonal; // Activar todas
}
// Activa cuadrados por diagonales
for (int diagonal = 0; diagonal < active_diagonals; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
@@ -304,12 +304,12 @@ void Fade::updateDiagonalFade() {
} else {
// IN: Todas las diagonales empiezan activas, van desapareciendo
active_diagonals = max_diagonal;
// Activa diagonales gradualmente para transición
if (elapsed_time < static_cast<Uint32>(activation_time)) {
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int diagonals_starting_transition = static_cast<int>(activation_progress * max_diagonal);
for (int diagonal = 0; diagonal < diagonals_starting_transition; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
}
@@ -320,7 +320,7 @@ void Fade::updateDiagonalFade() {
}
}
}
drawDiagonal();
value_ = calculateValue(0, total_squares, active_diagonals * (total_squares / max_diagonal));
@@ -338,7 +338,7 @@ void Fade::updateDiagonalFade() {
}
}
}
if (all_completed) {
// Pintar textura final: OUT opaca, IN transparente
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
@@ -354,15 +354,15 @@ void Fade::activateDiagonal(int diagonal_index, Uint32 current_time) {
// Diagonal 1: (1,0), (0,1)
// Diagonal 2: (2,0), (1,1), (0,2)
// etc.
for (int x = 0; x < num_squares_width_; ++x) {
int y = diagonal_index - x;
// Verificar que y está dentro de los límites
if (y >= 0 && y < num_squares_height_) {
// Convertir coordenadas (x,y) a índice en el vector
int index = y * num_squares_width_ + x;
if (index >= 0 && index < static_cast<int>(square_age_.size())) {
if (square_age_[index] == -1) {
square_age_[index] = current_time; // Guarda el tiempo de activación
@@ -385,30 +385,30 @@ void Fade::drawDiagonal() {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
// Cuadrado no activado
if (mode_ == Mode::OUT) {
current_alpha = 0; // OUT: transparente si no activado
} else {
current_alpha = a_; // IN: opaco si no activado
current_alpha = a_; // IN: opaco si no activado
}
} else {
// Cuadrado activado - calculamos progreso
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
if (mode_ == Mode::OUT) {
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
} else {
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
}
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);
@@ -450,30 +450,30 @@ void Fade::drawRandomSquares2() {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
// Cuadrado no activado
if (mode_ == Mode::OUT) {
current_alpha = 0; // OUT: transparente si no activado
} else {
current_alpha = a_; // IN: opaco si no activado
current_alpha = a_; // IN: opaco si no activado
}
} else {
// Cuadrado activado - calculamos progreso
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
if (mode_ == Mode::OUT) {
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
} else {
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
}
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);

View File

@@ -11,12 +11,12 @@ class Fade {
public:
// --- Enums ---
enum class Type : Uint8 {
FULLSCREEN = 0, // Fundido de pantalla completa
CENTER = 1, // Fundido desde el centro
RANDOM_SQUARE = 2, // Fundido con cuadrados aleatorios
RANDOM_SQUARE2 = 3, // Fundido con cuadrados aleatorios (variante 2)
DIAGONAL = 4, // Fundido diagonal desde esquina superior izquierda
VENETIAN = 5, // Fundido tipo persiana veneciana
FULLSCREEN = 0, // Fundido de pantalla completa
CENTER = 1, // Fundido desde el centro
RANDOM_SQUARE = 2, // Fundido con cuadrados aleatorios
RANDOM_SQUARE2 = 3, // Fundido con cuadrados aleatorios (variante 2)
DIAGONAL = 4, // Fundido diagonal desde esquina superior izquierda
VENETIAN = 5, // Fundido tipo persiana veneciana
};
enum class Mode : Uint8 {
@@ -104,10 +104,10 @@ class Fade {
void calculateVenetianProgress(); // Calcula el progreso del efecto veneciano
// --- Dibujo de efectos visuales ---
void drawCenterFadeRectangles(); // Dibuja los rectángulos del fundido central
void drawRandomSquares(int active_count = -1); // Dibuja los cuadrados aleatorios del fundido
void drawRandomSquares2(); // Dibuja los cuadrados con transición de color (RANDOM_SQUARE2)
void drawDiagonal(); // Dibuja los cuadrados con patrón diagonal
void drawCenterFadeRectangles(); // Dibuja los rectángulos del fundido central
void drawRandomSquares(int active_count = -1); // Dibuja los cuadrados aleatorios del fundido
void drawRandomSquares2(); // Dibuja los cuadrados con transición de color (RANDOM_SQUARE2)
void drawDiagonal(); // Dibuja los cuadrados con patrón diagonal
void activateDiagonal(int diagonal_index, Uint32 current_time); // Activa una diagonal específica
void drawVenetianBlinds(); // Dibuja las persianas venecianas del fundido
void drawVenetianBlinds(); // Dibuja las persianas venecianas del fundido
};

View File

@@ -43,7 +43,12 @@ class GameLogo {
Shake() = default;
Shake(int d, int de, int l, int o)
: desp(d), delay(de), length(l), remaining(l), counter(de), origin(o) {}
: desp(d),
delay(de),
length(l),
remaining(l),
counter(de),
origin(o) {}
void init(int d, int de, int l, int o) {
desp = d;

View File

@@ -32,7 +32,9 @@ class Input {
bool just_pressed; // Se acaba de pulsar en este fotograma
KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
: scancode(scancode), is_held(is_held), just_pressed(just_pressed) {}
: scancode(scancode),
is_held(is_held),
just_pressed(just_pressed) {}
};
struct ButtonState {
@@ -43,7 +45,10 @@ class Input {
bool trigger_active{false}; // Estado del trigger como botón digital
ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
: button(btn),
is_held(is_held),
just_pressed(just_pressed),
axis_active(axis_act) {}
};
struct Keyboard {

View File

@@ -9,7 +9,9 @@
class Texture; // lines 6-6
Item::Item(ItemType type, float x, float y, SDL_FRect &play_area, const std::shared_ptr<Texture> &texture, const std::vector<std::string> &animation)
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)), play_area_(play_area), type_(type) {
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
play_area_(play_area),
type_(type) {
switch (type) {
case ItemType::COFFEE_MACHINE: {
width_ = COFFEE_MACHINE_WIDTH;
@@ -90,7 +92,7 @@ void Item::move() {
// Si toca el borde lateral
if (pos_x_ == MIN_X || pos_x_ == MAX_X) {
vel_x_ = -vel_x_; // Invierte la velocidad horizontal
vel_x_ = -vel_x_; // Invierte la velocidad horizontal
}
// Si colisiona por arriba, rebota (excepto la máquina de café)

View File

@@ -30,10 +30,10 @@ auto loadFromFile(const std::string &file_path) -> bool {
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
try {
json j;
if (!resource_data.empty()) {
// Cargar desde datos del pack
std::string content(resource_data.begin(), resource_data.end());

View File

@@ -19,7 +19,9 @@ struct Language {
std::string file_name; // Nombre del fichero con los textos
Language(Code c, std::string n, std::string fn)
: code(c), name(std::move(n)), file_name(std::move(fn)) {}
: code(c),
name(std::move(n)),
file_name(std::move(fn)) {}
};
// --- Funciones ---

View File

@@ -11,7 +11,9 @@ struct HiScoreEntry {
// Constructor
explicit HiScoreEntry(const std::string &n = "", int s = 0, bool occ = false)
: name(n.substr(0, 6)), score(s), one_credit_complete(occ) {}
: name(n.substr(0, 6)),
score(s),
one_credit_complete(occ) {}
};
// --- Tipos ---

View File

@@ -196,46 +196,48 @@ auto setParams(const std::string& var, const std::string& value) -> bool {
// Colores válidos para globos
static const std::unordered_map<std::string, bool> VALID_BALLOON_COLORS = {
{"blue", true}, {"orange", true}, {"red", true}, {"green", true}
};
{"blue", true},
{"orange", true},
{"red", true},
{"green", true}};
auto validateBalloonColor = [](const std::string& color) -> bool {
return VALID_BALLOON_COLORS.find(color) != VALID_BALLOON_COLORS.end();
};
static const std::unordered_map<std::string, std::function<void(const std::string&)>> STRING_PARAMS = {
{"balloon.color[0]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'blue' por defecto.", v.c_str());
param.balloon.color.at(0) = "blue";
} else {
param.balloon.color.at(0) = v;
}
}},
{"balloon.color[1]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'orange' por defecto.", v.c_str());
param.balloon.color.at(1) = "orange";
} else {
param.balloon.color.at(1) = v;
}
}},
{"balloon.color[2]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'red' por defecto.", v.c_str());
param.balloon.color.at(2) = "red";
} else {
param.balloon.color.at(2) = v;
}
}},
{"balloon.color[3]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'green' por defecto.", v.c_str());
param.balloon.color.at(3) = "green";
} else {
param.balloon.color.at(3) = v;
}
}}};
{"balloon.color[0]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'blue' por defecto.", v.c_str());
param.balloon.color.at(0) = "blue";
} else {
param.balloon.color.at(0) = v;
}
}},
{"balloon.color[1]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'orange' por defecto.", v.c_str());
param.balloon.color.at(1) = "orange";
} else {
param.balloon.color.at(1) = v;
}
}},
{"balloon.color[2]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'red' por defecto.", v.c_str());
param.balloon.color.at(2) = "red";
} else {
param.balloon.color.at(2) = v;
}
}},
{"balloon.color[3]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'green' por defecto.", v.c_str());
param.balloon.color.at(3) = "green";
} else {
param.balloon.color.at(3) = v;
}
}}};
// Lambda para intentar cada mapa de parámetros
auto try_map = [&](const auto& param_map) -> bool {

View File

@@ -57,7 +57,8 @@ struct ParamBalloon {
// Constructor por defecto
constexpr Settings(float grav_val = 0.0F, float vel_val = 0.0F)
: grav(grav_val), vel(vel_val) {}
: grav(grav_val),
vel(vel_val) {}
};
// Inicialización con los valores por defecto desde GameDefaults
@@ -164,7 +165,10 @@ struct ParamPlayer {
// Constructor con tonalidades específicas
Shirt(const Color& darkest_tone, const Color& dark_tone, const Color& base_tone, const Color& light_tone)
: darkest(darkest_tone), dark(dark_tone), base(base_tone), light(light_tone) {}
: darkest(darkest_tone),
dark(dark_tone),
base(base_tone),
light(light_tone) {}
};
// Inicialización con valores por defecto

View File

@@ -33,7 +33,8 @@ struct Path { // Define un recorrido para el sprite
// Constructor
Path(const std::vector<SDL_FPoint> &spots_init, int waiting_counter_init)
: spots(spots_init), waiting_counter(waiting_counter_init) {}
: spots(spots_init),
waiting_counter(waiting_counter_init) {}
};
// --- Funciones ---

View File

@@ -22,7 +22,17 @@
// Constructor
Player::Player(const Config &config)
: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))), power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))), enter_name_(std::make_unique<EnterName>()), hi_score_table_(config.hi_score_table), glowing_entry_(config.glowing_entry), stage_info_(config.stage_info), play_area_(*config.play_area), id_(config.id), default_pos_x_(config.x), default_pos_y_(config.y), demo_(config.demo) {
: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))),
power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))),
enter_name_(std::make_unique<EnterName>()),
hi_score_table_(config.hi_score_table),
glowing_entry_(config.glowing_entry),
stage_info_(config.stage_info),
play_area_(*config.play_area),
id_(config.id),
default_pos_x_(config.x),
default_pos_y_(config.y),
demo_(config.demo) {
// Configura objetos
player_sprite_->addTexture(config.texture.at(1));
player_sprite_->addTexture(config.texture.at(2));
@@ -624,7 +634,7 @@ void Player::setPlayingState(State state) {
switch (playing_state_) {
case State::RECOVER: {
score_ = 0; // Pon los puntos a cero para que no se vea en el marcador
score_ = 0; // Pon los puntos a cero para que no se vea en el marcador
score_multiplier_ = 1.0F;
setScoreboardMode(Scoreboard::Mode::SCORE);
break;

View File

@@ -2,57 +2,57 @@
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError, SDL_SetRenderDrawColor, SDL_EventType, SDL_PollEvent, SDL_RenderFillRect, SDL_RenderRect, SDLK_ESCAPE, SDL_Event
#include <algorithm> // Para find_if, max, find
#include <array> // Para array
#include <cstdlib> // Para exit, getenv
#include <filesystem> // Para filesystem::remove, filesystem::exists
#include <fstream> // Para ofstream
#include <stdexcept> // Para runtime_error
#include <utility> // Para move
#include <algorithm> // Para find_if, max, find
#include <array> // Para array
#include <cstdlib> // Para exit, getenv
#include <filesystem> // Para filesystem::remove, filesystem::exists
#include <fstream> // Para ofstream
#include <stdexcept> // Para runtime_error
#include <utility> // Para move
#include "asset.h" // Para Asset
#include "color.h" // Para Color
#ifndef NO_AUDIO
#include "external/jail_audio.h" // Para JA_LoadMusic, JA_LoadSound, JA_DeleteMusic, JA_DeleteSound
#endif
#include "lang.h" // Para getText
#include "param.h" // Para Param, param, ParamResource, ParamGame
#include "screen.h" // Para Screen
#include "text.h" // Para Text
#include "lang.h" // Para getText
#include "param.h" // Para Param, param, ParamResource, ParamGame
#include "resource_helper.h" // Para ResourceHelper
#include "screen.h" // Para Screen
#include "text.h" // Para Text
struct JA_Music_t; // lines 11-11
struct JA_Sound_t; // lines 12-12
// Helper para cargar archivos de audio desde pack o filesystem
namespace {
std::string createTempAudioFile(const std::string& file_path, std::vector<std::string>& temp_files_tracker) {
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
// Crear archivo temporal
std::string temp_dir;
std::string createTempAudioFile(const std::string &file_path, std::vector<std::string> &temp_files_tracker) {
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
// Crear archivo temporal
std::string temp_dir;
#ifdef _WIN32
temp_dir = std::getenv("TEMP") ? std::getenv("TEMP") : "C:\\temp";
temp_dir = std::getenv("TEMP") ? std::getenv("TEMP") : "C:\\temp";
#else
temp_dir = "/tmp";
temp_dir = "/tmp";
#endif
std::string temp_path = temp_dir + "/ccae_audio_" + std::to_string(std::hash<std::string>{}(file_path));
std::ofstream temp_file(temp_path, std::ios::binary);
if (!temp_file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Cannot create temp file %s", temp_path.c_str());
return file_path;
}
temp_file.write(reinterpret_cast<const char*>(resource_data.data()), resource_data.size());
temp_file.close();
// Agregar a la lista de archivos temporales para limpieza posterior
temp_files_tracker.push_back(temp_path);
return temp_path;
std::string temp_path = temp_dir + "/ccae_audio_" + std::to_string(std::hash<std::string>{}(file_path));
std::ofstream temp_file(temp_path, std::ios::binary);
if (!temp_file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Cannot create temp file %s", temp_path.c_str());
return file_path;
}
return file_path; // Usar ruta original si no está en pack
temp_file.write(reinterpret_cast<const char *>(resource_data.data()), resource_data.size());
temp_file.close();
// Agregar a la lista de archivos temporales para limpieza posterior
temp_files_tracker.push_back(temp_path);
return temp_path;
}
return file_path; // Usar ruta original si no está en pack
}
} // namespace
// Declaraciones de funciones que necesitas implementar en otros archivos
@@ -75,7 +75,8 @@ auto Resource::get() -> Resource * { return Resource::instance; }
// Constructor con modo de carga
Resource::Resource(LoadingMode mode)
: loading_mode_(mode), loading_text_(nullptr) {
: loading_mode_(mode),
loading_text_(nullptr) {
if (loading_mode_ == LoadingMode::PRELOAD) {
loading_text_ = Screen::get()->getText();
load();
@@ -649,7 +650,8 @@ void Resource::createTextTextures() {
std::string text;
NameAndText(std::string name_init, std::string text_init)
: name(std::move(name_init)), text(std::move(text_init)) {}
: name(std::move(name_init)),
text(std::move(text_init)) {}
};
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXTURES");
@@ -694,7 +696,10 @@ void Resource::createText() {
std::string white_texture_file; // Textura blanca opcional
ResourceInfo(std::string k, std::string t_file, std::string txt_file, std::string w_file = "")
: key(std::move(k)), texture_file(std::move(t_file)), text_file(std::move(txt_file)), white_texture_file(std::move(w_file)) {}
: key(std::move(k)),
texture_file(std::move(t_file)),
text_file(std::move(txt_file)),
white_texture_file(std::move(w_file)) {}
};
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXT OBJECTS");
@@ -704,7 +709,7 @@ void Resource::createText() {
{"04b_25_enhanced", "04b_25.png", "04b_25.txt", "04b_25_white.png"}, // Nueva fuente con textura blanca
{"04b_25_white", "04b_25_white.png", "04b_25.txt"},
{"04b_25_2x", "04b_25_2x.png", "04b_25_2x.txt"},
{"04b_25_2x_enhanced", "04b_25_2x.png", "04b_25_2x.txt", "04b_25_2x_white.png"},// Nueva fuente con textura blanca
{"04b_25_2x_enhanced", "04b_25_2x.png", "04b_25_2x.txt", "04b_25_2x_white.png"}, // Nueva fuente con textura blanca
{"04b_25_metal", "04b_25_metal.png", "04b_25.txt"},
{"04b_25_grey", "04b_25_grey.png", "04b_25.txt"},
{"04b_25_flat", "04b_25_flat.png", "04b_25.txt"},
@@ -866,13 +871,13 @@ void Resource::updateProgressBar() {
// Limpia archivos temporales de audio
void Resource::cleanupTempAudioFiles() {
for (const auto& temp_path : temp_audio_files_) {
for (const auto &temp_path : temp_audio_files_) {
try {
if (std::filesystem::exists(temp_path)) {
std::filesystem::remove(temp_path);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Removed temp audio file: %s", temp_path.c_str());
}
} catch (const std::exception& e) {
} catch (const std::exception &e) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to remove temp audio file %s: %s", temp_path.c_str(), e.what());
}
}

View File

@@ -52,7 +52,8 @@ class Resource {
JA_Sound_t *sound; // Objeto con el sonido
ResourceSound(std::string name, JA_Sound_t *sound = nullptr)
: name(std::move(name)), sound(sound) {}
: name(std::move(name)),
sound(sound) {}
};
struct ResourceMusic {
@@ -60,7 +61,8 @@ class Resource {
JA_Music_t *music; // Objeto con la música
ResourceMusic(std::string name, JA_Music_t *music = nullptr)
: name(std::move(name)), music(music) {}
: name(std::move(name)),
music(music) {}
};
struct ResourceTexture {
@@ -68,7 +70,8 @@ class Resource {
std::shared_ptr<Texture> texture; // Objeto con la textura
ResourceTexture(std::string name, std::shared_ptr<Texture> texture = nullptr)
: name(std::move(name)), texture(std::move(texture)) {}
: name(std::move(name)),
texture(std::move(texture)) {}
};
struct ResourceTextFile {
@@ -76,7 +79,8 @@ class Resource {
std::shared_ptr<Text::File> text_file; // Objeto con los descriptores de la fuente de texto
ResourceTextFile(std::string name, std::shared_ptr<Text::File> text_file = nullptr)
: name(std::move(name)), text_file(std::move(text_file)) {}
: name(std::move(name)),
text_file(std::move(text_file)) {}
};
struct ResourceText {
@@ -84,7 +88,8 @@ class Resource {
std::shared_ptr<Text> text; // Objeto de texto
ResourceText(std::string name, std::shared_ptr<Text> text = nullptr)
: name(std::move(name)), text(std::move(text)) {}
: name(std::move(name)),
text(std::move(text)) {}
};
struct ResourceAnimation {
@@ -92,7 +97,8 @@ class Resource {
AnimationsFileBuffer animation; // Objeto con las animaciones
ResourceAnimation(std::string name, AnimationsFileBuffer animation = {})
: name(std::move(name)), animation(std::move(animation)) {}
: name(std::move(name)),
animation(std::move(animation)) {}
};
// --- Estructura para el progreso de carga ---
@@ -100,8 +106,12 @@ class Resource {
size_t total; // Número total de recursos
size_t loaded; // Número de recursos cargados
ResourceCount() : total(0), loaded(0) {}
ResourceCount(size_t total) : total(total), loaded(0) {}
ResourceCount()
: total(0),
loaded(0) {}
ResourceCount(size_t total)
: total(total),
loaded(0) {}
void add(size_t amount) { loaded += amount; }
void increase() { loaded++; }
@@ -128,7 +138,7 @@ class Resource {
std::string loading_resource_name_; // Nombre del recurso que se está cargando
SDL_FRect loading_wired_rect_;
SDL_FRect loading_full_rect_;
// --- Archivos temporales ---
std::vector<std::string> temp_audio_files_; // Rutas de archivos temporales de audio para limpieza

View File

@@ -1,95 +1,96 @@
#include "resource_helper.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream>
#include <algorithm>
namespace ResourceHelper {
static bool resource_system_initialized = false;
bool initializeResourceSystem(const std::string& pack_file) {
static bool resource_system_initialized = false;
bool initializeResourceSystem(const std::string& pack_file) {
auto& loader = ResourceLoader::getInstance();
resource_system_initialized = loader.initialize(pack_file, true);
if (resource_system_initialized) {
std::cout << "Resource system initialized with pack: " << pack_file << std::endl;
} else {
std::cout << "Resource system using fallback mode (filesystem only)" << std::endl;
}
return true; // Always return true as fallback is acceptable
}
void shutdownResourceSystem() {
if (resource_system_initialized) {
ResourceLoader::getInstance().shutdown();
resource_system_initialized = false;
}
}
std::vector<uint8_t> loadFile(const std::string& filepath) {
if (resource_system_initialized && shouldUseResourcePack(filepath)) {
auto& loader = ResourceLoader::getInstance();
resource_system_initialized = loader.initialize(pack_file, true);
if (resource_system_initialized) {
std::cout << "Resource system initialized with pack: " << pack_file << std::endl;
} else {
std::cout << "Resource system using fallback mode (filesystem only)" << std::endl;
}
return true; // Always return true as fallback is acceptable
}
void shutdownResourceSystem() {
if (resource_system_initialized) {
ResourceLoader::getInstance().shutdown();
resource_system_initialized = false;
std::string pack_path = getPackPath(filepath);
auto data = loader.loadResource(pack_path);
if (!data.empty()) {
return data;
}
}
std::vector<uint8_t> loadFile(const std::string& filepath) {
if (resource_system_initialized && shouldUseResourcePack(filepath)) {
auto& loader = ResourceLoader::getInstance();
std::string pack_path = getPackPath(filepath);
auto data = loader.loadResource(pack_path);
if (!data.empty()) {
return data;
}
}
// Fallback a filesystem
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
if (!file) {
return {};
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(fileSize);
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
return {};
}
return data;
// Fallback a filesystem
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
if (!file) {
return {};
}
bool shouldUseResourcePack(const std::string& filepath) {
// Archivos que NO van al pack:
// - config/ (ahora está fuera de data/)
// - archivos absolutos del sistema
if (filepath.find("config/") != std::string::npos) {
return false;
}
// Si contiene "data/" es candidato para el pack
if (filepath.find("data/") != std::string::npos) {
return true;
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(fileSize);
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
return {};
}
return data;
}
bool shouldUseResourcePack(const std::string& filepath) {
// Archivos que NO van al pack:
// - config/ (ahora está fuera de data/)
// - archivos absolutos del sistema
if (filepath.find("config/") != std::string::npos) {
return false;
}
std::string getPackPath(const std::string& asset_path) {
std::string pack_path = asset_path;
// Normalizar separadores de path a '/'
std::replace(pack_path.begin(), pack_path.end(), '\\', '/');
// Remover prefijo "data/" si existe
size_t data_pos = pack_path.find("data/");
if (data_pos != std::string::npos) {
pack_path = pack_path.substr(data_pos + 5); // +5 para saltar "data/"
}
// Remover cualquier prefijo de path absoluto
size_t last_data = pack_path.rfind("data/");
if (last_data != std::string::npos) {
pack_path = pack_path.substr(last_data + 5);
}
return pack_path;
// Si contiene "data/" es candidato para el pack
if (filepath.find("data/") != std::string::npos) {
return true;
}
}
return false;
}
std::string getPackPath(const std::string& asset_path) {
std::string pack_path = asset_path;
// Normalizar separadores de path a '/'
std::replace(pack_path.begin(), pack_path.end(), '\\', '/');
// Remover prefijo "data/" si existe
size_t data_pos = pack_path.find("data/");
if (data_pos != std::string::npos) {
pack_path = pack_path.substr(data_pos + 5); // +5 para saltar "data/"
}
// Remover cualquier prefijo de path absoluto
size_t last_data = pack_path.rfind("data/");
if (last_data != std::string::npos) {
pack_path = pack_path.substr(last_data + 5);
}
return pack_path;
}
} // namespace ResourceHelper

View File

@@ -1,46 +1,47 @@
#pragma once
#include "resource_loader.h"
#include <string>
#include <vector>
#include <memory>
#include <filesystem>
#include <fstream>
#include <memory>
#include <string>
#include <vector>
#include "resource_loader.h"
// Helper functions para integrar ResourceLoader con el sistema existente
namespace ResourceHelper {
// Inicializa ResourceLoader (llamar al inicio del programa)
bool initializeResourceSystem(const std::string& pack_file = "resources.pack");
// Cierra ResourceLoader
void shutdownResourceSystem();
// Carga un archivo usando ResourceLoader o fallback a filesystem
std::vector<uint8_t> loadFile(const std::string& filepath);
// Verifica si un archivo debería cargarse del pack vs filesystem
bool shouldUseResourcePack(const std::string& filepath);
// Convierte ruta Asset a ruta relativa para ResourceLoader
std::string getPackPath(const std::string& asset_path);
// Wrappea la carga de archivos para mantener compatibilidad
template<typename T>
T* loadResourceFile(const std::string& asset_path, T* (*loader_func)(const char*)) {
auto data = loadFile(asset_path);
if (data.empty()) {
return loader_func(asset_path.c_str());
}
// Crear archivo temporal para funciones que esperan path
std::string temp_path = "/tmp/ccae_" + std::to_string(std::hash<std::string>{}(asset_path));
std::ofstream temp_file(temp_path, std::ios::binary);
temp_file.write(reinterpret_cast<const char*>(data.data()), data.size());
temp_file.close();
T* result = loader_func(temp_path.c_str());
std::filesystem::remove(temp_path);
return result;
// Inicializa ResourceLoader (llamar al inicio del programa)
bool initializeResourceSystem(const std::string& pack_file = "resources.pack");
// Cierra ResourceLoader
void shutdownResourceSystem();
// Carga un archivo usando ResourceLoader o fallback a filesystem
std::vector<uint8_t> loadFile(const std::string& filepath);
// Verifica si un archivo debería cargarse del pack vs filesystem
bool shouldUseResourcePack(const std::string& filepath);
// Convierte ruta Asset a ruta relativa para ResourceLoader
std::string getPackPath(const std::string& asset_path);
// Wrappea la carga de archivos para mantener compatibilidad
template <typename T>
T* loadResourceFile(const std::string& asset_path, T* (*loader_func)(const char*)) {
auto data = loadFile(asset_path);
if (data.empty()) {
return loader_func(asset_path.c_str());
}
}
// Crear archivo temporal para funciones que esperan path
std::string temp_path = "/tmp/ccae_" + std::to_string(std::hash<std::string>{}(asset_path));
std::ofstream temp_file(temp_path, std::ios::binary);
temp_file.write(reinterpret_cast<const char*>(data.data()), data.size());
temp_file.close();
T* result = loader_func(temp_path.c_str());
std::filesystem::remove(temp_path);
return result;
}
} // namespace ResourceHelper

View File

@@ -1,13 +1,15 @@
#include "resource_loader.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream>
#include <filesystem>
#include <algorithm>
std::unique_ptr<ResourceLoader> ResourceLoader::instance = nullptr;
ResourceLoader::ResourceLoader()
: resourcePack(nullptr), fallbackToFiles(true) {}
ResourceLoader::ResourceLoader()
: resourcePack(nullptr),
fallbackToFiles(true) {}
ResourceLoader& ResourceLoader::getInstance() {
if (!instance) {
@@ -22,10 +24,10 @@ ResourceLoader::~ResourceLoader() {
bool ResourceLoader::initialize(const std::string& packFile, bool enableFallback) {
shutdown();
fallbackToFiles = enableFallback;
packPath = packFile;
if (std::filesystem::exists(packFile)) {
resourcePack = new ResourcePack();
if (resourcePack->loadPack(packFile)) {
@@ -38,12 +40,12 @@ bool ResourceLoader::initialize(const std::string& packFile, bool enableFallback
std::cerr << "Failed to load resource pack: " << packFile << std::endl;
}
}
if (fallbackToFiles) {
std::cout << "Using fallback mode: loading resources from data/ directory" << std::endl;
return true;
}
std::cerr << "Resource pack not found and fallback disabled: " << packFile << std::endl;
return false;
}
@@ -59,11 +61,11 @@ std::vector<uint8_t> ResourceLoader::loadResource(const std::string& filename) {
if (resourcePack && resourcePack->hasResource(filename)) {
return resourcePack->getResource(filename);
}
if (fallbackToFiles) {
return loadFromFile(filename);
}
std::cerr << "Resource not found: " << filename << std::endl;
return {};
}
@@ -72,33 +74,33 @@ bool ResourceLoader::resourceExists(const std::string& filename) {
if (resourcePack && resourcePack->hasResource(filename)) {
return true;
}
if (fallbackToFiles) {
std::string fullPath = getDataPath(filename);
return std::filesystem::exists(fullPath);
}
return false;
}
std::vector<uint8_t> ResourceLoader::loadFromFile(const std::string& filename) {
std::string fullPath = getDataPath(filename);
std::ifstream file(fullPath, std::ios::binary | std::ios::ate);
if (!file) {
std::cerr << "Error: Could not open file: " << fullPath << std::endl;
return {};
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(fileSize);
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
std::cerr << "Error: Could not read file: " << fullPath << std::endl;
return {};
}
return data;
}
@@ -117,7 +119,7 @@ std::vector<std::string> ResourceLoader::getAvailableResources() const {
if (resourcePack) {
return resourcePack->getResourceList();
}
std::vector<std::string> result;
if (fallbackToFiles && std::filesystem::exists("data")) {
for (const auto& entry : std::filesystem::recursive_directory_iterator("data")) {
@@ -128,6 +130,6 @@ std::vector<std::string> ResourceLoader::getAvailableResources() const {
}
}
}
return result;
}

View File

@@ -1,37 +1,38 @@
#ifndef RESOURCE_LOADER_H
#define RESOURCE_LOADER_H
#include "resource_pack.h"
#include <memory>
#include "resource_pack.h"
class ResourceLoader {
private:
static std::unique_ptr<ResourceLoader> instance;
ResourcePack* resourcePack;
std::string packPath;
bool fallbackToFiles;
private:
static std::unique_ptr<ResourceLoader> instance;
ResourcePack* resourcePack;
std::string packPath;
bool fallbackToFiles;
ResourceLoader();
ResourceLoader();
public:
static ResourceLoader& getInstance();
~ResourceLoader();
bool initialize(const std::string& packFile, bool enableFallback = true);
void shutdown();
std::vector<uint8_t> loadResource(const std::string& filename);
bool resourceExists(const std::string& filename);
void setFallbackToFiles(bool enable) { fallbackToFiles = enable; }
bool getFallbackToFiles() const { return fallbackToFiles; }
size_t getLoadedResourceCount() const;
std::vector<std::string> getAvailableResources() const;
public:
static ResourceLoader& getInstance();
~ResourceLoader();
private:
std::vector<uint8_t> loadFromFile(const std::string& filename);
std::string getDataPath(const std::string& filename);
bool initialize(const std::string& packFile, bool enableFallback = true);
void shutdown();
std::vector<uint8_t> loadResource(const std::string& filename);
bool resourceExists(const std::string& filename);
void setFallbackToFiles(bool enable) { fallbackToFiles = enable; }
bool getFallbackToFiles() const { return fallbackToFiles; }
size_t getLoadedResourceCount() const;
std::vector<std::string> getAvailableResources() const;
private:
std::vector<uint8_t> loadFromFile(const std::string& filename);
std::string getDataPath(const std::string& filename);
};
#endif

View File

@@ -1,12 +1,14 @@
#include "resource_pack.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream>
#include <filesystem>
#include <algorithm>
const std::string ResourcePack::DEFAULT_ENCRYPT_KEY = "CCAE_RESOURCES_2024";
ResourcePack::ResourcePack() : loaded(false) {}
ResourcePack::ResourcePack()
: loaded(false) {}
ResourcePack::~ResourcePack() {
clear();
@@ -22,7 +24,7 @@ uint32_t ResourcePack::calculateChecksum(const std::vector<uint8_t>& data) {
void ResourcePack::encryptData(std::vector<uint8_t>& data, const std::string& key) {
if (key.empty()) return;
for (size_t i = 0; i < data.size(); ++i) {
data[i] ^= key[i % key.length()];
}
@@ -38,51 +40,51 @@ bool ResourcePack::loadPack(const std::string& packFile) {
std::cerr << "Error: Could not open pack file: " << packFile << std::endl;
return false;
}
char header[4];
file.read(header, 4);
if (std::string(header, 4) != "CCAE") {
std::cerr << "Error: Invalid pack file format" << std::endl;
return false;
}
uint32_t version;
file.read(reinterpret_cast<char*>(&version), sizeof(version));
if (version != 1) {
std::cerr << "Error: Unsupported pack version: " << version << std::endl;
return false;
}
uint32_t resourceCount;
file.read(reinterpret_cast<char*>(&resourceCount), sizeof(resourceCount));
resources.clear();
resources.reserve(resourceCount);
for (uint32_t i = 0; i < resourceCount; ++i) {
uint32_t filenameLength;
file.read(reinterpret_cast<char*>(&filenameLength), sizeof(filenameLength));
std::string filename(filenameLength, '\0');
file.read(&filename[0], filenameLength);
ResourceEntry entry;
entry.filename = filename;
file.read(reinterpret_cast<char*>(&entry.offset), sizeof(entry.offset));
file.read(reinterpret_cast<char*>(&entry.size), sizeof(entry.size));
file.read(reinterpret_cast<char*>(&entry.checksum), sizeof(entry.checksum));
resources[filename] = entry;
}
uint64_t dataSize;
file.read(reinterpret_cast<char*>(&dataSize), sizeof(dataSize));
data.resize(dataSize);
file.read(reinterpret_cast<char*>(data.data()), dataSize);
decryptData(data, DEFAULT_ENCRYPT_KEY);
loaded = true;
return true;
}
@@ -93,32 +95,32 @@ bool ResourcePack::savePack(const std::string& packFile) {
std::cerr << "Error: Could not create pack file: " << packFile << std::endl;
return false;
}
file.write("CCAE", 4);
uint32_t version = 1;
file.write(reinterpret_cast<const char*>(&version), sizeof(version));
uint32_t resourceCount = static_cast<uint32_t>(resources.size());
file.write(reinterpret_cast<const char*>(&resourceCount), sizeof(resourceCount));
for (const auto& [filename, entry] : resources) {
uint32_t filenameLength = static_cast<uint32_t>(filename.length());
file.write(reinterpret_cast<const char*>(&filenameLength), sizeof(filenameLength));
file.write(filename.c_str(), filenameLength);
file.write(reinterpret_cast<const char*>(&entry.offset), sizeof(entry.offset));
file.write(reinterpret_cast<const char*>(&entry.size), sizeof(entry.size));
file.write(reinterpret_cast<const char*>(&entry.checksum), sizeof(entry.checksum));
}
std::vector<uint8_t> encryptedData = data;
encryptData(encryptedData, DEFAULT_ENCRYPT_KEY);
uint64_t dataSize = encryptedData.size();
file.write(reinterpret_cast<const char*>(&dataSize), sizeof(dataSize));
file.write(reinterpret_cast<const char*>(encryptedData.data()), dataSize);
return true;
}
@@ -128,25 +130,25 @@ bool ResourcePack::addFile(const std::string& filename, const std::string& filep
std::cerr << "Error: Could not open file: " << filepath << std::endl;
return false;
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> fileData(fileSize);
if (!file.read(reinterpret_cast<char*>(fileData.data()), fileSize)) {
std::cerr << "Error: Could not read file: " << filepath << std::endl;
return false;
}
ResourceEntry entry;
entry.filename = filename;
entry.offset = data.size();
entry.size = fileData.size();
entry.checksum = calculateChecksum(fileData);
data.insert(data.end(), fileData.begin(), fileData.end());
resources[filename] = entry;
return true;
}
@@ -155,20 +157,20 @@ bool ResourcePack::addDirectory(const std::string& directory) {
std::cerr << "Error: Directory does not exist: " << directory << std::endl;
return false;
}
for (const auto& entry : std::filesystem::recursive_directory_iterator(directory)) {
if (entry.is_regular_file()) {
std::string filepath = entry.path().string();
std::string filename = std::filesystem::relative(entry.path(), directory).string();
std::replace(filename.begin(), filename.end(), '\\', '/');
if (!addFile(filename, filepath)) {
return false;
}
}
}
return true;
}
@@ -178,21 +180,21 @@ std::vector<uint8_t> ResourcePack::getResource(const std::string& filename) {
std::cerr << "Error: Resource not found: " << filename << std::endl;
return {};
}
const ResourceEntry& entry = it->second;
if (entry.offset + entry.size > data.size()) {
std::cerr << "Error: Invalid resource data: " << filename << std::endl;
return {};
}
std::vector<uint8_t> result(data.begin() + entry.offset,
data.begin() + entry.offset + entry.size);
std::vector<uint8_t> result(data.begin() + entry.offset,
data.begin() + entry.offset + entry.size);
uint32_t checksum = calculateChecksum(result);
if (checksum != entry.checksum) {
std::cerr << "Warning: Checksum mismatch for resource: " << filename << std::endl;
}
return result;
}
@@ -213,10 +215,10 @@ size_t ResourcePack::getResourceCount() const {
std::vector<std::string> ResourcePack::getResourceList() const {
std::vector<std::string> result;
result.reserve(resources.size());
for (const auto& [filename, entry] : resources) {
result.push_back(filename);
}
return result;
}

View File

@@ -1,46 +1,46 @@
#ifndef RESOURCE_PACK_H
#define RESOURCE_PACK_H
#include <cstdint>
#include <string>
#include <unordered_map>
#include <vector>
#include <cstdint>
struct ResourceEntry {
std::string filename;
uint64_t offset;
uint64_t size;
uint32_t checksum;
std::string filename;
uint64_t offset;
uint64_t size;
uint32_t checksum;
};
class ResourcePack {
private:
std::unordered_map<std::string, ResourceEntry> resources;
std::vector<uint8_t> data;
bool loaded;
uint32_t calculateChecksum(const std::vector<uint8_t>& data);
void encryptData(std::vector<uint8_t>& data, const std::string& key);
void decryptData(std::vector<uint8_t>& data, const std::string& key);
private:
std::unordered_map<std::string, ResourceEntry> resources;
std::vector<uint8_t> data;
bool loaded;
public:
ResourcePack();
~ResourcePack();
bool loadPack(const std::string& packFile);
bool savePack(const std::string& packFile);
bool addFile(const std::string& filename, const std::string& filepath);
bool addDirectory(const std::string& directory);
std::vector<uint8_t> getResource(const std::string& filename);
bool hasResource(const std::string& filename) const;
void clear();
size_t getResourceCount() const;
std::vector<std::string> getResourceList() const;
static const std::string DEFAULT_ENCRYPT_KEY;
uint32_t calculateChecksum(const std::vector<uint8_t>& data);
void encryptData(std::vector<uint8_t>& data, const std::string& key);
void decryptData(std::vector<uint8_t>& data, const std::string& key);
public:
ResourcePack();
~ResourcePack();
bool loadPack(const std::string& packFile);
bool savePack(const std::string& packFile);
bool addFile(const std::string& filename, const std::string& filepath);
bool addDirectory(const std::string& directory);
std::vector<uint8_t> getResource(const std::string& filename);
bool hasResource(const std::string& filename) const;
void clear();
size_t getResourceCount() const;
std::vector<std::string> getResourceList() const;
static const std::string DEFAULT_ENCRYPT_KEY;
};
#endif

View File

@@ -37,7 +37,11 @@ auto Scoreboard::get() -> Scoreboard * {
// Constructor
Scoreboard::Scoreboard()
: renderer_(Screen::get()->getRenderer()), game_power_meter_texture_(Resource::get()->getTexture("game_power_meter.png")), power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)), text_(Resource::get()->getText("8bithud")), enter_name_text_(Resource::get()->getText("smb2")) {
: renderer_(Screen::get()->getRenderer()),
game_power_meter_texture_(Resource::get()->getTexture("game_power_meter.png")),
power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)),
text_(Resource::get()->getText("8bithud")),
enter_name_text_(Resource::get()->getText("smb2")) {
// Inicializa variables
for (size_t i = 0; i < static_cast<size_t>(Id::SIZE); ++i) {
name_.at(i).clear();

View File

@@ -91,7 +91,11 @@ class Screen {
Color color; // Color del flash
explicit FlashEffect(bool enabled = false, int length = 0, int delay = 0, Color color = Color(0xFF, 0xFF, 0xFF))
: enabled(enabled), length(length), delay(delay), counter(length), color(color) {}
: enabled(enabled),
length(length),
delay(delay),
counter(length),
color(color) {}
void update() { (enabled && counter > 0) ? counter-- : static_cast<int>(enabled = false); }
[[nodiscard]] auto isRendarable() const -> bool { return enabled && counter < length - delay; }
@@ -109,7 +113,14 @@ class Screen {
bool enabled; // Indica si el efecto está activo
explicit ShakeEffect(bool en = false, int dp = 2, int dl = 3, int cnt = 0, int len = 8, int rem = 0, int orig_pos = 0, int orig_width = 800)
: desp(dp), delay(dl), counter(cnt), length(len), remaining(rem), original_pos(orig_pos), original_width(orig_width), enabled(en) {}
: desp(dp),
delay(dl),
counter(cnt),
length(len),
remaining(rem),
original_pos(orig_pos),
original_width(orig_width),
enabled(en) {}
// Activa el efecto de sacudida y guarda la posición y tamaño originales
void enable(SDL_FRect &src_rect, SDL_FRect &dst_rect, int new_desp = -1, int new_delay = -1, int new_length = -1) {

View File

@@ -35,7 +35,12 @@ constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner";
// Constructor
Credits::Credits()
: balloon_manager_(std::make_unique<BalloonManager>(nullptr)), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))), canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
: balloon_manager_(std::make_unique<BalloonManager>(nullptr)),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))),
canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
if (text_texture_ == nullptr) {
throw std::runtime_error("Failed to create SDL texture for text.");
}

View File

@@ -49,7 +49,18 @@
// Constructor
Game::Game(Player::Id player_id, int current_stage, bool demo)
: renderer_(Screen::get()->getRenderer()), screen_(Screen::get()), input_(Input::get()), canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)), pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })), stage_manager_(std::make_unique<StageManager>()), balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())), background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), tabe_(std::make_unique<Tabe>()), hit_(Hit(Resource::get()->getTexture("hit.png"))) {
: renderer_(Screen::get()->getRenderer()),
screen_(Screen::get()),
input_(Input::get()),
canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })),
stage_manager_(std::make_unique<StageManager>()),
balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
tabe_(std::make_unique<Tabe>()),
hit_(Hit(Resource::get()->getTexture("hit.png"))) {
// Pasa variables
demo_.enabled = demo;

View File

@@ -254,8 +254,8 @@ class Game {
// --- Sistema de globos y enemigos ---
void handleBalloonDestruction(std::shared_ptr<Balloon> balloon, const std::shared_ptr<Player> &player); // Procesa destrucción de globo
void handleTabeHitEffects(); // Gestiona efectos al golpear a Tabe
void checkAndUpdateBalloonSpeed(); // Ajusta velocidad de globos según progreso
void handleTabeHitEffects(); // Gestiona efectos al golpear a Tabe
void checkAndUpdateBalloonSpeed(); // Ajusta velocidad de globos según progreso
// --- Gestión de fases y progresión ---
void updateStage(); // Verifica y actualiza cambio de fase

View File

@@ -29,7 +29,14 @@
// Constructor
HiScoreTable::HiScoreTable()
: renderer_(Screen::get()->getRenderer()), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), fade_(std::make_unique<Fade>()), background_(std::make_unique<Background>()), ticks_(0), view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}), fade_mode_(Fade::Mode::IN), background_fade_color_(Color(0, 0, 0)) {
: renderer_(Screen::get()->getRenderer()),
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
fade_(std::make_unique<Fade>()),
background_(std::make_unique<Background>()),
ticks_(0),
view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}),
fade_mode_(Fade::Mode::IN),
background_fade_color_(Color(0, 0, 0)) {
// Inicializa el resto
Section::name = Section::Name::HI_SCORE_TABLE;
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);

View File

@@ -26,7 +26,12 @@
// Constructor
Instructions::Instructions()
: renderer_(Screen::get()->getRenderer()), texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), text_(Resource::get()->getText("smb2")), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)), fade_(std::make_unique<Fade>()) {
: renderer_(Screen::get()->getRenderer()),
texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
text_(Resource::get()->getText("smb2")),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)),
fade_(std::make_unique<Fade>()) {
// Configura las texturas
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);

View File

@@ -34,7 +34,9 @@ struct Line { // Almacena información de línea animada
// Constructor de Line
Line(int y, float x, int direction)
: y(y), x(x), direction(direction) {}
: y(y),
x(x),
direction(direction) {}
};
// Clase Instructions

View File

@@ -37,7 +37,13 @@ class Texture;
// Constructor
Title::Title()
: text_(Resource::get()->getText("smb2_grad")), fade_(std::make_unique<Fade>()), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)), game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)), mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))), state_(TitleState::LOGO_ANIMATING), num_controllers_(Input::get()->getNumGamepads()) {
: text_(Resource::get()->getText("smb2_grad")),
fade_(std::make_unique<Fade>()),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)),
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
state_(TitleState::LOGO_ANIMATING),
num_controllers_(Input::get()->getNumGamepads()) {
// Configura objetos
tiled_bg_->setColor(param.title.bg_color);
game_logo_->enable();

View File

@@ -55,9 +55,9 @@ class Sprite {
[[nodiscard]] auto getTexture() const -> std::shared_ptr<Texture> { return textures_.at(texture_index_); }
void setTexture(std::shared_ptr<Texture> texture) { textures_.at(texture_index_) = std::move(texture); }
void addTexture(const std::shared_ptr<Texture>& texture) { textures_.push_back(texture); }
auto setActiveTexture(size_t index) -> bool; // Cambia la textura activa por índice
[[nodiscard]] auto getActiveTexture() const -> size_t { return texture_index_; } // Alias para getActiveTextureIndex
[[nodiscard]] auto getTextureCount() const -> size_t { return textures_.size(); } // Obtiene el número total de texturas
auto setActiveTexture(size_t index) -> bool; // Cambia la textura activa por índice
[[nodiscard]] auto getActiveTexture() const -> size_t { return texture_index_; } // Alias para getActiveTextureIndex
[[nodiscard]] auto getTextureCount() const -> size_t { return textures_.size(); } // Obtiene el número total de texturas
protected:
// --- Métodos internos ---

View File

@@ -8,12 +8,12 @@
#include <stdexcept> // Para runtime_error
#include <string_view> // Para string_view
#include "color.h" // Para Color
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para getFileName, printWithDots
#include "color.h" // Para Color
#include "resource_helper.h" // Para ResourceHelper
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para getFileName, printWithDots
// Constructor
Text::Text(const std::shared_ptr<Texture> &texture, const std::string &text_file) {
@@ -157,7 +157,7 @@ auto Text::writeToTexture(const std::string &text, int zoom, int kerning, int le
auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, Color text_color, Uint8 shadow_distance, Color shadow_color, int length) -> std::shared_ptr<Texture> {
auto *renderer = Screen::get()->getRenderer();
auto texture = std::make_shared<Texture>(renderer);
// Calcula las dimensiones considerando los efectos
auto base_width = Text::length(text, kerning);
auto base_height = box_height_;
@@ -165,10 +165,10 @@ auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, C
auto height = base_height;
auto offset_x = 0;
auto offset_y = 0;
const auto STROKED = ((flags & Text::STROKE) == Text::STROKE);
const auto SHADOWED = ((flags & Text::SHADOW) == Text::SHADOW);
if (STROKED) {
// Para stroke, el texto se expande en todas las direcciones por shadow_distance
width = base_width + (shadow_distance * 2);
@@ -180,7 +180,7 @@ auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, C
width = base_width + shadow_distance;
height = base_height + shadow_distance;
}
auto *temp = SDL_GetRenderTarget(renderer);
texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
@@ -200,18 +200,18 @@ void Text::writeColored(int x, int y, const std::string &text, Color color, int
}
// Escribe el texto con colores usando un sprite específico
void Text::writeColoredWithSprite(Sprite* sprite, int x, int y, const std::string &text, Color color, int kerning, int length) {
void Text::writeColoredWithSprite(Sprite *sprite, int x, int y, const std::string &text, Color color, int kerning, int length) {
int shift = 0;
const std::string_view VISIBLE_TEXT = (length == -1) ? std::string_view(text) : std::string_view(text).substr(0, length);
auto *texture = sprite->getTexture().get();
// Guarda el alpha original y aplica el nuevo
Uint8 original_alpha;
SDL_GetTextureAlphaMod(texture->getSDLTexture(), &original_alpha);
texture->setAlpha(color.a);
texture->setColor(color.r, color.g, color.b);
sprite->setY(y);
for (const auto CH : VISIBLE_TEXT) {
const auto INDEX = static_cast<unsigned char>(CH);
@@ -223,7 +223,7 @@ void Text::writeColoredWithSprite(Sprite* sprite, int x, int y, const std::strin
shift += offset_[INDEX].w + kerning;
}
}
// Restaura los valores originales
texture->setColor(255, 255, 255);
texture->setAlpha(255);
@@ -233,26 +233,26 @@ void Text::writeColoredWithSprite(Sprite* sprite, int x, int y, const std::strin
void Text::writeStrokeWithAlpha(int x, int y, const std::string &text, int kerning, Color stroke_color, Uint8 shadow_distance, int length) {
auto *renderer = Screen::get()->getRenderer();
auto *original_target = SDL_GetRenderTarget(renderer);
// Calcula dimensiones de la textura temporal
auto text_width = Text::length(text, kerning);
auto text_height = box_height_;
auto temp_width = text_width + (shadow_distance * 2);
auto temp_height = text_height + (shadow_distance * 2);
// Crea textura temporal
auto temp_texture = std::make_shared<Texture>(renderer);
temp_texture->createBlank(temp_width, temp_height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
temp_texture->setBlendMode(SDL_BLENDMODE_BLEND);
// Renderiza el stroke en la textura temporal
temp_texture->setAsRenderTarget(renderer);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Selecciona el sprite apropiado para el stroke
auto *stroke_sprite = white_sprite_ ? white_sprite_.get() : sprite_.get();
// Renderiza stroke sin alpha (sólido) en textura temporal
Color solid_color = Color(stroke_color.r, stroke_color.g, stroke_color.b, 255);
for (int dist = 1; dist <= shadow_distance; ++dist) {
@@ -262,10 +262,10 @@ void Text::writeStrokeWithAlpha(int x, int y, const std::string &text, int kerni
}
}
}
// Restaura render target original
SDL_SetRenderTarget(renderer, original_target);
// Renderiza la textura temporal con el alpha deseado
temp_texture->setAlpha(stroke_color.a);
temp_texture->render(x - shadow_distance, y - shadow_distance);
@@ -378,20 +378,20 @@ auto Text::loadFile(const std::string &file_path) -> std::shared_ptr<Text::File>
auto resource_data = ResourceHelper::loadFile(file_path);
std::istringstream stream;
bool using_resource_data = false;
if (!resource_data.empty()) {
std::string content(resource_data.begin(), resource_data.end());
stream.str(content);
using_resource_data = true;
}
// Fallback a archivo directo
std::ifstream file;
if (!using_resource_data) {
file.open(file_path);
}
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
std::istream &input_stream = using_resource_data ? stream : static_cast<std::istream &>(file);
if ((using_resource_data && stream.good()) || (!using_resource_data && file.is_open() && file.good())) {
std::string buffer;

View File

@@ -84,7 +84,7 @@ class Text {
static auto loadFile(const std::string &file_path) -> std::shared_ptr<Text::File>; // Llena una estructura Text::File desde un fichero
// --- Métodos privados ---
void writeColoredWithSprite(Sprite* sprite, int x, int y, const std::string &text, Color color, int kerning = 1, int length = -1); // Escribe con un sprite específico
void writeColoredWithSprite(Sprite *sprite, int x, int y, const std::string &text, Color color, int kerning = 1, int length = -1); // Escribe con un sprite específico
void writeStrokeWithAlpha(int x, int y, const std::string &text, int kerning, Color stroke_color, Uint8 shadow_distance, int length = -1); // Escribe stroke con alpha correcto
private:

View File

@@ -12,11 +12,11 @@
#include <utility>
#include <vector> // Para vector
#include "color.h" // Para getFileName, Color, printWithDots
#include "external/gif.h" // Para Gif
#include "stb_image.h" // Para stbi_image_free, stbi_load, STBI_rgb_alpha
#include "utils.h"
#include "color.h" // Para getFileName, Color, printWithDots
#include "external/gif.h" // Para Gif
#include "resource_helper.h" // Para ResourceHelper
#include "stb_image.h" // Para stbi_image_free, stbi_load, STBI_rgb_alpha
#include "utils.h"
// Constructor
Texture::Texture(SDL_Renderer *renderer, std::string path)
@@ -66,18 +66,18 @@ auto Texture::loadFromFile(const std::string &file_path) -> bool {
int height;
int orig_format;
unsigned char *data = nullptr;
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
data = stbi_load_from_memory(resource_data.data(), resource_data.size(), &width, &height, &orig_format, req_format);
}
// Fallback a filesystem directo
if (data == nullptr) {
data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
}
if (data == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", getFileName(file_path).c_str());
throw std::runtime_error("Fichero no encontrado: " + getFileName(file_path));
@@ -226,7 +226,7 @@ auto Texture::loadSurface(const std::string &file_path) -> std::shared_ptr<Surfa
unloadSurface();
std::vector<Uint8> buffer;
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
@@ -305,7 +305,7 @@ auto Texture::loadPaletteFromFile(const std::string &file_path) -> Palette {
Palette palette;
std::vector<Uint8> buffer;
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
@@ -328,7 +328,7 @@ auto Texture::loadPaletteFromFile(const std::string &file_path) -> Palette {
throw std::runtime_error("Error al leer el fichero: " + file_path);
}
}
printWithDots("Palette : ", getFileName(file_path), "[ LOADED ]");
// Usar la nueva función loadPalette, que devuelve un vector<uint32_t>
@@ -380,13 +380,13 @@ auto Texture::readPalFile(const std::string &file_path) -> Palette {
auto resource_data = ResourceHelper::loadFile(file_path);
std::istringstream stream;
bool using_resource_data = false;
if (!resource_data.empty()) {
std::string content(resource_data.begin(), resource_data.end());
stream.str(content);
using_resource_data = true;
}
// Fallback a archivo directo
std::ifstream file;
if (!using_resource_data) {
@@ -395,8 +395,8 @@ auto Texture::readPalFile(const std::string &file_path) -> Palette {
throw std::runtime_error("No se pudo abrir el archivo .pal");
}
}
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
std::istream &input_stream = using_resource_data ? stream : static_cast<std::istream &>(file);
std::string line;
int line_number = 0;

View File

@@ -21,7 +21,9 @@ struct Surface {
// Constructor
Surface(Uint16 width, Uint16 height, std::shared_ptr<Uint8[]> pixels) // NOLINT(modernize-avoid-c-arrays)
: data(std::move(pixels)), w(width), h(height) {}
: data(std::move(pixels)),
w(width),
h(height) {}
};
// Clase Texture: gestiona texturas, paletas y renderizado

View File

@@ -23,7 +23,9 @@ class MenuOption {
// --- Constructor y destructor ---
MenuOption(std::string caption, ServiceMenu::SettingsGroup group, bool hidden = false)
: caption_(std::move(caption)), group_(group), hidden_(hidden) {}
: caption_(std::move(caption)),
group_(group),
hidden_(hidden) {}
virtual ~MenuOption() = default;
// --- Getters ---
@@ -52,7 +54,8 @@ class MenuOption {
class BoolOption : public MenuOption {
public:
BoolOption(const std::string &cap, ServiceMenu::SettingsGroup grp, bool *var)
: MenuOption(cap, grp), linked_variable_(var) {}
: MenuOption(cap, grp),
linked_variable_(var) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; }
[[nodiscard]] auto getValueAsString() const -> std::string override {
@@ -74,7 +77,11 @@ class BoolOption : public MenuOption {
class IntOption : public MenuOption {
public:
IntOption(const std::string &cap, ServiceMenu::SettingsGroup grp, int *var, int min, int max, int step)
: MenuOption(cap, grp), linked_variable_(var), min_value_(min), max_value_(max), step_value_(step) {}
: MenuOption(cap, grp),
linked_variable_(var),
min_value_(min),
max_value_(max),
step_value_(step) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; }
[[nodiscard]] auto getValueAsString() const -> std::string override { return std::to_string(*linked_variable_); }
@@ -150,7 +157,8 @@ class ListOption : public MenuOption {
class FolderOption : public MenuOption {
public:
FolderOption(const std::string &cap, ServiceMenu::SettingsGroup grp, ServiceMenu::SettingsGroup target)
: MenuOption(cap, grp), target_group_(target) {}
: MenuOption(cap, grp),
target_group_(target) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::SELECT; }
[[nodiscard]] auto getTargetGroup() const -> ServiceMenu::SettingsGroup override { return target_group_; }
@@ -162,7 +170,8 @@ class FolderOption : public MenuOption {
class ActionOption : public MenuOption {
public:
ActionOption(const std::string &cap, ServiceMenu::SettingsGroup grp, std::function<void()> action, bool hidden = false)
: MenuOption(cap, grp, hidden), action_(std::move(action)) {}
: MenuOption(cap, grp, hidden),
action_(std::move(action)) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::SELECT; }
void executeAction() override {
@@ -183,7 +192,11 @@ class ActionListOption : public MenuOption {
using ActionExecutor = std::function<void()>;
ActionListOption(const std::string &caption, ServiceMenu::SettingsGroup group, std::vector<std::string> options, ValueGetter getter, ValueSetter setter, ActionExecutor action_executor, bool hidden = false)
: MenuOption(caption, group, hidden), options_(std::move(options)), value_getter_(std::move(getter)), value_setter_(std::move(setter)), action_executor_(std::move(action_executor)) {
: MenuOption(caption, group, hidden),
options_(std::move(options)),
value_getter_(std::move(getter)),
value_setter_(std::move(setter)),
action_executor_(std::move(action_executor)) {
updateCurrentIndex();
}

View File

@@ -44,7 +44,8 @@ void MenuRenderer::ShowHideAnimation::stop() {
}
MenuRenderer::MenuRenderer(const ServiceMenu *menu_state, std::shared_ptr<Text> element_text, std::shared_ptr<Text> title_text)
: element_text_(std::move(element_text)), title_text_(std::move(title_text)) {
: element_text_(std::move(element_text)),
title_text_(std::move(title_text)) {
initializeMaxSizes();
setPosition(param.game.game_area.center_x, param.game.game_area.center_y, PositionMode::CENTERED);
}

View File

@@ -69,7 +69,9 @@ class Notifier {
// Constructor
explicit Notification()
: texture(nullptr), sprite(nullptr), rect{0, 0, 0, 0} {}
: texture(nullptr),
sprite(nullptr),
rect{0, 0, 0, 0} {}
};
// --- Objetos y punteros ---

View File

@@ -49,7 +49,6 @@ void ServiceMenu::toggle() {
return;
}
if (!enabled_) { // Si está cerrado, abrir
reset();
Options::gamepad_manager.assignAndLinkGamepads();

View File

@@ -7,7 +7,9 @@
// Constructor: inicializa el renderizador, el texto y el color del mensaje
UIMessage::UIMessage(std::shared_ptr<Text> text_renderer, std::string message_text, const Color &color)
: text_renderer_(std::move(text_renderer)), text_(std::move(message_text)), color_(color) {}
: text_renderer_(std::move(text_renderer)),
text_(std::move(message_text)),
color_(color) {}
// Muestra el mensaje en la posición base_x, base_y con animación de entrada desde arriba
void UIMessage::show() {

View File

@@ -12,7 +12,7 @@
#include <stdexcept> // Para runtime_error
#include <string> // Para basic_string, allocator, string, operator==, operator+, char_traits
#include "lang.h" // Para getText
#include "lang.h" // Para getText
#include "resource_helper.h" // Para ResourceHelper
// Variables
@@ -325,7 +325,7 @@ auto loadDemoDataFromFile(const std::string &file_path) -> DemoData {
DemoData dd;
SDL_IOStream *file = nullptr;
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
@@ -334,7 +334,7 @@ auto loadDemoDataFromFile(const std::string &file_path) -> DemoData {
// Fallback a filesystem directo
file = SDL_IOFromFile(file_path.c_str(), "r+b");
}
if (file == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);

View File

@@ -22,9 +22,14 @@ struct Overrides {
struct Circle {
int x, y, r; // Coordenadas y radio
Circle() : x(0), y(0), r(0) {}
Circle()
: x(0),
y(0),
r(0) {}
Circle(int x_coord, int y_coord, int radius)
: x(x_coord), y(y_coord), r(radius) {}
: x(x_coord),
y(y_coord),
r(radius) {}
};
struct DemoKeys {
@@ -36,7 +41,12 @@ struct DemoKeys {
Uint8 fire_right;
explicit DemoKeys(Uint8 l = 0, Uint8 r = 0, Uint8 ni = 0, Uint8 f = 0, Uint8 fl = 0, Uint8 fr = 0)
: left(l), right(r), no_input(ni), fire(f), fire_left(fl), fire_right(fr) {}
: left(l),
right(r),
no_input(ni),
fire(f),
fire_left(fl),
fire_right(fr) {}
};
// --- Tipos ---
@@ -49,9 +59,16 @@ struct Demo {
DemoKeys keys; // Variable con las pulsaciones de teclas del modo demo
std::vector<DemoData> data; // Vector con diferentes sets de datos con los movimientos para la demo
Demo() : enabled(false), recording(false), counter(0) {}
Demo()
: enabled(false),
recording(false),
counter(0) {}
Demo(bool e, bool r, int c, const DemoKeys &k, const std::vector<DemoData> &d)
: enabled(e), recording(r), counter(c), keys(k), data(d) {}
: enabled(e),
recording(r),
counter(c),
keys(k),
data(d) {}
};
struct Zone {