delta-time: balloon.cpp
delta-time: balloon_manager.cpp delta-time: credits.cpp
This commit is contained in:
@@ -78,20 +78,31 @@ Credits::~Credits() {
|
||||
Options::gamepad_manager.clearPlayers();
|
||||
}
|
||||
|
||||
// Calcula el deltatime
|
||||
auto Credits::calculateDeltaTime() -> float {
|
||||
const Uint64 current_time = SDL_GetTicks();
|
||||
const float delta_time = static_cast<float>(current_time - last_time_);
|
||||
last_time_ = current_time;
|
||||
return delta_time;
|
||||
}
|
||||
|
||||
// Bucle principal
|
||||
void Credits::run() {
|
||||
last_time_ = SDL_GetTicks();
|
||||
|
||||
while (Section::name == Section::Name::CREDITS) {
|
||||
checkInput();
|
||||
update();
|
||||
const float delta_time = calculateDeltaTime();
|
||||
update(delta_time);
|
||||
checkEvents(); // Tiene que ir antes del render
|
||||
render();
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
// Actualiza las variables (frame-based)
|
||||
void Credits::update() {
|
||||
if (SDL_GetTicks() - ticks_ > param.game.speed) {
|
||||
ticks_ = SDL_GetTicks();
|
||||
if (SDL_GetTicks() - last_time_ > param.game.speed) {
|
||||
last_time_ = SDL_GetTicks();
|
||||
const int REPEAT = want_to_pass_ ? 4 : 1;
|
||||
for (int i = 0; i < REPEAT; ++i) {
|
||||
tiled_bg_->update();
|
||||
@@ -111,6 +122,28 @@ void Credits::update() {
|
||||
Audio::update();
|
||||
}
|
||||
|
||||
// Actualiza las variables (time-based)
|
||||
void Credits::update(float deltaTime) {
|
||||
const float multiplier = want_to_pass_ ? 4.0f : 1.0f;
|
||||
const float adjusted_delta_time = deltaTime * multiplier;
|
||||
|
||||
tiled_bg_->update(adjusted_delta_time);
|
||||
cycleColors();
|
||||
balloon_manager_->update(adjusted_delta_time);
|
||||
updateTextureDstRects(adjusted_delta_time);
|
||||
throwBalloons(adjusted_delta_time);
|
||||
updatePlayers(adjusted_delta_time);
|
||||
updateAllFades(adjusted_delta_time);
|
||||
|
||||
// Convertir deltaTime a factor de frame (asumiendo 60fps)
|
||||
const float frameFactor = adjusted_delta_time / (1000.0f / 60.0f);
|
||||
counter_ += frameFactor;
|
||||
|
||||
Screen::get()->update();
|
||||
fillCanvas();
|
||||
Audio::update();
|
||||
}
|
||||
|
||||
// Dibuja Credits::en patalla
|
||||
void Credits::render() {
|
||||
static auto *const SCREEN = Screen::get();
|
||||
@@ -277,9 +310,9 @@ void Credits::fillCanvas() {
|
||||
SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
|
||||
}
|
||||
|
||||
// Actualiza el destino de los rectangulos de las texturas
|
||||
// Actualiza el destino de los rectangulos de las texturas (frame-based)
|
||||
void Credits::updateTextureDstRects() {
|
||||
if (counter_ % 10 == 0) {
|
||||
if (static_cast<int>(counter_) % 10 == 0) {
|
||||
// Comprueba la posición de la textura con los titulos de credito
|
||||
if (credits_rect_dst_.y + credits_rect_dst_.h > play_area_.y) {
|
||||
--credits_rect_dst_.y;
|
||||
@@ -306,7 +339,42 @@ void Credits::updateTextureDstRects() {
|
||||
}
|
||||
}
|
||||
|
||||
// Tira globos al escenario
|
||||
// Actualiza el destino de los rectangulos de las texturas (time-based)
|
||||
void Credits::updateTextureDstRects(float deltaTime) {
|
||||
constexpr float TEXTURE_UPDATE_INTERVAL = 10 * (1000.0f / 60.0f); // 166.67ms (cada 10 frames)
|
||||
static float texture_accumulator = 0.0f;
|
||||
texture_accumulator += deltaTime;
|
||||
|
||||
if (texture_accumulator >= TEXTURE_UPDATE_INTERVAL) {
|
||||
texture_accumulator -= TEXTURE_UPDATE_INTERVAL;
|
||||
|
||||
// Comprueba la posición de la textura con los titulos de credito
|
||||
if (credits_rect_dst_.y + credits_rect_dst_.h > play_area_.y) {
|
||||
--credits_rect_dst_.y;
|
||||
}
|
||||
|
||||
// Comprueba la posición de la textura con el mini_logo
|
||||
if (mini_logo_rect_dst_.y == mini_logo_final_pos_) {
|
||||
mini_logo_on_position_ = true;
|
||||
|
||||
// Si el jugador quiere pasar los titulos de credito, el fade se inicia solo
|
||||
if (want_to_pass_) {
|
||||
fading_ = true;
|
||||
}
|
||||
|
||||
// Se activa el contador para evitar que la sección sea infinita
|
||||
if (counter_prevent_endless_ == 1000) {
|
||||
fading_ = true;
|
||||
} else {
|
||||
++counter_prevent_endless_;
|
||||
}
|
||||
} else {
|
||||
--mini_logo_rect_dst_.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Tira globos al escenario (frame-based)
|
||||
void Credits::throwBalloons() {
|
||||
constexpr int SPEED = 200;
|
||||
const std::vector<int> SETS = {0, 63, 25, 67, 17, 75, 13, 50};
|
||||
@@ -315,12 +383,41 @@ void Credits::throwBalloons() {
|
||||
return;
|
||||
}
|
||||
|
||||
if (counter_ % SPEED == 0) {
|
||||
const int INDEX = (counter_ / SPEED) % SETS.size();
|
||||
if (static_cast<int>(counter_) % SPEED == 0) {
|
||||
const int INDEX = (static_cast<int>(counter_) / SPEED) % SETS.size();
|
||||
balloon_manager_->deployFormation(SETS.at(INDEX), -60);
|
||||
}
|
||||
|
||||
if (counter_ % (SPEED * 4) == 0 && counter_ > 0) {
|
||||
if (static_cast<int>(counter_) % (SPEED * 4) == 0 && counter_ > 0) {
|
||||
balloon_manager_->createPowerBall();
|
||||
}
|
||||
}
|
||||
|
||||
// Tira globos al escenario (time-based)
|
||||
void Credits::throwBalloons(float deltaTime) {
|
||||
constexpr int SPEED = 200;
|
||||
const std::vector<int> SETS = {0, 63, 25, 67, 17, 75, 13, 50};
|
||||
constexpr float BALLOON_INTERVAL = SPEED * (1000.0f / 60.0f); // 3333.33ms (cada 200 frames)
|
||||
constexpr float POWERBALL_INTERVAL = (SPEED * 4) * (1000.0f / 60.0f); // 13333.33ms (cada 800 frames)
|
||||
|
||||
if (counter_ > ((SETS.size() - 1) * SPEED) * 3) {
|
||||
return;
|
||||
}
|
||||
|
||||
static float balloon_accumulator = 0.0f;
|
||||
static float powerball_accumulator = 0.0f;
|
||||
|
||||
balloon_accumulator += deltaTime;
|
||||
powerball_accumulator += deltaTime;
|
||||
|
||||
if (balloon_accumulator >= BALLOON_INTERVAL) {
|
||||
balloon_accumulator -= BALLOON_INTERVAL;
|
||||
const int INDEX = (static_cast<int>(counter_ / SPEED)) % SETS.size();
|
||||
balloon_manager_->deployFormation(SETS.at(INDEX), -60);
|
||||
}
|
||||
|
||||
if (powerball_accumulator >= POWERBALL_INTERVAL && counter_ > 0) {
|
||||
powerball_accumulator -= POWERBALL_INTERVAL;
|
||||
balloon_manager_->createPowerBall();
|
||||
}
|
||||
}
|
||||
@@ -392,12 +489,12 @@ void Credits::initPlayers() {
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza los rectangulos negros
|
||||
// Actualiza los rectangulos negros (frame-based)
|
||||
void Credits::updateBlackRects() {
|
||||
static int current_step_ = steps_;
|
||||
if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1) {
|
||||
// Si los rectangulos superior e inferior no han llegado al centro
|
||||
if (counter_ % 4 == 0) {
|
||||
if (static_cast<int>(counter_) % 4 == 0) {
|
||||
// Incrementa la altura del rectangulo superior
|
||||
top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1);
|
||||
|
||||
@@ -435,6 +532,57 @@ void Credits::updateBlackRects() {
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza los rectangulos negros (time-based)
|
||||
void Credits::updateBlackRects(float deltaTime) {
|
||||
static float current_step_ = static_cast<float>(steps_);
|
||||
constexpr float BLACK_RECT_INTERVAL = 4 * (1000.0f / 60.0f); // 66.67ms (cada 4 frames)
|
||||
static float black_rect_accumulator = 0.0f;
|
||||
|
||||
if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1) {
|
||||
// Si los rectangulos superior e inferior no han llegado al centro
|
||||
black_rect_accumulator += deltaTime;
|
||||
if (black_rect_accumulator >= BLACK_RECT_INTERVAL) {
|
||||
black_rect_accumulator -= BLACK_RECT_INTERVAL;
|
||||
|
||||
// Incrementa la altura del rectangulo superior
|
||||
top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1);
|
||||
|
||||
// Incrementa la altura y modifica la posición del rectangulo inferior
|
||||
++bottom_black_rect_.h;
|
||||
bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1, param.game.game_area.center_y + 1);
|
||||
|
||||
--current_step_;
|
||||
setVolume(static_cast<int>(initial_volume_ * current_step_ / steps_));
|
||||
}
|
||||
} else {
|
||||
// Si los rectangulos superior e inferior han llegado al centro
|
||||
if (left_black_rect_.w != param.game.game_area.center_x && right_black_rect_.x != param.game.game_area.center_x) {
|
||||
constexpr int SPEED = 2;
|
||||
// Si los rectangulos izquierdo y derecho no han llegado al centro
|
||||
// Incrementa la anchura del rectangulo situado a la izquierda
|
||||
left_black_rect_.w = std::min(left_black_rect_.w + SPEED, param.game.game_area.center_x);
|
||||
|
||||
// Incrementa la anchura y modifica la posición del rectangulo situado a la derecha
|
||||
right_black_rect_.w += SPEED;
|
||||
right_black_rect_.x = std::max(right_black_rect_.x - SPEED, param.game.game_area.center_x);
|
||||
|
||||
--current_step_;
|
||||
setVolume(static_cast<int>(initial_volume_ * current_step_ / steps_));
|
||||
} else {
|
||||
// Si los rectangulos izquierdo y derecho han llegado al centro
|
||||
setVolume(0);
|
||||
Audio::get()->stopMusic();
|
||||
if (counter_pre_fade_ == 400) {
|
||||
fade_out_->activate();
|
||||
} else {
|
||||
// Convertir deltaTime a factor de frame
|
||||
const float frameFactor = deltaTime / (1000.0f / 60.0f);
|
||||
counter_pre_fade_ += frameFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza el rectangulo rojo
|
||||
void Credits::updateRedRect() {
|
||||
border_rect_.x = left_black_rect_.x + left_black_rect_.w;
|
||||
@@ -443,7 +591,7 @@ void Credits::updateRedRect() {
|
||||
border_rect_.h = bottom_black_rect_.y - border_rect_.y + 1;
|
||||
}
|
||||
|
||||
// Actualiza el estado de fade
|
||||
// Actualiza el estado de fade (frame-based)
|
||||
void Credits::updateAllFades() {
|
||||
if (fading_) {
|
||||
updateBlackRects();
|
||||
@@ -461,6 +609,24 @@ void Credits::updateAllFades() {
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza el estado de fade (time-based)
|
||||
void Credits::updateAllFades(float deltaTime) {
|
||||
if (fading_) {
|
||||
updateBlackRects(deltaTime);
|
||||
updateRedRect();
|
||||
}
|
||||
|
||||
fade_in_->update(); // Fade aún no migrado a deltaTime
|
||||
if (fade_in_->hasEnded()) {
|
||||
Audio::get()->playMusic("credits.ogg");
|
||||
}
|
||||
|
||||
fade_out_->update(); // Fade aún no migrado a deltaTime
|
||||
if (fade_out_->hasEnded()) {
|
||||
Section::name = Section::Name::HI_SCORE_TABLE;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el nivel de volumen
|
||||
void Credits::setVolume(int amount) {
|
||||
Options::audio.music.volume = std::clamp(amount, 0, 100);
|
||||
@@ -508,13 +674,20 @@ void Credits::cycleColors() {
|
||||
tiled_bg_->setColor(color_);
|
||||
}
|
||||
|
||||
// Actualza los jugadores
|
||||
// Actualza los jugadores (frame-based)
|
||||
void Credits::updatePlayers() {
|
||||
for (auto &player : players_) {
|
||||
player->update();
|
||||
}
|
||||
}
|
||||
|
||||
// Actualza los jugadores (time-based)
|
||||
void Credits::updatePlayers(float deltaTime) {
|
||||
for (auto &player : players_) {
|
||||
player->update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// Renderiza los jugadores
|
||||
void Credits::renderPlayers() {
|
||||
for (auto const &player : players_) {
|
||||
|
||||
Reference in New Issue
Block a user