creat bullet_manager.cpp

This commit is contained in:
2025-09-30 20:41:35 +02:00
parent 6fae12ba02
commit bddb790fe2
5 changed files with 216 additions and 62 deletions

View File

@@ -17,6 +17,7 @@
#include "balloon.h" // Para Balloon
#include "balloon_manager.h" // Para BalloonManager
#include "bullet.h" // Para Bullet, Bullet::Type, BulletMoveStatus
#include "bullet_manager.h" // Para BulletManager
#include "color.h" // Para Color, Colors::FLASH
#include "difficulty.h" // Para Code
#include "fade.h" // Para Fade, FadeType, FadeMode
@@ -57,6 +58,7 @@ Game::Game(Player::Id player_id, int current_stage, bool demo_enabled)
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())),
bullet_manager_(std::make_unique<BulletManager>()),
background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
@@ -112,6 +114,19 @@ Game::Game(Player::Id player_id, int current_stage, bool demo_enabled)
pause_manager_->setServiceMenuPause(is_active);
}
});
// Configura callbacks del BulletManager
bullet_manager_->setTabeCollisionCallback([this](const std::shared_ptr<Bullet>& bullet) {
return checkBulletTabeCollision(bullet);
});
bullet_manager_->setBalloonCollisionCallback([this](const std::shared_ptr<Bullet>& bullet) {
return checkBulletBalloonCollision(bullet);
});
bullet_manager_->setOutOfBoundsCallback([this](const std::shared_ptr<Bullet>& bullet) {
getPlayer(static_cast<Player::Id>(bullet->getOwner()))->decScoreMultiplier();
});
#ifdef RECORDING
setState(State::PLAYING);
#endif
@@ -333,12 +348,12 @@ void Game::updateGameStateGameOver(float deltaTime) {
updateBackground(deltaTime);
balloon_manager_->update(deltaTime);
tabe_->update(deltaTime);
updateBullets(deltaTime);
bullet_manager_->update(deltaTime);
updateItems(deltaTime);
updateSmartSprites(deltaTime);
updatePathSprites(deltaTime);
updateTimeStopped(deltaTime);
checkBulletCollision();
bullet_manager_->checkCollisions();
cleanVectors();
if (game_over_timer_ < GAME_OVER_DURATION_S) {
@@ -369,7 +384,7 @@ void Game::updateGameStateCompleted(float deltaTime) {
updateBackground(deltaTime);
balloon_manager_->update(deltaTime);
tabe_->update(deltaTime);
updateBullets(deltaTime);
bullet_manager_->update(deltaTime);
updateItems(deltaTime);
updateSmartSprites(deltaTime);
updatePathSprites(deltaTime);
@@ -498,22 +513,6 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player>& player) {
}
}
// Comprueba y procesa la colisión de las balas
void Game::checkBulletCollision() {
for (auto& bullet : bullets_) {
if (!bullet->isEnabled()) {
continue;
}
if (checkBulletTabeCollision(bullet)) {
break;
}
if (checkBulletBalloonCollision(bullet)) {
break;
}
}
}
// Maneja la colisión entre bala y Tabe
auto Game::checkBulletTabeCollision(const std::shared_ptr<Bullet>& bullet) -> bool {
@@ -601,37 +600,6 @@ void Game::handleBalloonDestruction(std::shared_ptr<Balloon> balloon, const std:
updateHiScore();
}
// Mueve las balas activas
void Game::updateBullets(float deltaTime) {
for (auto& bullet : bullets_) {
if (bullet->update(deltaTime) == Bullet::MoveStatus::OUT) {
getPlayer(static_cast<Player::Id>(bullet->getOwner()))->decScoreMultiplier();
}
}
}
// Pinta las balas activas
void Game::renderBullets() {
for (auto& bullet : bullets_) {
bullet->render();
}
}
// Crea un objeto bala
void Game::createBullet(int x, int y, Bullet::Type type, Bullet::Color color, int owner) {
bullets_.emplace_back(std::make_shared<Bullet>(x, y, type, color, owner));
}
// Vacia el vector de balas
void Game::freeBullets() {
if (!bullets_.empty()) {
for (int i = bullets_.size() - 1; i >= 0; --i) {
if (!bullets_[i]->isEnabled()) {
bullets_.erase(bullets_.begin() + i);
}
}
}
}
// Actualiza los items
void Game::updateItems(float deltaTime) {
@@ -982,7 +950,7 @@ void Game::fillCanvas() {
renderSmartSprites(); // El cafe que sale cuando te golpean
renderItems();
tabe_->render();
renderBullets();
bullet_manager_->render();
renderPlayers();
renderPathSprites();
@@ -1343,7 +1311,7 @@ void Game::handleFireInput(const std::shared_ptr<Player>& player, Bullet::Type t
default:
break;
}
createBullet(bullet.x, bullet.y, type, player->getNextBulletColor(), static_cast<int>(player->getId()));
bullet_manager_->createBullet(bullet.x, bullet.y, type, player->getNextBulletColor(), static_cast<int>(player->getId()));
playSound(player->getBulletSoundFile());
// Establece un tiempo de espera para el próximo disparo.
@@ -1833,14 +1801,14 @@ void Game::updateGameStatePlaying(float deltaTime) {
updateBackground(deltaTime);
balloon_manager_->update(deltaTime);
tabe_->update(deltaTime);
updateBullets(deltaTime);
bullet_manager_->update(deltaTime);
updateItems(deltaTime);
updateStage();
updateSmartSprites(deltaTime);
updatePathSprites(deltaTime);
updateTimeStopped(deltaTime);
updateHelper();
checkBulletCollision();
bullet_manager_->checkCollisions();
updateMenace();
checkAndUpdateBalloonSpeed();
checkState();
@@ -1849,7 +1817,7 @@ void Game::updateGameStatePlaying(float deltaTime) {
// Vacía los vectores de elementos deshabilitados
void Game::cleanVectors() {
freeBullets();
bullet_manager_->freeBullets();
balloon_manager_->freeBalloons();
freeItems();
freeSmartSprites();