revisat hiscore_table.cpp

This commit is contained in:
2025-09-23 11:24:29 +02:00
parent 5e73327b2f
commit c5d6d77ebf
3 changed files with 37 additions and 27 deletions

View File

@@ -42,7 +42,7 @@ Director::Director(int argc, std::span<char *> argv) {
Section::name = Section::Name::GAME; Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P; Section::options = Section::Options::GAME_PLAY_1P;
#elif _DEBUG #elif _DEBUG
Section::name = Section::Name::INTRO; Section::name = Section::Name::HI_SCORE_TABLE;
Section::options = Section::Options::GAME_PLAY_1P; Section::options = Section::Options::GAME_PLAY_1P;
#else // NORMAL GAME #else // NORMAL GAME
Section::name = Section::Name::LOGO; Section::name = Section::Name::LOGO;

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@@ -54,7 +54,8 @@ HiScoreTable::~HiScoreTable() {
// Actualiza las variables // Actualiza las variables
void HiScoreTable::update(float delta_time) { void HiScoreTable::update(float delta_time) {
Screen::get()->update(); // Actualiza el objeto screen elapsed_time_ += delta_time; // Incrementa el tiempo transcurrido
Screen::get()->update(); // Actualiza el objeto screen
updateSprites(delta_time); // Actualiza las posiciones de los sprites de texto updateSprites(delta_time); // Actualiza las posiciones de los sprites de texto
background_->update(delta_time); // Actualiza el fondo background_->update(delta_time); // Actualiza el fondo
@@ -72,9 +73,10 @@ void HiScoreTable::render() {
SCREEN->start(); // Prepara para empezar a dibujar en la textura de juego SCREEN->start(); // Prepara para empezar a dibujar en la textura de juego
SCREEN->clean(); // Limpia la pantalla SCREEN->clean(); // Limpia la pantalla
background_->render(); // Pinta el fondo background_->render(); // Pinta el fondo
view_area_.y = std::max(0.0F, param.game.height - counter_ + 100); // Establece la ventana del backbuffer float counter_equivalent = elapsed_time_ * 60.0f; // Convertir tiempo a equivalente frame para UI
SDL_RenderTexture(renderer_, backbuffer_, nullptr, &view_area_); // Copia el backbuffer al renderizador view_area_.y = std::max(0.0F, param.game.height - counter_equivalent + 100); // Establece la ventana del backbuffer
SDL_RenderTexture(renderer_, backbuffer_, nullptr, &view_area_); // Copia el backbuffer al renderizador
fade_->render(); // Renderiza el fade fade_->render(); // Renderiza el fade
SCREEN->render(); // Vuelca el contenido del renderizador en pantalla SCREEN->render(); // Vuelca el contenido del renderizador en pantalla
@@ -117,7 +119,7 @@ void HiScoreTable::checkInput() {
// Calcula el tiempo transcurrido desde el último frame // Calcula el tiempo transcurrido desde el último frame
float HiScoreTable::calculateDeltaTime() { float HiScoreTable::calculateDeltaTime() {
const Uint64 current_time = SDL_GetTicks(); const Uint64 current_time = SDL_GetTicks();
const float delta_time = static_cast<float>(current_time - last_time_); const float delta_time = static_cast<float>(current_time - last_time_) / 1000.0f; // Convertir ms a segundos
last_time_ = current_time; last_time_ = current_time;
return delta_time; return delta_time;
} }
@@ -217,15 +219,14 @@ void HiScoreTable::createSprites() {
const int DEFAULT_POS_X = (backbuffer_width - ENTRY_WIDTH) / 2; const int DEFAULT_POS_X = (backbuffer_width - ENTRY_WIDTH) / 2;
const int POS_X = (i < 9) ? DEFAULT_POS_X : DEFAULT_POS_X - entry_text->getCharacterSize(); const int POS_X = (i < 9) ? DEFAULT_POS_X : DEFAULT_POS_X - entry_text->getCharacterSize();
const int POS_Y = (i * SPACE_BETWEEN_LINES) + FIRST_LINE + SPACE_BETWEEN_HEADER; const int POS_Y = (i * SPACE_BETWEEN_LINES) + FIRST_LINE + SPACE_BETWEEN_HEADER;
constexpr int STEPS = 80;
switch (ANIMATION) { switch (ANIMATION) {
case 0: // Ambos lados alternativamente case 0: // Ambos lados alternativamente
{ {
if (i % 2 == 0) { if (i % 2 == 0) {
entry_names_.back()->addPath(-entry_names_.back()->getWidth(), POS_X, PathType::HORIZONTAL, POS_Y, STEPS, easeOutQuint); entry_names_.back()->addPath(-entry_names_.back()->getWidth(), POS_X, PathType::HORIZONTAL, POS_Y, ANIM_DURATION_S, easeOutQuint);
entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0); entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0);
} else { } else {
entry_names_.back()->addPath(backbuffer_width, POS_X, PathType::HORIZONTAL, POS_Y, STEPS, easeOutQuint); entry_names_.back()->addPath(backbuffer_width, POS_X, PathType::HORIZONTAL, POS_Y, ANIM_DURATION_S, easeOutQuint);
entry_names_.back()->setPosition(backbuffer_width, 0); entry_names_.back()->setPosition(backbuffer_width, 0);
} }
break; break;
@@ -233,21 +234,21 @@ void HiScoreTable::createSprites() {
case 1: // Entran por la izquierda case 1: // Entran por la izquierda
{ {
entry_names_.back()->addPath(-entry_names_.back()->getWidth(), POS_X, PathType::HORIZONTAL, POS_Y, STEPS, easeOutQuint); entry_names_.back()->addPath(-entry_names_.back()->getWidth(), POS_X, PathType::HORIZONTAL, POS_Y, ANIM_DURATION_S, easeOutQuint);
entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0); entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0);
break; break;
} }
case 2: // Entran por la derecha case 2: // Entran por la derecha
{ {
entry_names_.back()->addPath(backbuffer_width, POS_X, PathType::HORIZONTAL, POS_Y, STEPS, easeOutQuint); entry_names_.back()->addPath(backbuffer_width, POS_X, PathType::HORIZONTAL, POS_Y, ANIM_DURATION_S, easeOutQuint);
entry_names_.back()->setPosition(backbuffer_width, 0); entry_names_.back()->setPosition(backbuffer_width, 0);
break; break;
} }
case 3: // Entran desde la parte inferior case 3: // Entran desde la parte inferior
{ {
entry_names_.back()->addPath(backbuffer_height, POS_Y, PathType::VERTICAL, POS_X, STEPS, easeOutQuint); entry_names_.back()->addPath(backbuffer_height, POS_Y, PathType::VERTICAL, POS_X, ANIM_DURATION_S, easeOutQuint);
entry_names_.back()->setPosition(0, backbuffer_height); entry_names_.back()->setPosition(0, backbuffer_height);
} }
@@ -259,13 +260,13 @@ void HiScoreTable::createSprites() {
// Actualiza las posiciones de los sprites de texto // Actualiza las posiciones de los sprites de texto
void HiScoreTable::updateSprites(float delta_time) { void HiScoreTable::updateSprites(float delta_time) {
constexpr int INIT_COUNTER = 190; if (elapsed_time_ >= INIT_DELAY_S) {
const int COUNTER_BETWEEN_ENTRIES = 16; const float elapsed_since_init = elapsed_time_ - INIT_DELAY_S;
if (counter_ >= INIT_COUNTER) { int index = static_cast<int>(elapsed_since_init / ENTRY_DELAY_S);
const int COUNTER2 = counter_ - INIT_COUNTER; if (index < static_cast<int>(entry_names_.size()) && index >= 0) {
if (COUNTER2 % COUNTER_BETWEEN_ENTRIES == 0) { // Verificar si este índice debe activarse ahora
int index = COUNTER2 / COUNTER_BETWEEN_ENTRIES; float expected_time = index * ENTRY_DELAY_S;
if (index < static_cast<int>(entry_names_.size())) { if (elapsed_since_init >= expected_time && elapsed_since_init < expected_time + delta_time) {
entry_names_.at(index)->enable(); entry_names_.at(index)->enable();
} }
} }
@@ -290,7 +291,7 @@ void HiScoreTable::initFade() {
void HiScoreTable::initBackground() { void HiScoreTable::initBackground() {
background_->setManualMode(true); background_->setManualMode(true);
background_->setPos(param.game.game_area.rect); background_->setPos(param.game.game_area.rect);
background_->setCloudsSpeed(-0.1F); background_->setCloudsSpeed(CLOUDS_SPEED);
const int LUCKY = rand() % 3; const int LUCKY = rand() % 3;
switch (LUCKY) { switch (LUCKY) {
@@ -355,7 +356,8 @@ void HiScoreTable::iniEntryColors() {
// Hace brillar los nombres de la tabla de records // Hace brillar los nombres de la tabla de records
void HiScoreTable::glowEntryNames() { void HiScoreTable::glowEntryNames() {
const Color ENTRY_COLOR = getEntryColor(counter_ / 5); int color_counter = static_cast<int>(elapsed_time_ * 60.0f / 5.0f); // Convertir tiempo a equivalente frame
const Color ENTRY_COLOR = getEntryColor(color_counter);
for (const auto &entry_index : Options::settings.glowing_entries) { for (const auto &entry_index : Options::settings.glowing_entries) {
if (entry_index != -1) { if (entry_index != -1) {
entry_names_.at(entry_index)->getTexture()->setColor(ENTRY_COLOR); entry_names_.at(entry_index)->getTexture()->setColor(ENTRY_COLOR);
@@ -365,14 +367,17 @@ void HiScoreTable::glowEntryNames() {
// Gestiona el contador // Gestiona el contador
void HiScoreTable::updateCounter() { void HiScoreTable::updateCounter() {
++counter_; static bool background_changed = false;
static bool fade_activated = false;
if (counter_ == 150) { if (elapsed_time_ >= BACKGROUND_CHANGE_S && !background_changed) {
background_->setColor(background_fade_color_.DARKEN()); background_->setColor(background_fade_color_.DARKEN());
background_->setAlpha(96); background_->setAlpha(96);
background_changed = true;
} }
if (counter_ == COUNTER_END) { if (elapsed_time_ >= COUNTER_END_S && !fade_activated) {
fade_->activate(); fade_->activate();
fade_activated = true;
} }
} }

View File

@@ -30,8 +30,13 @@ class HiScoreTable {
void run(); void run();
private: private:
// --- Constantes --- // --- Constantes (en segundos) ---
static constexpr Uint16 COUNTER_END = 800; // Valor final para el contador static constexpr float COUNTER_END_S = 800.0f / 60.0f; // Tiempo final (≈13.33s)
static constexpr float INIT_DELAY_S = 190.0f / 60.0f; // Retraso inicial (≈3.17s)
static constexpr float ENTRY_DELAY_S = 16.0f / 60.0f; // Retraso entre entradas (≈0.27s)
static constexpr float BACKGROUND_CHANGE_S = 150.0f / 60.0f; // Tiempo cambio fondo (≈2.5s)
static constexpr float ANIM_DURATION_S = 80.0f / 60.0f; // Duración animación (≈1.33s)
static constexpr float CLOUDS_SPEED = -6.0f; // Velocidad nubes (pixels/s)
// --- Objetos y punteros --- // --- Objetos y punteros ---
SDL_Renderer *renderer_; // El renderizador de la ventana SDL_Renderer *renderer_; // El renderizador de la ventana
@@ -44,7 +49,7 @@ class HiScoreTable {
std::vector<Path> paths_; // Vector con los recorridos precalculados std::vector<Path> paths_; // Vector con los recorridos precalculados
// --- Variables --- // --- Variables ---
Uint16 counter_ = 0; // Contador float elapsed_time_ = 0.0f; // Tiempo transcurrido (segundos)
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
SDL_FRect view_area_; // Parte de la textura que se muestra en pantalla SDL_FRect view_area_; // Parte de la textura que se muestra en pantalla
Fade::Mode fade_mode_; // Modo de fade a utilizar Fade::Mode fade_mode_; // Modo de fade a utilizar