Options: creat namespace
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@@ -107,7 +107,7 @@ Game::~Game()
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else
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{
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// [Modo JUEGO] Guarda puntuaciones y transita a modo título
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auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
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auto manager = std::make_unique<ManageHiScoreTable>(Options::game.hi_score_table);
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manager->saveToFile(Asset::get()->get("score.bin"));
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Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
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Audio::get()->stopMusic();
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@@ -326,7 +326,7 @@ void Game::updateGameStateGameOver()
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if (fade_out_->isEnabled())
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{
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if (options.audio.enabled)
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if (Options::audio.enabled)
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{
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const float VOL = static_cast<float>(64 * (100 - fade_out_->getValue())) / 100.0f;
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Audio::get()->setSoundVolume(static_cast<int>(VOL));
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@@ -346,10 +346,10 @@ void Game::updateGameStateGameOver()
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Section::name = Section::Name::HI_SCORE_TABLE;
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}
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Section::options = Section::Options::HI_SCORE_AFTER_PLAYING;
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if (options.audio.enabled)
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if (Options::audio.enabled)
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{
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Audio::get()->stopAllSounds();
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Audio::get()->setSoundVolume(options.audio.sound.volume);
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Audio::get()->setSoundVolume(Options::audio.sound.volume);
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}
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}
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}
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@@ -1267,10 +1267,10 @@ void Game::pause(bool value)
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void Game::addScoreToScoreBoard(const std::shared_ptr<Player> &player)
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{
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const auto entry = HiScoreEntry(trim(player->getRecordName()), player->getScore(), player->get1CC());
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auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
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options.game.last_hi_score_entry.at(player->getId() - 1) = manager->add(entry);
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auto manager = std::make_unique<ManageHiScoreTable>(Options::game.hi_score_table);
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Options::game.last_hi_score_entry.at(player->getId() - 1) = manager->add(entry);
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manager->saveToFile(Asset::get()->get("score.bin"));
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hi_score_.name = options.game.hi_score_table.front().name;
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hi_score_.name = Options::game.hi_score_table.front().name;
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}
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// Saca del estado de GAME OVER al jugador si el otro está activo
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@@ -1321,12 +1321,12 @@ std::shared_ptr<Player> Game::getPlayer(int id)
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// Obtiene un controlador a partir del "id" del jugador
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int Game::getController(int player_id)
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{
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auto it = std::find_if(options.controllers.begin(), options.controllers.end(), [player_id](const auto &controller)
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auto it = std::find_if(Options::controllers.begin(), Options::controllers.end(), [player_id](const auto &controller)
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{ return controller.player_id == player_id; });
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if (it != options.controllers.end())
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if (it != Options::controllers.end())
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{
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return std::distance(options.controllers.begin(), it);
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return std::distance(Options::controllers.begin(), it);
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}
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return -1;
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@@ -1443,7 +1443,7 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
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Audio::get()->playSound("bullet.wav");
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// Establece un tiempo de espera para el próximo disparo.
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const int cooldown = player->isPowerUp() ? 5 : options.game.autofire ? 10
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const int cooldown = player->isPowerUp() ? 5 : Options::game.autofire ? 10
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: 7;
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player->setFireCooldown(cooldown);
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}
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@@ -1475,8 +1475,8 @@ void Game::handlePlayersInput()
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// Maneja las entradas de movimiento y disparo para un jugador en modo normal.
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void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player)
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{
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const auto &controller = options.controllers.at(player->getController());
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const bool autofire = player->isPowerUp() || options.game.autofire;
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const auto &controller = Options::controllers.at(player->getController());
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const bool autofire = player->isPowerUp() || Options::game.autofire;
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if (input_->checkInput(InputAction::LEFT, INPUT_ALLOW_REPEAT, controller.type, controller.index))
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{
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@@ -1506,21 +1506,21 @@ void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player)
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// Procesa las entradas de disparo del jugador, permitiendo disparos automáticos si está habilitado.
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void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire, int controllerIndex)
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{
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if (input_->checkInput(InputAction::FIRE_CENTER, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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if (input_->checkInput(InputAction::FIRE_CENTER, autofire, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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handleFireInput(player, BulletType::UP);
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#ifdef RECORDING
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demo_.keys.fire = 1;
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#endif
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}
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else if (input_->checkInput(InputAction::FIRE_LEFT, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::FIRE_LEFT, autofire, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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handleFireInput(player, BulletType::LEFT);
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#ifdef RECORDING
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demo_.keys.fire_left = 1;
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#endif
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}
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else if (input_->checkInput(InputAction::FIRE_RIGHT, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::FIRE_RIGHT, autofire, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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handleFireInput(player, BulletType::RIGHT);
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#ifdef RECORDING
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@@ -1533,16 +1533,16 @@ void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire
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void Game::handlePlayerContinue(const std::shared_ptr<Player> &player)
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{
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const auto controllerIndex = player->getController();
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if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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player->setPlayingState(PlayerState::PLAYING);
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player->addCredit();
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}
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// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
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if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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if (player->getContinueCounter() < 7)
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{
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@@ -1555,9 +1555,9 @@ void Game::handlePlayerContinue(const std::shared_ptr<Player> &player)
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void Game::handleNameInput(const std::shared_ptr<Player> &player)
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{
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const auto controllerIndex = player->getController();
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if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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if (player->isShowingName())
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{
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@@ -1574,19 +1574,19 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
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player->setInput(InputAction::RIGHT);
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}
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}
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else if (input_->checkInput(InputAction::UP, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::UP, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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player->setInput(InputAction::UP);
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}
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else if (input_->checkInput(InputAction::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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player->setInput(InputAction::DOWN);
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}
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else if (input_->checkInput(InputAction::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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player->setInput(InputAction::LEFT);
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}
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else if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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player->setInput(InputAction::START);
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addScoreToScoreBoard(player);
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@@ -1689,7 +1689,7 @@ void Game::initDifficultyVars()
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// Variables relacionadas con la dificultad
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switch (difficulty_)
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{
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case DifficultyCode::EASY:
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case Options::DifficultyCode::EASY:
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[0]);
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difficulty_score_multiplier_ = 0.5f;
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@@ -1697,7 +1697,7 @@ void Game::initDifficultyVars()
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break;
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}
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case DifficultyCode::NORMAL:
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case Options::DifficultyCode::NORMAL:
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[0]);
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difficulty_score_multiplier_ = 1.0f;
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@@ -1705,7 +1705,7 @@ void Game::initDifficultyVars()
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break;
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}
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case DifficultyCode::HARD:
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case Options::DifficultyCode::HARD:
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[4]);
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difficulty_score_multiplier_ = 1.5f;
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@@ -1935,7 +1935,7 @@ void Game::evaluateAndSetMenace()
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// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
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void Game::checkAndUpdateBalloonSpeed()
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{
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if (difficulty_ != DifficultyCode::NORMAL)
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if (difficulty_ != Options::DifficultyCode::NORMAL)
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return;
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const float percent = static_cast<float>(Stage::power) / Stage::get(Stage::number).power_to_complete;
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