magic numbers: game.cpp

This commit is contained in:
2025-09-17 14:20:13 +02:00
parent ae30c9b34f
commit cb7b290818
3 changed files with 138 additions and 108 deletions

View File

@@ -79,7 +79,7 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
scoreboard_ = Scoreboard::get();
fade_in_->setColor(param.fade.color);
fade_in_->setPreDuration(demo_.enabled ? 500 : 0);
fade_in_->setPreDuration(demo_.enabled ? DEMO_FADE_PRE_DURATION_MS : 0);
fade_in_->setPostDuration(0);
fade_in_->setType(Fade::Type::RANDOM_SQUARE2);
fade_in_->setMode(Fade::Mode::IN);
@@ -210,43 +210,8 @@ void Game::updateHiScore() {
}
}
// Actualiza las variables del jugador (frame-based)
void Game::updatePlayers() {
for (auto &player : players_) {
player->update();
if (player->isPlaying()) {
// Comprueba la colisión entre el jugador y los globos
auto balloon = checkPlayerBalloonCollision(player);
// Si hay colisión
if (balloon) {
// Si el globo está parado y el temporizador activo, lo explota
if (balloon->isStopped() && time_stopped_counter_ > 0) {
balloon_manager_->popBalloon(balloon);
}
// En caso contrario, el jugador ha sido golpeado por un globo activo
else {
handlePlayerCollision(player, balloon);
if (demo_.enabled && allPlayersAreNotPlaying()) {
fade_out_->setType(Fade::Type::RANDOM_SQUARE2);
fade_out_->setPostDuration(500);
fade_out_->activate();
}
}
}
// Comprueba las colisiones entre el jugador y los items
checkPlayerItemCollision(player);
}
}
// Organiza la lista de jugadores
sortPlayersByZOrder();
}
// Actualiza las variables del jugador (time-based)
// Actualiza las variables del jugador
void Game::updatePlayers(float deltaTime) {
for (auto &player : players_) {
player->update(deltaTime);
@@ -348,9 +313,9 @@ void Game::updateStage() {
}
// Actualiza el estado de fin de la partida
void Game::updateGameStateGameOver() {
void Game::updateGameStateGameOver(float deltaTime) {
fade_out_->update();
updatePlayers();
updatePlayers(deltaTime);
updateScoreboard();
updateBackground();
balloon_manager_->update();
@@ -359,12 +324,12 @@ void Game::updateGameStateGameOver() {
updateItems();
updateSmartSprites();
updatePathSprites();
updateTimeStopped();
updateTimeStopped(deltaTime);
checkBulletCollision();
cleanVectors();
if (game_over_counter_ > 0) {
if (game_over_counter_ == GAME_OVER_COUNTER) {
if (game_over_counter_ >= GAME_OVER_DURATION_MS) {
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
Audio::get()->fadeOutMusic(1000);
balloon_manager_->setBouncingSounds(true);
@@ -399,11 +364,11 @@ void Game::updateGameStateGameOver() {
}
// Gestiona eventos para el estado del final del juego
void Game::updateGameStateCompleted() {
void Game::updateGameStateCompleted(float deltaTime) {
constexpr int START_CELEBRATIONS = 400;
constexpr int END_CELEBRATIONS = START_CELEBRATIONS + 300;
updatePlayers();
updatePlayers(deltaTime);
updateScoreboard();
updateBackground();
balloon_manager_->update();
@@ -923,21 +888,35 @@ void Game::handlePlayerCollision(std::shared_ptr<Player> &player, std::shared_pt
}
}
// Actualiza y comprueba el valor de la variable
void Game::updateTimeStopped() {
// Actualiza el estado del tiempo detenido
void Game::updateTimeStopped(float deltaTime) {
static constexpr float WARNING_THRESHOLD_MS = 2000.0f; // 120 frames a 60fps
static constexpr float CLOCK_SOUND_INTERVAL_MS = 500.0f; // 30 frames a 60fps
static constexpr float COLOR_FLASH_INTERVAL_MS = 250.0f; // 15 frames a 60fps
if (time_stopped_counter_ > 0) {
time_stopped_counter_--;
if (time_stopped_counter_ > 120) {
if (static_cast<int>(time_stopped_counter_) % 30 == 0) {
time_stopped_counter_ -= deltaTime;
// Fase de advertencia (últimos 2 segundos)
if (time_stopped_counter_ <= WARNING_THRESHOLD_MS) {
static float last_sound_time = 0.0f;
last_sound_time += deltaTime;
if (last_sound_time >= CLOCK_SOUND_INTERVAL_MS) {
balloon_manager_->normalColorsToAllBalloons();
playSound("clock.wav");
last_sound_time = 0.0f;
} else if (last_sound_time >= COLOR_FLASH_INTERVAL_MS) {
balloon_manager_->reverseColorsToAllBalloons();
playSound("clock.wav");
}
} else {
if (static_cast<int>(time_stopped_counter_) % 30 == 0) {
balloon_manager_->normalColorsToAllBalloons();
playSound("clock.wav");
} else if (static_cast<int>(time_stopped_counter_) % 30 == 15) {
balloon_manager_->reverseColorsToAllBalloons();
// Fase normal - solo sonido ocasional
static float sound_timer = 0.0f;
sound_timer += deltaTime;
if (sound_timer >= CLOCK_SOUND_INTERVAL_MS) {
playSound("clock.wav");
sound_timer = 0.0f;
}
}
} else {
@@ -945,24 +924,8 @@ void Game::updateTimeStopped() {
}
}
// Actualiza toda la lógica del juego (frame-based)
void Game::update() {
if (SDL_GetTicks() - last_time_ > param.game.speed) {
last_time_ = SDL_GetTicks();
screen_->update();
updateDemo();
#ifdef RECORDING
updateRecording();
#endif
updateGameStates();
fillCanvas();
}
Audio::update();
}
// Actualiza toda la lógica del juego (time-based)
// Actualiza toda la lógica del juego
void Game::update(float deltaTime) {
screen_->update();
@@ -970,7 +933,7 @@ void Game::update(float deltaTime) {
#ifdef RECORDING
updateRecording();
#endif
updateGameStates();
updateGameStates(deltaTime);
fillCanvas();
Audio::update();
@@ -989,26 +952,26 @@ void Game::render() {
}
// Actualiza los estados del juego
void Game::updateGameStates() {
void Game::updateGameStates(float deltaTime) {
if (!pause_manager_->isPaused()) {
switch (state_) {
case State::FADE_IN:
updateGameStateFadeIn();
break;
case State::ENTERING_PLAYER:
updateGameStateEnteringPlayer();
updateGameStateEnteringPlayer(deltaTime);
break;
case State::SHOWING_GET_READY_MESSAGE:
updateGameStateShowingGetReadyMessage();
updateGameStateShowingGetReadyMessage(deltaTime);
break;
case State::PLAYING:
updateGameStatePlaying();
updateGameStatePlaying(deltaTime);
break;
case State::COMPLETED:
updateGameStateCompleted();
updateGameStateCompleted(deltaTime);
break;
case State::GAME_OVER:
updateGameStateGameOver();
updateGameStateGameOver(deltaTime);
break;
default:
break;
@@ -1047,7 +1010,7 @@ void Game::fillCanvas() {
void Game::enableTimeStopItem() {
balloon_manager_->stopAllBalloons();
balloon_manager_->reverseColorsToAllBalloons();
time_stopped_counter_ = TIME_STOPPED_COUNTER;
time_stopped_counter_ = TIME_STOPPED_DURATION_MS;
}
// Deshabilita el efecto del item de detener el tiempo
@@ -1780,9 +1743,9 @@ void Game::updateGameStateFadeIn() {
}
// Actualiza las variables durante dicho estado
void Game::updateGameStateEnteringPlayer() {
void Game::updateGameStateEnteringPlayer(float deltaTime) {
balloon_manager_->update();
updatePlayers();
updatePlayers(deltaTime);
updateScoreboard();
updateBackground();
for (const auto &player : players_) {
@@ -1795,8 +1758,8 @@ void Game::updateGameStateEnteringPlayer() {
}
// Actualiza las variables durante dicho estado
void Game::updateGameStateShowingGetReadyMessage() {
updateGameStatePlaying();
void Game::updateGameStateShowingGetReadyMessage(float deltaTime) {
updateGameStatePlaying(deltaTime);
if (path_sprites_.empty()) {
setState(State::PLAYING);
}
@@ -1807,13 +1770,13 @@ void Game::updateGameStateShowingGetReadyMessage() {
}
// Actualiza las variables durante el transcurso normal del juego
void Game::updateGameStatePlaying() {
void Game::updateGameStatePlaying(float deltaTime) {
#ifdef _DEBUG
if (auto_pop_balloons_) {
stage_manager_->addPower(5);
}
#endif
updatePlayers();
updatePlayers(deltaTime);
checkPlayersStatusPlaying();
updateScoreboard();
updateBackground();
@@ -1824,7 +1787,7 @@ void Game::updateGameStatePlaying() {
updateStage();
updateSmartSprites();
updatePathSprites();
updateTimeStopped();
updateTimeStopped(deltaTime);
updateHelper();
checkBulletCollision();
updateMenace();
@@ -2038,4 +2001,53 @@ void Game::handleDebugEvents(const SDL_Event &event) {
}
}
}
// Maneja eventos del juego completado usando flags para triggers únicos
void Game::handleGameCompletedEvents() {
constexpr float START_CELEBRATIONS_MS = 6667.0f; // 400 frames a 60fps
constexpr float END_CELEBRATIONS_MS = 11667.0f; // 700 frames a 60fps
// Inicio de celebraciones
static bool start_celebrations_triggered = false;
if (!start_celebrations_triggered && game_completed_counter_ >= START_CELEBRATIONS_MS) {
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
for (auto &player : players_) {
if (player->isPlaying()) {
player->addScore(1000000, Options::settings.hi_score_table.back().score);
player->setPlayingState(Player::State::CELEBRATING);
} else {
player->setPlayingState(Player::State::GAME_OVER);
}
}
updateHiScore();
start_celebrations_triggered = true;
}
// Fin de celebraciones
static bool end_celebrations_triggered = false;
if (!end_celebrations_triggered && game_completed_counter_ >= END_CELEBRATIONS_MS) {
for (auto &player : players_) {
if (player->isCelebrating()) {
player->setPlayingState(player->qualifiesForHighScore() ? Player::State::ENTERING_NAME_GAME_COMPLETED : Player::State::LEAVING_SCREEN);
}
}
fade_out_->activate();
end_celebrations_triggered = true;
}
}
// Maneja eventos de game over usando flag para trigger único
void Game::handleGameOverEvents() {
static bool game_over_triggered = false;
if (!game_over_triggered && game_over_counter_ >= GAME_OVER_DURATION_MS) {
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
Audio::get()->fadeOutMusic(1000);
balloon_manager_->setBouncingSounds(true);
game_over_triggered = true;
}
}
#endif