migrat a deltaTime screen.cpp i notifier.cpp
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@@ -105,6 +105,10 @@ void Credits::update(float deltaTime) {
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const float multiplier = want_to_pass_ ? 4.0f : 1.0f;
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const float adjusted_delta_time = deltaTime * multiplier;
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static auto *screen = Screen::get();
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screen->update(deltaTime); // Actualiza el objeto screen
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Audio::update(); // Actualiza el objeto audio
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tiled_bg_->update(adjusted_delta_time);
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cycleColors();
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balloon_manager_->update(adjusted_delta_time);
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@@ -117,9 +121,7 @@ void Credits::update(float deltaTime) {
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const float frameFactor = adjusted_delta_time * 60.0f;
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counter_ += frameFactor;
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Screen::get()->update();
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fillCanvas();
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Audio::update();
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}
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// Dibuja Credits::en patalla
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@@ -290,7 +292,7 @@ void Credits::fillCanvas() {
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// Actualiza el destino de los rectangulos de las texturas (time-based)
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void Credits::updateTextureDstRects(float deltaTime) {
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constexpr float TEXTURE_UPDATE_INTERVAL_S = 10.0f / 60.0f; // ~0.167s (cada 10 frames)
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constexpr float TEXTURE_UPDATE_INTERVAL_S = 10.0f / 60.0f; // ~0.167s (cada 10 frames)
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static float texture_accumulator = 0.0f;
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texture_accumulator += deltaTime;
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@@ -327,8 +329,8 @@ void Credits::updateTextureDstRects(float deltaTime) {
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void Credits::throwBalloons(float deltaTime) {
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constexpr int SPEED = 200;
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const std::vector<int> SETS = {0, 63, 25, 67, 17, 75, 13, 50};
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constexpr float BALLOON_INTERVAL_S = SPEED / 60.0f; // ~3.33s (cada 200 frames)
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constexpr float POWERBALL_INTERVAL_S = (SPEED * 4) / 60.0f; // ~13.33s (cada 800 frames)
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constexpr float BALLOON_INTERVAL_S = SPEED / 60.0f; // ~3.33s (cada 200 frames)
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constexpr float POWERBALL_INTERVAL_S = (SPEED * 4) / 60.0f; // ~13.33s (cada 800 frames)
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if (counter_ > ((SETS.size() - 1) * SPEED) * 3) {
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return;
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@@ -422,7 +424,7 @@ void Credits::initPlayers() {
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// Actualiza los rectangulos negros (time-based)
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void Credits::updateBlackRects(float deltaTime) {
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static float current_step_ = static_cast<float>(steps_);
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constexpr float BLACK_RECT_INTERVAL_S = 4.0f / 60.0f; // ~0.067s (cada 4 frames)
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constexpr float BLACK_RECT_INTERVAL_S = 4.0f / 60.0f; // ~0.067s (cada 4 frames)
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static float black_rect_accumulator = 0.0f;
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if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1) {
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@@ -485,12 +487,12 @@ void Credits::updateAllFades(float deltaTime) {
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updateRedRect();
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}
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fade_in_->update(); // Fade ya usa tiempo interno
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fade_in_->update(); // Fade ya usa tiempo interno
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if (fade_in_->hasEnded()) {
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Audio::get()->playMusic("credits.ogg");
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}
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fade_out_->update(); // Fade ya usa tiempo interno
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fade_out_->update(); // Fade ya usa tiempo interno
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if (fade_out_->hasEnded()) {
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Section::name = Section::Name::HI_SCORE_TABLE;
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}
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