arreglant balloon.cpp per a deltaTime pur
This commit is contained in:
@@ -23,7 +23,7 @@ Balloon::Balloon(const Config& config)
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creation_counter_ini_(config.creation_counter),
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type_(config.type),
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size_(config.size),
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speed_(config.speed),
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game_tempo_(config.game_tempo),
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play_area_(config.play_area),
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sound_(config.sound) {
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switch (type_) {
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@@ -147,9 +147,8 @@ void Balloon::move(float deltaTime) {
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}
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void Balloon::handleHorizontalMovement(float deltaTime) {
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// Convertir deltaTime (milisegundos) a factor de frame (asumiendo 60fps)
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float frameFactor = deltaTime / (1000.0f / 60.0f);
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x_ += vx_ * speed_ * frameFactor;
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// DeltaTime puro: velocidad (pixels/ms) * tempo * tiempo (ms)
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x_ += vx_ * game_tempo_ * deltaTime;
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const int CLIP = 2;
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const float MIN_X = play_area_.x - CLIP;
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@@ -161,9 +160,8 @@ void Balloon::handleHorizontalMovement(float deltaTime) {
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}
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void Balloon::handleVerticalMovement(float deltaTime) {
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// Convertir deltaTime (milisegundos) a factor de frame (asumiendo 60fps)
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float frameFactor = deltaTime / (1000.0f / 60.0f);
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y_ += vy_ * speed_ * frameFactor;
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// DeltaTime puro: velocidad (pixels/ms) * tempo * tiempo (ms)
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y_ += vy_ * game_tempo_ * deltaTime;
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if (shouldCheckTopCollision()) {
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handleTopCollision();
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@@ -219,15 +217,8 @@ void Balloon::handleBottomCollision() {
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}
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void Balloon::applyGravity(float deltaTime) {
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// Convertir deltaTime (milisegundos) a factor de frame (asumiendo 60fps)
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float frameFactor = deltaTime / (1000.0f / 60.0f);
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travel_y_ += speed_ * frameFactor;
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if (travel_y_ >= 1.0F) {
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travel_y_ -= 1.0F;
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vy_ += gravity_;
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}
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// DeltaTime puro: aceleración (pixels/ms²) * tempo * tiempo (ms)
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vy_ += gravity_ * game_tempo_ * deltaTime;
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}
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void Balloon::playBouncingSound() {
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@@ -250,9 +241,8 @@ void Balloon::update(float deltaTime) {
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shiftSprite();
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shiftColliders();
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sprite_->update(deltaTime);
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// Convertir deltaTime (milisegundos) a factor de frame (asumiendo 60fps)
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float frameFactor = deltaTime / (1000.0f / 60.0f);
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counter_ += frameFactor;
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// Contador interno con deltaTime puro
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counter_ += deltaTime;
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}
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// Actualiza los estados del globo (time-based)
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@@ -264,17 +254,14 @@ void Balloon::updateState(float deltaTime) {
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setInvulnerable(true);
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if (creation_counter_ > 0) {
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// Convertir deltaTime (milisegundos) a factor de frame (asumiendo 60fps)
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float frameFactor = deltaTime / (1000.0f / 60.0f);
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// Desplaza lentamente el globo hacia abajo y hacia un lado
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// Cada 10 frames (aproximadamente cada 166ms a 60fps)
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movement_accumulator_ += frameFactor;
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// Cada 166ms (equivalente a 10 frames a 60fps)
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movement_accumulator_ += deltaTime;
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if (movement_accumulator_ >= 10.0f) {
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movement_accumulator_ -= 10.0f;
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if (movement_accumulator_ >= 166.0f) {
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movement_accumulator_ -= 166.0f;
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y_++;
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x_ += vx_;
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x_ += vx_ * 10.0f; // Movimiento equivalente a 10 frames de velocidad horizontal
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// Comprueba no se salga por los laterales
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const int MIN_X = play_area_.x;
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@@ -282,11 +269,11 @@ void Balloon::updateState(float deltaTime) {
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if (x_ < MIN_X || x_ > MAX_X) {
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// Corrige y cambia el sentido de la velocidad
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x_ -= vx_;
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x_ -= vx_ * 10.0f;
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vx_ = -vx_;
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}
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}
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creation_counter_ -= frameFactor;
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creation_counter_ -= deltaTime;
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if (creation_counter_ < 0) creation_counter_ = 0;
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}
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@@ -36,10 +36,12 @@ class Balloon {
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"balloon_pop2.wav",
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"balloon_pop3.wav"};
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static constexpr float VELX_POSITIVE = 0.7F;
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static constexpr float VELX_NEGATIVE = -0.7F;
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// Velocidades horizontales en pixels/ms (convertidas desde 0.7 pixels/frame a 60fps)
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static constexpr float VELX_POSITIVE = 0.7F / (1000.0F / 60.0F); // ~0.042 pixels/ms
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static constexpr float VELX_NEGATIVE = -0.7F / (1000.0F / 60.0F); // ~-0.042 pixels/ms
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static constexpr std::array<float, 5> SPEED = {0.60F, 0.70F, 0.80F, 0.90F, 1.00F};
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// Multiplicadores de tempo del juego (sin cambios, son puros multiplicadores)
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static constexpr std::array<float, 5> GAME_TEMPO = {0.60F, 0.70F, 0.80F, 0.90F, 1.00F};
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static constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
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static constexpr int POWERBALL_COUNTER = 8;
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@@ -74,7 +76,7 @@ class Balloon {
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Type type = Type::BALLOON;
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Size size = Size::EXTRALARGE;
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float vel_x = VELX_POSITIVE;
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float speed = SPEED.at(0);
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float game_tempo = GAME_TEMPO.at(0);
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Uint16 creation_counter = 0;
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SDL_FRect play_area = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
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std::shared_ptr<Texture> texture = nullptr;
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@@ -120,7 +122,7 @@ class Balloon {
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// --- Setters ---
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void setVelY(float vel_y) { vy_ = vel_y; }
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void setSpeed(float speed) { speed_ = speed; }
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void setGameTempo(float tempo) { game_tempo_ = tempo; }
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void setInvulnerable(bool value) { invulnerable_ = value; }
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void setBouncingSound(bool value) { sound_.bouncing_enabled = value; }
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void setPoppingSound(bool value) { sound_.poping_enabled = value; }
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@@ -263,8 +265,7 @@ class Balloon {
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Size size_; // Tamaño de globo
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Uint8 menace_; // Amenaza que genera el globo
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Uint32 counter_ = 0; // Contador interno
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float travel_y_ = 1.0F; // Distancia a recorrer en Y antes de aplicar gravedad
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float speed_; // Velocidad del globo
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float game_tempo_; // Multiplicador de tempo del juego
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float movement_accumulator_ = 0.0f; // Acumulador para movimiento durante creación (deltaTime)
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Uint8 power_; // Poder que alberga el globo
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SDL_FRect play_area_; // Zona de movimiento del globo
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@@ -82,7 +82,7 @@ class BalloonFormations {
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private:
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// --- Constantes ---
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static constexpr int BALLOON_SPAWN_HEIGHT = 208; // Altura desde el suelo en la que aparecen los globos
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static constexpr int DEFAULT_CREATION_TIME = 200; // Tiempo base de creación de los globos para las formaciones
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static constexpr int DEFAULT_CREATION_TIME = 3334; // Tiempo base de creación de los globos en ms (200 frames × 16.67ms)
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// --- Variables ---
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std::vector<Formation> formations_; // Vector con todas las formaciones disponibles
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@@ -82,11 +82,11 @@ void BalloonManager::render() {
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// Crea una formación de globos
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void BalloonManager::deployRandomFormation(int stage) {
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// Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última
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if (balloon_deploy_counter_ == 0) {
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if (balloon_deploy_counter_ >= DEFAULT_BALLOON_DEPLOY_COUNTER) {
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// En este punto se decide entre crear una powerball o una formación enemiga
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if ((rand() % 100 < 15) && (canPowerBallBeCreated())) {
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createPowerBall(); // Crea una powerball
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balloon_deploy_counter_ = 10; // Da un poco de margen para que se creen mas globos
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balloon_deploy_counter_ = -167; // Resetea con pequeño retraso (10 frames = 167ms negativos)
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} else {
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// Decrementa el contador de despliegues de globos necesarios para la siguiente PowerBall
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if (power_ball_counter_ > 0) {
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@@ -113,13 +113,13 @@ void BalloonManager::deployRandomFormation(int stage) {
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.type = balloon.type,
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.size = balloon.size,
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.vel_x = balloon.vel_x,
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.speed = balloon_speed_,
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.game_tempo = balloon_speed_,
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.creation_counter = static_cast<Uint16>(creation_time_enabled_ ? balloon.creation_counter : 0)};
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createBalloon(config);
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}
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// Reinicia el contador para el próximo despliegue
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balloon_deploy_counter_ = DEFAULT_BALLOON_DEPLOY_COUNTER;
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balloon_deploy_counter_ = 0;
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}
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}
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}
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@@ -134,7 +134,7 @@ void BalloonManager::deployFormation(int formation_id) {
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.type = balloon.type,
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.size = balloon.size,
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.vel_x = balloon.vel_x,
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.speed = balloon_speed_,
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.game_tempo = balloon_speed_,
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.creation_counter = balloon.creation_counter};
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createBalloon(config);
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}
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@@ -150,7 +150,7 @@ void BalloonManager::deployFormation(int formation_id, float y) {
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.type = balloon.type,
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.size = balloon.size,
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.vel_x = balloon.vel_x,
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.speed = balloon_speed_,
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.game_tempo = balloon_speed_,
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.creation_counter = balloon.creation_counter};
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createBalloon(config);
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}
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@@ -164,12 +164,8 @@ void BalloonManager::freeBalloons() {
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// Actualiza la variable enemyDeployCounter (time-based)
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void BalloonManager::updateBalloonDeployCounter(float deltaTime) {
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if (balloon_deploy_counter_ > 0) {
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// Convertir deltaTime (milisegundos) a factor de frame (asumiendo 60fps)
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float frameFactor = deltaTime / (1000.0f / 60.0f);
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balloon_deploy_counter_ -= frameFactor;
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if (balloon_deploy_counter_ < 0) balloon_deploy_counter_ = 0;
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}
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// DeltaTime puro - contador incrementa hasta llegar al umbral
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balloon_deploy_counter_ += deltaTime;
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}
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// Indica si se puede crear una powerball
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@@ -214,14 +210,15 @@ void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon,
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.y = balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2),
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.size = static_cast<Balloon::Size>(static_cast<int>(balloon->getSize()) - 1),
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.vel_x = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE,
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.speed = balloon_speed_,
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.game_tempo = balloon_speed_,
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.creation_counter = 0};
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// Crea el globo
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auto b = createBalloon(config);
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// Establece parametros
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b->setVelY(b->getType() == Balloon::Type::BALLOON ? -2.50F : Balloon::VELX_NEGATIVE * 2.0F);
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// Establece parametros (deltaTime puro - valores ya en pixels/ms)
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constexpr float VEL_Y_BALLOON_PER_MS = -0.15F; // -2.50F convertido a pixels/ms
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b->setVelY(b->getType() == Balloon::Type::BALLOON ? VEL_Y_BALLOON_PER_MS : Balloon::VELX_NEGATIVE * 2.0F);
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// Herencia de estados
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if (balloon->isStopped()) { b->stop(); }
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@@ -248,7 +245,7 @@ void BalloonManager::createPowerBall() {
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.type = Balloon::Type::POWERBALL,
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.size = Balloon::Size::EXTRALARGE,
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.vel_x = VEL_X.at(LUCK),
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.speed = balloon_speed_,
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.game_tempo = balloon_speed_,
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.creation_counter = 0,
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.play_area = play_area_,
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.texture = balloon_textures_.at(4),
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@@ -270,7 +267,7 @@ void BalloonManager::createPowerBall() {
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void BalloonManager::setBalloonSpeed(float speed) {
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balloon_speed_ = speed;
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for (auto &balloon : balloons_) {
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balloon->setSpeed(speed);
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balloon->setGameTempo(speed);
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}
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}
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@@ -283,7 +280,7 @@ auto BalloonManager::popBalloon(const std::shared_ptr<Balloon> &balloon) -> int
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balloon->pop(true);
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score = destroyAllBalloons();
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power_ball_enabled_ = false;
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balloon_deploy_counter_ = 20;
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balloon_deploy_counter_ = -334; // Resetea con retraso (20 frames = 334ms negativos)
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} else {
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score = balloon->getScore();
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if (balloon->getSize() != Balloon::Size::SMALL) {
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@@ -339,7 +336,7 @@ auto BalloonManager::destroyAllBalloons() -> int {
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score += destroyBalloon(balloon);
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}
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balloon_deploy_counter_ = 300;
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balloon_deploy_counter_ = -5000; // Resetea con retraso grande (300 frames = 5000ms negativos)
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Screen::get()->flash(Colors::FLASH, 3);
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Screen::get()->shake();
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@@ -82,7 +82,7 @@ class BalloonManager {
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private:
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// --- Constantes ---
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static const int DEFAULT_BALLOON_DEPLOY_COUNTER = 300;
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static const int DEFAULT_BALLOON_DEPLOY_COUNTER = 5000; // 300 frames × 16.67ms = 5000ms
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// --- Objetos y punteros ---
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Balloons balloons_; // Vector con los globos activos
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@@ -96,8 +96,8 @@ class BalloonManager {
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// --- Variables de estado ---
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SDL_FRect play_area_ = param.game.play_area.rect;
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float balloon_speed_ = Balloon::SPEED.at(0);
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float default_balloon_speed_ = Balloon::SPEED.at(0);
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float balloon_speed_ = Balloon::GAME_TEMPO.at(0);
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float default_balloon_speed_ = Balloon::GAME_TEMPO.at(0);
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float balloon_deploy_counter_ = 0;
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int power_ball_counter_ = 0;
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int last_balloon_deploy_ = 0;
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@@ -80,11 +80,12 @@ struct BalloonSettings {
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grav(g) {}
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};
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// Valores para deltaTime puro: vel en pixels/ms, grav en pixels/ms² (aceleración)
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constexpr std::array<BalloonSettings, 4> SETTINGS = {{
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BalloonSettings(2.75F, 0.09F), // Globo 0
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BalloonSettings(3.70F, 0.10F), // Globo 1
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BalloonSettings(4.70F, 0.10F), // Globo 2
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BalloonSettings(5.45F, 0.10F) // Globo 3
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BalloonSettings(2.75F / 16.67F, 0.09F / (16.67F * 16.67F)), // Globo 0: vel=0.165 pixels/ms, grav=0.00032 pixels/ms²
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BalloonSettings(3.70F / 16.67F, 0.10F / (16.67F * 16.67F)), // Globo 1: vel=0.222 pixels/ms, grav=0.00036 pixels/ms²
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BalloonSettings(4.70F / 16.67F, 0.10F / (16.67F * 16.67F)), // Globo 2: vel=0.282 pixels/ms, grav=0.00036 pixels/ms²
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BalloonSettings(5.45F / 16.67F, 0.10F / (16.67F * 16.67F)) // Globo 3: vel=0.327 pixels/ms, grav=0.00036 pixels/ms²
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}};
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constexpr std::array<const char*, 4> COLORS = {
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@@ -1546,21 +1546,21 @@ void Game::initDifficultyVars() {
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// Variables relacionadas con la dificultad
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switch (difficulty_) {
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case Difficulty::Code::EASY: {
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balloon_manager_->setDefaultBalloonSpeed(Balloon::SPEED.at(0));
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balloon_manager_->setDefaultBalloonSpeed(Balloon::GAME_TEMPO.at(0));
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difficulty_score_multiplier_ = 0.5F;
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scoreboard_->setColor(param.scoreboard.easy_color);
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break;
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}
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case Difficulty::Code::NORMAL: {
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balloon_manager_->setDefaultBalloonSpeed(Balloon::SPEED.at(0));
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balloon_manager_->setDefaultBalloonSpeed(Balloon::GAME_TEMPO.at(0));
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difficulty_score_multiplier_ = 1.0F;
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scoreboard_->setColor(param.scoreboard.normal_color);
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break;
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}
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case Difficulty::Code::HARD: {
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balloon_manager_->setDefaultBalloonSpeed(Balloon::SPEED.at(4));
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balloon_manager_->setDefaultBalloonSpeed(Balloon::GAME_TEMPO.at(4));
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difficulty_score_multiplier_ = 1.5F;
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scoreboard_->setColor(param.scoreboard.hard_color);
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break;
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@@ -1813,9 +1813,9 @@ void Game::checkAndUpdateBalloonSpeed() {
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for (size_t i = 0; i < std::size(THRESHOLDS); ++i) {
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// Si la velocidad actual del globo es la correspondiente al umbral "i" y el porcentaje de progreso ha superado ese umbral
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if (balloon_manager_->getBalloonSpeed() == Balloon::SPEED.at(i) && PERCENT > THRESHOLDS.at(i)) {
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if (balloon_manager_->getBalloonSpeed() == Balloon::GAME_TEMPO.at(i) && PERCENT > THRESHOLDS.at(i)) {
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// Sube la velocidad al siguiente nivel (i + 1)
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balloon_manager_->setBalloonSpeed(Balloon::SPEED.at(i + 1));
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balloon_manager_->setBalloonSpeed(Balloon::GAME_TEMPO.at(i + 1));
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return;
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}
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}
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