pasaeta loca de clang-format (despres m'arrepentiré pero bueno)

This commit is contained in:
2025-07-18 20:01:13 +02:00
parent 734c220fb0
commit dabba41179
112 changed files with 22361 additions and 26474 deletions

View File

@@ -1,18 +1,19 @@
#include "game_logo.h"
#include <SDL3/SDL.h> // Para SDL_SetTextureScaleMode, SDL_FlipMode
#include <SDL3/SDL.h> // Para SDL_SetTextureScaleMode, SDL_FlipMode
#include <algorithm> // Para max
#include <string> // Para basic_string
#include "animated_sprite.h" // Para AnimatedSprite
#include "audio.h" // Para Audio
#include "param.h" // Para Param, param, ParamGame, ParamTitle
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "smart_sprite.h" // Para SmartSprite
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para Color
#include "animated_sprite.h" // Para AnimatedSprite
#include "audio.h" // Para Audio
#include "param.h" // Para Param, param, ParamGame, ParamTitle
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "smart_sprite.h" // Para SmartSprite
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para Color
constexpr int ZOOM_FACTOR = 5;
constexpr int FLASH_DELAY = 3;
@@ -33,8 +34,7 @@ GameLogo::GameLogo(int x, int y)
y_(y) {}
// Inicializa las variables
void GameLogo::init()
{
void GameLogo::init() {
const auto xp = x_ - coffee_texture_->getWidth() / 2;
const auto desp = getInitialVerticalDesp();
@@ -97,14 +97,12 @@ void GameLogo::init()
}
// Pinta la clase en pantalla
void GameLogo::render()
{
void GameLogo::render() {
// Dibuja el logo
coffee_sprite_->render();
crisis_sprite_->render();
if (arcade_edition_status_ != Status::DISABLED)
{
if (arcade_edition_status_ != Status::DISABLED) {
arcade_edition_sprite_->render();
}
@@ -114,145 +112,119 @@ void GameLogo::render()
}
// Actualiza la lógica de la clase
void GameLogo::update()
{
switch (coffee_crisis_status_)
{
case Status::MOVING:
{
coffee_sprite_->update();
crisis_sprite_->update();
void GameLogo::update() {
switch (coffee_crisis_status_) {
case Status::MOVING: {
coffee_sprite_->update();
crisis_sprite_->update();
// Si los objetos han llegado a su destino, cambia el estado
if (coffee_sprite_->hasFinished() && crisis_sprite_->hasFinished())
{
coffee_crisis_status_ = Status::SHAKING;
// Si los objetos han llegado a su destino, cambia el estado
if (coffee_sprite_->hasFinished() && crisis_sprite_->hasFinished()) {
coffee_crisis_status_ = Status::SHAKING;
// Reproduce el efecto sonoro
Audio::get()->playSound("title.wav");
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
Screen::get()->shake();
}
break;
}
case Status::SHAKING:
{
// Agita "COFFEE CRISIS"
if (shake_.remaining > 0)
{
if (shake_.counter > 0)
{
shake_.counter--;
// Reproduce el efecto sonoro
Audio::get()->playSound("title.wav");
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
Screen::get()->shake();
}
else
{
shake_.counter = shake_.delay;
const auto desp = shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
coffee_sprite_->setPosX(shake_.origin + desp);
crisis_sprite_->setPosX(shake_.origin + desp + 15);
shake_.remaining--;
break;
}
case Status::SHAKING: {
// Agita "COFFEE CRISIS"
if (shake_.remaining > 0) {
if (shake_.counter > 0) {
shake_.counter--;
} else {
shake_.counter = shake_.delay;
const auto desp = shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
coffee_sprite_->setPosX(shake_.origin + desp);
crisis_sprite_->setPosX(shake_.origin + desp + 15);
shake_.remaining--;
}
} else {
coffee_sprite_->setPosX(shake_.origin);
crisis_sprite_->setPosX(shake_.origin + 15);
coffee_crisis_status_ = Status::FINISHED;
arcade_edition_status_ = Status::MOVING;
}
}
else
{
coffee_sprite_->setPosX(shake_.origin);
crisis_sprite_->setPosX(shake_.origin + 15);
coffee_crisis_status_ = Status::FINISHED;
arcade_edition_status_ = Status::MOVING;
dust_right_sprite_->update();
dust_left_sprite_->update();
break;
}
dust_right_sprite_->update();
dust_left_sprite_->update();
case Status::FINISHED: {
dust_right_sprite_->update();
dust_left_sprite_->update();
break;
break;
}
default:
break;
}
case Status::FINISHED:
{
dust_right_sprite_->update();
dust_left_sprite_->update();
break;
}
default:
break;
}
switch (arcade_edition_status_)
{
case Status::MOVING:
{
zoom_ -= 0.1f * ZOOM_FACTOR;
arcade_edition_sprite_->setZoom(zoom_);
if (zoom_ <= 1.0f)
{
arcade_edition_status_ = Status::SHAKING;
zoom_ = 1.0f;
switch (arcade_edition_status_) {
case Status::MOVING: {
zoom_ -= 0.1f * ZOOM_FACTOR;
arcade_edition_sprite_->setZoom(zoom_);
shake_.init(1, 2, 8, arcade_edition_sprite_->getX());
Audio::get()->playSound("title.wav");
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
Screen::get()->shake();
}
break;
}
case Status::SHAKING:
{
// Agita "ARCADE EDITION"
if (shake_.remaining > 0)
{
if (shake_.counter > 0)
{
shake_.counter--;
}
else
{
shake_.counter = shake_.delay;
const auto desp = shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
arcade_edition_sprite_->setX(shake_.origin + desp);
shake_.remaining--;
if (zoom_ <= 1.0f) {
arcade_edition_status_ = Status::SHAKING;
zoom_ = 1.0f;
arcade_edition_sprite_->setZoom(zoom_);
shake_.init(1, 2, 8, arcade_edition_sprite_->getX());
Audio::get()->playSound("title.wav");
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
Screen::get()->shake();
}
break;
}
else
{
arcade_edition_sprite_->setX(shake_.origin);
arcade_edition_status_ = Status::FINISHED;
}
break;
}
default:
break;
case Status::SHAKING: {
// Agita "ARCADE EDITION"
if (shake_.remaining > 0) {
if (shake_.counter > 0) {
shake_.counter--;
} else {
shake_.counter = shake_.delay;
const auto desp = shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
arcade_edition_sprite_->setX(shake_.origin + desp);
shake_.remaining--;
}
} else {
arcade_edition_sprite_->setX(shake_.origin);
arcade_edition_status_ = Status::FINISHED;
}
break;
}
default:
break;
}
if (coffee_crisis_status_ == Status::FINISHED &&
arcade_edition_status_ == Status::FINISHED &&
post_finished_counter_ > 0)
{
post_finished_counter_ > 0) {
--post_finished_counter_;
}
}
// Activa la clase
void GameLogo::enable()
{
void GameLogo::enable() {
init();
coffee_crisis_status_ = Status::MOVING;
}
// Indica si ha terminado la animación
bool GameLogo::hasFinished() const
{
bool GameLogo::hasFinished() const {
return post_finished_counter_ == 0;
}
// Calcula el desplazamiento vertical inicial
int GameLogo::getInitialVerticalDesp()
{
int GameLogo::getInitialVerticalDesp() {
const float OFFSET_UP = y_;
const float OFFSET_DOWN = param.game.height - y_;