delta-time: game_logo.cpp

delta-time: smart_sprite.cpp
This commit is contained in:
2025-09-16 17:19:05 +02:00
parent 3d9ffe356e
commit dfa66b0e95
5 changed files with 188 additions and 29 deletions

View File

@@ -45,6 +45,7 @@ void GameLogo::init() {
arcade_edition_status_ = Status::DISABLED;
shake_.init(1, 2, 8, XP);
zoom_ = 3.0F * ZOOM_FACTOR;
post_finished_time_accumulator_ = 0.0f;
// Inicializa el bitmap de 'Coffee'
coffee_sprite_->setPosX(XP);
@@ -112,13 +113,20 @@ void GameLogo::render() {
}
}
// Actualiza la lógica de la clase
// Actualiza la lógica de la clase (frame-based)
void GameLogo::update() {
updateCoffeeCrisis();
updateArcadeEdition();
updatePostFinishedCounter();
}
// Actualiza la lógica de la clase (time-based)
void GameLogo::update(float deltaTime) {
updateCoffeeCrisis(deltaTime);
updateArcadeEdition(deltaTime);
updatePostFinishedCounter(deltaTime);
}
void GameLogo::updateCoffeeCrisis() {
switch (coffee_crisis_status_) {
case Status::MOVING:
@@ -135,6 +143,22 @@ void GameLogo::updateCoffeeCrisis() {
}
}
void GameLogo::updateCoffeeCrisis(float deltaTime) {
switch (coffee_crisis_status_) {
case Status::MOVING:
handleCoffeeCrisisMoving(deltaTime);
break;
case Status::SHAKING:
handleCoffeeCrisisShaking(deltaTime);
break;
case Status::FINISHED:
handleCoffeeCrisisFinished(deltaTime);
break;
default:
break;
}
}
void GameLogo::updateArcadeEdition() {
switch (arcade_edition_status_) {
case Status::MOVING:
@@ -148,6 +172,19 @@ void GameLogo::updateArcadeEdition() {
}
}
void GameLogo::updateArcadeEdition(float deltaTime) {
switch (arcade_edition_status_) {
case Status::MOVING:
handleArcadeEditionMoving(deltaTime);
break;
case Status::SHAKING:
handleArcadeEditionShaking(deltaTime);
break;
default:
break;
}
}
void GameLogo::handleCoffeeCrisisMoving() {
coffee_sprite_->update();
crisis_sprite_->update();
@@ -158,6 +195,16 @@ void GameLogo::handleCoffeeCrisisMoving() {
}
}
void GameLogo::handleCoffeeCrisisMoving(float deltaTime) {
coffee_sprite_->update(deltaTime);
crisis_sprite_->update(deltaTime);
if (coffee_sprite_->hasFinished() && crisis_sprite_->hasFinished()) {
coffee_crisis_status_ = Status::SHAKING;
playTitleEffects();
}
}
void GameLogo::handleCoffeeCrisisShaking() {
if (shake_.remaining > 0) {
processShakeEffect(coffee_sprite_.get(), crisis_sprite_.get());
@@ -168,10 +215,24 @@ void GameLogo::handleCoffeeCrisisShaking() {
updateDustSprites();
}
void GameLogo::handleCoffeeCrisisShaking(float deltaTime) {
if (shake_.remaining > 0) {
processShakeEffect(coffee_sprite_.get(), crisis_sprite_.get(), deltaTime);
} else {
finishCoffeeCrisisShaking();
}
updateDustSprites(deltaTime);
}
void GameLogo::handleCoffeeCrisisFinished() {
updateDustSprites();
}
void GameLogo::handleCoffeeCrisisFinished(float deltaTime) {
updateDustSprites(deltaTime);
}
void GameLogo::handleArcadeEditionMoving() {
zoom_ -= 0.1F * ZOOM_FACTOR;
arcade_edition_sprite_->setZoom(zoom_);
@@ -181,6 +242,16 @@ void GameLogo::handleArcadeEditionMoving() {
}
}
void GameLogo::handleArcadeEditionMoving(float deltaTime) {
// Convertir 0.1F * ZOOM_FACTOR por frame a por segundo (asumiendo 60fps)
zoom_ -= (0.1F * ZOOM_FACTOR * 60.0F) * deltaTime;
arcade_edition_sprite_->setZoom(zoom_);
if (zoom_ <= 1.0F) {
finishArcadeEditionMoving();
}
}
void GameLogo::handleArcadeEditionShaking() {
if (shake_.remaining > 0) {
processArcadeEditionShake();
@@ -190,6 +261,15 @@ void GameLogo::handleArcadeEditionShaking() {
}
}
void GameLogo::handleArcadeEditionShaking(float deltaTime) {
if (shake_.remaining > 0) {
processArcadeEditionShake(deltaTime);
} else {
arcade_edition_sprite_->setX(shake_.origin);
arcade_edition_status_ = Status::FINISHED;
}
}
void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* secondary_sprite) {
if (shake_.counter > 0) {
shake_.counter--;
@@ -204,6 +284,23 @@ void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* seco
}
}
void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* secondary_sprite, float deltaTime) {
// Convertir delay (frames) a tiempo: delay frames = delay/60 segundos a 60fps
float delayTime = static_cast<float>(shake_.delay) / 60.0f;
shake_.time_accumulator += deltaTime;
if (shake_.time_accumulator >= delayTime) {
shake_.time_accumulator -= delayTime;
const auto DISPLACEMENT = calculateShakeDisplacement();
primary_sprite->setPosX(shake_.origin + DISPLACEMENT);
if (secondary_sprite != nullptr) {
secondary_sprite->setPosX(shake_.origin + DISPLACEMENT + 15);
}
shake_.remaining--;
}
}
void GameLogo::processArcadeEditionShake() {
if (shake_.counter > 0) {
shake_.counter--;
@@ -215,6 +312,20 @@ void GameLogo::processArcadeEditionShake() {
}
}
void GameLogo::processArcadeEditionShake(float deltaTime) {
// Convertir delay (frames) a tiempo: delay frames = delay/60 segundos a 60fps
float delayTime = static_cast<float>(shake_.delay) / 60.0f;
shake_.time_accumulator += deltaTime;
if (shake_.time_accumulator >= delayTime) {
shake_.time_accumulator -= delayTime;
const auto DISPLACEMENT = calculateShakeDisplacement();
arcade_edition_sprite_->setX(shake_.origin + DISPLACEMENT);
shake_.remaining--;
}
}
auto GameLogo::calculateShakeDisplacement() const -> int {
return shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
}
@@ -245,6 +356,11 @@ void GameLogo::updateDustSprites() {
dust_left_sprite_->update();
}
void GameLogo::updateDustSprites(float deltaTime) {
dust_right_sprite_->update(deltaTime);
dust_left_sprite_->update(deltaTime);
}
void GameLogo::updatePostFinishedCounter() {
if (coffee_crisis_status_ == Status::FINISHED &&
arcade_edition_status_ == Status::FINISHED &&
@@ -253,6 +369,23 @@ void GameLogo::updatePostFinishedCounter() {
}
}
void GameLogo::updatePostFinishedCounter(float deltaTime) {
if (coffee_crisis_status_ == Status::FINISHED &&
arcade_edition_status_ == Status::FINISHED &&
post_finished_counter_ > 0) {
// Convertir 1 frame a tiempo: 1 frame = 1/60 segundos a 60fps
float frameTime = 1.0f / 60.0f;
post_finished_time_accumulator_ += deltaTime;
if (post_finished_time_accumulator_ >= frameTime) {
post_finished_time_accumulator_ -= frameTime;
--post_finished_counter_;
}
}
}
// Activa la clase
void GameLogo::enable() {
init();