posant ordre en Stage i Background

This commit is contained in:
2025-08-13 14:04:24 +02:00
parent d5ab5748a7
commit ea3e704d34
12 changed files with 644 additions and 182 deletions

View File

@@ -42,7 +42,7 @@
#include "texture.h" // Para Texture
#include "ui/service_menu.h" // Para ServiceMenu
#ifdef _DEBUG
#include <iostream> // Para Notifier
#include <iostream> // Para std::cout
#include "ui/notifier.h" // Para Notifier
#endif
@@ -55,9 +55,10 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
background_(std::make_unique<Background>()),
canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })),
stage_manager_(std::make_unique<StageManager>()),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
balloon_manager_(std::make_unique<BalloonManager>()),
balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
tabe_(std::make_unique<Tabe>()),
hit_(Hit(Resource::get()->getTexture("hit.png"))) {
// Pasa variables
@@ -66,8 +67,8 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
// Otras variables
Section::name = Section::Name::GAME;
Section::options = Section::Options::NONE;
Stage::init();
Stage::number = current_stage;
stage_manager_->initialize();
stage_manager_->jumpToStage(current_stage);
// Asigna texturas y animaciones
setResources();
@@ -99,7 +100,6 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
initDifficultyVars();
initDemo(player_id);
initPaths();
setTotalPower();
// Registra callbacks
ServiceMenu::get()->setStateChangeCallback([this](bool is_active) {
@@ -109,14 +109,14 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
}
});
#ifdef _DEBUG
// Si se empieza en una fase que no es la primera
if (!demo_.enabled) {
for (int i = 0; i < Stage::number; ++i) {
Stage::total_power += Stage::get(i).power_to_complete;
/* #ifdef _DEBUG
// Si se empieza en una fase que no es la primera
if (!demo_.enabled) {
for (int i = 0; i < Stage::number; ++i) {
Stage::total_power += Stage::get(i).power_to_complete;
}
}
}
#endif
#endif */
}
Game::~Game() {
@@ -260,7 +260,7 @@ void Game::renderPlayers() {
}
}
// Comprueba si hay cambio de fase y actualiza las variables
/* // Comprueba si hay cambio de fase y actualiza las variables
void Game::updateStage() {
if (Stage::power >= Stage::get(Stage::number).power_to_complete) {
// Cambio de fase
@@ -289,6 +289,64 @@ void Game::updateStage() {
background_->setAlpha(96);
}
}
} */
// Comprueba si hay cambio de fase y actualiza las variables
void Game::updateStage() {
if (!stage_manager_->isCurrentStageCompleted()) {
return; // No hay cambio de fase
}
// Calcular poder sobrante antes de avanzar
int power_overflow = 0;
auto current_stage = stage_manager_->getCurrentStage();
if (current_stage.has_value()) {
int current_power = stage_manager_->getCurrentPower();
int power_needed = current_stage->getPowerToComplete();
power_overflow = current_power - power_needed; // Poder que sobra
}
// Intentar avanzar a la siguiente fase
if (!stage_manager_->advanceToNextStage()) {
// No se pudo avanzar (probablemente juego completado)
return;
}
// Aplicar el poder sobrante a la nueva fase
if (power_overflow > 0) {
stage_manager_->addPower(power_overflow);
}
// Efectos de cambio de fase
playSound("stage_change.wav");
balloon_manager_->resetBalloonSpeed();
screen_->flash(FLASH_COLOR, 3);
screen_->shake();
// Obtener datos de la nueva fase
size_t current_stage_index = stage_manager_->getCurrentStageIndex();
size_t total_stages = stage_manager_->getTotalStages();
// Escribir texto por pantalla
if (current_stage_index < total_stages - 1) { // No es la última fase
std::vector<Path> paths = {paths_.at(2), paths_.at(3)};
if (current_stage_index == total_stages - 2) { // Penúltima fase (será la última)
createMessage(paths, Resource::get()->getTexture("game_text_last_stage"));
} else {
auto text = Resource::get()->getText("04b_25_2x");
const std::string CAPTION = Lang::getText("[GAME_TEXT] 2") +
std::to_string(total_stages - current_stage_index) +
Lang::getText("[GAME_TEXT] 2A");
createMessage(paths, text->writeToTexture(CAPTION, 1, -4));
}
}
// Modificar color de fondo en la última fase
if (current_stage_index == total_stages - 1) { // Última fase
background_->setColor(Color(0xdd, 0x19, 0x1d).DARKEN());
background_->setAlpha(96);
}
}
// Actualiza el estado de fin de la partida
@@ -363,11 +421,11 @@ void Game::updateGameStateCompleted() {
// Para la música y elimina todos los globos e items
if (game_completed_counter_ == 0) {
stopMusic();
Stage::number = 9; // Deja el valor dentro de los limites
// Stage::number = 9; // Deja el valor dentro de los limites
balloon_manager_->destroyAllBalloons(); // Destruye a todos los globos
playSound("power_ball_explosion.wav");
destroyAllItems(); // Destruye todos los items
Stage::power = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos los globos
destroyAllItems(); // Destruye todos los items
// Stage::power = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos los globos
background_->setAlpha(0); // Elimina el tono rojo de las últimas pantallas
}
@@ -409,8 +467,10 @@ void Game::updateGameStateCompleted() {
// Comprueba el estado del juego
void Game::checkState() {
if (state_ != State::COMPLETED && Stage::number == 10) {
// if (state_ != State::COMPLETED && Stage::number == 10) {
if (state_ != State::COMPLETED && stage_manager_->isGameCompleted()) {
setState(State::COMPLETED);
background_->setState(Background::State::COMPLETED);
}
if (state_ != State::GAME_OVER && allPlayersAreGameOver()) {
@@ -876,7 +936,8 @@ void Game::handlePlayerCollision(std::shared_ptr<Player> &player, std::shared_pt
player->setPlayingState(Player::State::ROLLING);
sendPlayerToTheBack(player);
if (allPlayersAreNotPlaying()) {
Stage::power_can_be_added = false; // No se puede subir poder de fase si no hay nadie jugando
// Stage::power_can_be_added = false; // No se puede subir poder de fase si no hay nadie jugando
stage_manager_->disablePowerCollection();
}
}
}
@@ -961,6 +1022,8 @@ void Game::updateGameStates() {
// Actualiza el fondo
void Game::updateBackground() {
/* static const auto total_power_to_complete_game = stage_manager_->getTotalPowerNeededToCompleteGame();
// Si el juego está completado, se reduce la velocidad de las nubes
if (state_ == State::COMPLETED) {
Stage::total_power = (Stage::total_power > 200) ? (Stage::total_power - 25) : 200;
@@ -969,7 +1032,7 @@ void Game::updateBackground() {
// Calcula la velocidad en función de los globos explotados y el total de globos a explotar para acabar el juego
constexpr float CLOUDS_INITIAL_SPEED = 0.05F;
constexpr float CLOUDS_FINAL_SPEED = 2.00F - CLOUDS_INITIAL_SPEED;
const float CLOUDS_SPEED = (-CLOUDS_INITIAL_SPEED) + (-CLOUDS_FINAL_SPEED * (static_cast<float>(Stage::total_power) / total_power_to_complete_game_));
const float CLOUDS_SPEED = (-CLOUDS_INITIAL_SPEED) + (-CLOUDS_FINAL_SPEED * (static_cast<float>(Stage::total_power) / total_power_to_complete_game));
background_->setCloudsSpeed(CLOUDS_SPEED);
// Calcula la transición de los diferentes fondos
@@ -982,7 +1045,7 @@ void Game::updateBackground() {
// Calcula la posición del sol
constexpr float SUN_FINAL_POWER = NUM * 2;
background_->setSunProgression(Stage::total_power / SUN_FINAL_POWER);
background_->setMoonProgression(Stage::total_power / static_cast<float>(total_power_to_complete_game_));
background_->setMoonProgression(Stage::total_power / static_cast<float>(total_power_to_complete_game)); */
// Actualiza el objeto
background_->update();
@@ -1166,12 +1229,11 @@ void Game::updateScoreboard() {
}
// Resto de marcador
scoreboard_->setStage(Stage::number + 1);
scoreboard_->setPower((float)Stage::power / (float)Stage::get(Stage::number).power_to_complete);
scoreboard_->setStage(stage_manager_->getCurrentStageIndex() + 1);
scoreboard_->setPower(stage_manager_->getCurrentStageProgressFraction());
scoreboard_->setHiScore(hi_score_.score);
scoreboard_->setHiScoreName(hi_score_.name);
// Lógica del marcador
scoreboard_->update();
}
@@ -1488,13 +1550,14 @@ void Game::initDemo(Player::Id player_id) {
constexpr auto NUM_DEMOS = 3;
const auto DEMO = rand() % NUM_DEMOS;
constexpr std::array<int, NUM_DEMOS> STAGES = {0, 3, 5};
Stage::number = STAGES[DEMO];
// Stage::number = STAGES[DEMO];
stage_manager_->jumpToStage(STAGES.at(DEMO));
}
// Actualiza el numero de globos explotados según la fase del modo demostración
for (int i = 0; i < Stage::number; ++i) {
/* for (int i = 0; i < Stage::number; ++i) {
Stage::total_power += Stage::get(i).power_to_complete;
}
} */
// Activa o no al otro jugador
if (rand() % 3 != 0) {
@@ -1529,14 +1592,6 @@ void Game::initDemo(Player::Id player_id) {
demo_.counter = 0;
}
// Calcula el poder total necesario para completar el juego
void Game::setTotalPower() {
total_power_to_complete_game_ = 0;
for (const auto &stage : Stage::stages) {
total_power_to_complete_game_ += stage.power_to_complete;
}
}
// Inicializa el marcador
void Game::initScoreboard() {
scoreboard_->setPos(param.scoreboard.rect);
@@ -1596,6 +1651,7 @@ void Game::initPlayers(Player::Id player_id) {
config_player1.animations = player_animations_;
config_player1.hi_score_table = &Options::settings.hi_score_table;
config_player1.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER1) - 1);
config_player1.stage_info = stage_manager_.get();
auto player1 = std::make_unique<Player>(config_player1);
player1->setScoreBoardPanel(Scoreboard::Id::LEFT);
@@ -1616,6 +1672,7 @@ void Game::initPlayers(Player::Id player_id) {
config_player2.animations = player_animations_;
config_player2.hi_score_table = &Options::settings.hi_score_table;
config_player2.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER2) - 1);
config_player2.stage_info = stage_manager_.get();
auto player2 = std::make_unique<Player>(config_player2);
player2->setScoreBoardPanel(Scoreboard::Id::RIGHT);
@@ -1755,7 +1812,8 @@ void Game::updateGameStateShowingGetReadyMessage() {
void Game::updateGameStatePlaying() {
#ifdef _DEBUG
if (auto_pop_balloons_) {
Stage::addPower(5);
// Stage::addPower(5);
stage_manager_->addPower(5);
}
#endif
updatePlayers();
@@ -1787,7 +1845,7 @@ void Game::cleanVectors() {
freePathSprites();
}
// Gestiona el nivel de amenaza
/* // Gestiona el nivel de amenaza
void Game::updateMenace() {
if (state_ == State::PLAYING) {
const auto STAGE = Stage::get(Stage::number);
@@ -1803,6 +1861,30 @@ void Game::updateMenace() {
evaluateAndSetMenace(); // Recalcula el nivel de amenaza con el nuevo globo
}
}
} */
// Gestiona el nivel de amenaza
void Game::updateMenace() {
if (state_ != State::PLAYING) {
return;
}
auto current_stage = stage_manager_->getCurrentStage();
if (!current_stage.has_value()) {
return;
}
const auto &stage = current_stage.value();
const double fraction = stage_manager_->getCurrentStageProgressFraction();
const int difference = stage.getMaxMenace() - stage.getMinMenace();
// Aumenta el nivel de amenaza en función del progreso de la fase
menace_threshold_ = stage.getMinMenace() + (difference * fraction);
if (menace_current_ < menace_threshold_) {
balloon_manager_->deployRandomFormation(stage_manager_->getCurrentStageIndex());
evaluateAndSetMenace();
}
}
// Calcula y establece el valor de amenaza en funcion de los globos activos
@@ -1816,7 +1898,8 @@ void Game::checkAndUpdateBalloonSpeed() {
return;
}
const float PERCENT = static_cast<float>(Stage::power) / Stage::get(Stage::number).power_to_complete;
// const float PERCENT = static_cast<float>(Stage::power) / Stage::get(Stage::number).power_to_complete;
const float PERCENT = stage_manager_->getCurrentStageProgressPercentage();
constexpr std::array<float, 4> THRESHOLDS = {0.2F, 0.4F, 0.6F, 0.8F};
for (size_t i = 0; i < std::size(THRESHOLDS); ++i) {