Acabat BalloonManager
This commit is contained in:
@@ -200,18 +200,20 @@ void BalloonManager::setBalloonSpeed(float speed)
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}
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// Explosiona un globo. Lo destruye y crea otros dos si es el caso
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void BalloonManager::popBalloon(std::shared_ptr<Balloon> balloon)
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int BalloonManager::popBalloon(std::shared_ptr<Balloon> balloon)
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{
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++Stage::power;
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Stage::addPower(1);
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int score = 0;
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if (balloon->getType() == BalloonType::POWERBALL)
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{
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destroyAllBalloons();
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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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}
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else
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{
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score = balloon->getScore();
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if (balloon->getSize() != BalloonSize::SIZE1)
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{
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createChildBalloon(balloon, "LEFT");
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@@ -222,6 +224,8 @@ void BalloonManager::popBalloon(std::shared_ptr<Balloon> balloon)
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explosions_->add(balloon->getPosX(), balloon->getPosY(), static_cast<int>(balloon->getSize()));
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balloon->pop();
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}
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return score;
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}
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// Explosiona un globo. Lo destruye = no crea otros globos
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@@ -249,19 +253,8 @@ int BalloonManager::destroyBalloon(std::shared_ptr<Balloon> &balloon)
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break;
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}
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// Otorga los puntos correspondientes al globo
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/*
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for (auto &player : players_)
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{
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player->addScore(score * player->getScoreMultiplier() * difficulty_score_multiplier_);
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}
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updateHiScore();
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*/
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// Aumenta el poder de la fase
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const auto power = balloon->getPower();
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Stage::power += power;
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// balloons_popped_ += power;
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Stage::addPower(balloon->getPower());
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// Destruye el globo
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explosions_->add(balloon->getPosX(), balloon->getPosY(), static_cast<int>(balloon->getSize()));
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@@ -74,7 +74,7 @@ public:
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void setBalloonSpeed(float speed);
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// Explosiona un globo. Lo destruye y crea otros dos si es el caso
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void popBalloon(std::shared_ptr<Balloon> balloon);
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int popBalloon(std::shared_ptr<Balloon> balloon);
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// Explosiona un globo. Lo destruye = no crea otros globos
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int destroyBalloon(std::shared_ptr<Balloon> &balloon);
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@@ -84,7 +84,7 @@ Game::Game(int player_id, int current_stage, bool demo)
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if (!demo_.enabled)
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for (int i = 0; i < Stage::number; ++i)
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{
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balloons_popped_ += Stage::get(i).power_to_complete;
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Stage::total_power += Stage::get(i).power_to_complete;
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}
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#endif
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@@ -247,8 +247,8 @@ void Game::updateStage()
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if (Stage::power >= Stage::get(Stage::number).power_to_complete)
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{
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// Cambio de fase
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Stage::power = Stage::get(Stage::number).power_to_complete - Stage::power;
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++Stage::number;
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Stage::power = 0;
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JA_PlaySound(Resource::get()->getSound("stage_change.wav"));
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balloon_manager_->resetBalloonSpeed();
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screen_->flash(flash_color, 100);
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@@ -257,9 +257,8 @@ void Game::updateStage()
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// Escribe el texto por pantalla
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if (Stage::number < 10)
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{
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const auto stage_number = Stage::get(Stage::number).number;
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std::vector<Path> paths = {paths_.at(2), paths_.at(3)};
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if (stage_number == 10)
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if (Stage::number == 9)
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{
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createMessage(paths, Resource::get()->getTexture("last_stage"));
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}
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@@ -499,15 +498,8 @@ void Game::checkBulletBalloonCollision()
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{
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if (checkCollision(balloon->getCollider(), bullet->getCollider()))
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{
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// Otorga los puntos al jugador que disparó la bala
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// Obtiene al jugador que disparó la bala
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auto player = getPlayer(bullet->getOwner());
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if (!player)
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{
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return;
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}
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player->addScore(balloon->getScore() * player->getScoreMultiplier() * difficulty_score_multiplier_);
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player->incScoreMultiplier();
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updateHiScore();
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// Suelta el item si se da el caso
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const auto droppeditem = dropItem();
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@@ -526,10 +518,17 @@ void Game::checkBulletBalloonCollision()
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}
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// Explota el globo
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balloon_manager_->popBalloon(balloon);
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balloons_popped_++;
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const auto score = balloon_manager_->popBalloon(balloon);
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evaluateAndSetMenace();
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// Otorga los puntos al jugador que disparó la bala
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if (player->isPlaying())
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{
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player->addScore(score * player->getScoreMultiplier() * difficulty_score_multiplier_);
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player->incScoreMultiplier();
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}
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updateHiScore();
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// Sonido de explosión
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JA_PlaySound(Resource::get()->getSound("balloon.wav"));
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@@ -869,17 +868,18 @@ void Game::updateBackground()
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// Si el juego está completado, se reduce la velocidad de las nubes
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if (state_ == GameState::COMPLETED)
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{
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balloons_popped_ = (balloons_popped_ > 400) ? (balloons_popped_ - 25) : 200;
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Stage::total_power = (Stage::total_power > 400) ? (Stage::total_power - 25) : 200;
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}
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// Calcula la velocidad en función de los globos explotados y el total de globos a explotar para acabar el juego
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constexpr float clouds_initial_speed = 0.05f;
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constexpr float clouds_final_speed = 2.00f - clouds_initial_speed;
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const float cloudsSpeed = (-clouds_initial_speed) + (-clouds_final_speed * (static_cast<float>(balloons_popped_) / total_power_to_complete_game_));
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const float cloudsSpeed = (-clouds_initial_speed) + (-clouds_final_speed * (static_cast<float>(Stage::total_power) / total_power_to_complete_game_));
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background_->setCloudsSpeed(cloudsSpeed);
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// Calcula la transición de los diferentes fondos
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const float gradient_number = std::min(balloons_popped_ / 1250.0f, 3.0f);
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constexpr float num = 1525.0f; // total_power_to_complete div 4
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const float gradient_number = std::min(Stage::total_power / num, 3.0f);
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const float percent = gradient_number - static_cast<int>(gradient_number);
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background_->setGradientNumber(static_cast<int>(gradient_number));
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background_->setTransition(percent);
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@@ -903,8 +903,8 @@ void Game::fillCanvas()
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renderBullets();
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renderPathSprites();
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renderPlayers();
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dbg_print(0, 40, std::to_string(menace_current_).c_str(), 255, 0 ,0);
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dbg_print(0, 50, std::to_string(menace_threshold_).c_str(), 255, 0 ,0);
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// dbg_print(0, 40, std::to_string(menace_current_).c_str(), 255, 0, 0);
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// dbg_print(0, 50, std::to_string(menace_threshold_).c_str(), 255, 0, 0);
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// Deja el renderizador apuntando donde estaba
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SDL_SetRenderTarget(renderer_, temp);
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@@ -1201,7 +1201,7 @@ void Game::updateScoreboard()
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}
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// Resto de marcador
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scoreboard_->setStage(Stage::get(Stage::number).number);
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scoreboard_->setStage(Stage::number + 1);
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scoreboard_->setPower((float)Stage::power / (float)Stage::get(Stage::number).power_to_complete);
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scoreboard_->setHiScore(hi_score_.score);
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scoreboard_->setHiScoreName(hi_score_.name);
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@@ -1213,8 +1213,8 @@ void Game::updateScoreboard()
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// Pausa el juego
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void Game::pause(bool value)
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{
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//paused_ = value;
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//screen_->attenuate(paused_);
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paused_ = value;
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screen_->attenuate(paused_);
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}
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// Añade una puntuación a la tabla de records
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@@ -1547,7 +1547,7 @@ void Game::initDemo(int player_id)
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// Actualiza el numero de globos explotados según la fase del modo demostración
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for (int i = 0; i < Stage::number; ++i)
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{
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balloons_popped_ += Stage::get(i).power_to_complete;
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Stage::total_power += Stage::get(i).power_to_complete;
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}
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// Activa o no al otro jugador
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@@ -1588,9 +1588,9 @@ void Game::initDemo(int player_id)
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void Game::setTotalPower()
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{
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total_power_to_complete_game_ = 0;
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for (int i = 0; i < 10; ++i)
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for (const auto &stage : Stage::stages)
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{
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total_power_to_complete_game_ += Stage::get(i).power_to_complete;
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total_power_to_complete_game_ += stage.power_to_complete;
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}
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}
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@@ -1671,22 +1671,28 @@ void Game::initPlayers(int player_id)
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void Game::pauseMusic()
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{
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if (JA_GetMusicState() == JA_MUSIC_PLAYING && !demo_.enabled)
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{
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JA_PauseMusic();
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}
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}
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// Reanuda la música
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void Game::resumeMusic()
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{
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if (JA_GetMusicState() == JA_MUSIC_PAUSED && !demo_.enabled)
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{
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JA_ResumeMusic();
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}
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}
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// Detiene la música
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void Game::stopMusic()
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{
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if (!demo_.enabled)
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{
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JA_StopMusic();
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}
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}
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// Actualiza las variables durante el modo demo
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void Game::updateDemo()
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@@ -1741,8 +1747,7 @@ void Game::updateGame()
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#ifdef DEBUG
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if (auto_pop_balloons_ && state_ == GameState::PLAYING)
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{
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balloons_popped_ += 5;
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Stage::power += 5;
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Stage::addPower(5);
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}
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#endif
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fade_->update();
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@@ -162,7 +162,6 @@ private:
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int game_over_counter_ = GAME_OVER_COUNTER_; // Contador para el estado de fin de partida
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int time_stopped_counter_ = 0; // Temporizador para llevar la cuenta del tiempo detenido
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int total_power_to_complete_game_; // La suma del poder necesario para completar todas las fases
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int balloons_popped_ = 0; // Lleva la cuenta de los globos explotados
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int menace_current_ = 0; // Nivel de amenaza actual
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int menace_threshold_ = 0; // Umbral del nivel de amenaza. Si el nivel de amenaza cae por debajo del umbral, se generan más globos. Si el umbral aumenta, aumenta el número de globos
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GameState state_ = GameState::PLAYING; // Estado
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@@ -6,23 +6,35 @@ namespace Stage
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std::vector<Stage> stages; // Variable con los datos de cada pantalla
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int power = 0; // Poder acumulado en la fase
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int total_power = 0; // Poder total necesario para completar el juego
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int number = 0; // Fase actual
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// Devuelve una fase
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Stage get(int index) { return stages.at(index); }
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Stage get(int index) { return stages.at(std::min(9, index)); }
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// Inicializa las fases del juego
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// Inicializa las variables del namespace Stage
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void init()
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{
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stages.emplace_back(Stage(1, 200, 7 + (4 * 1), 7 + (4 * 3)));
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stages.emplace_back(Stage(2, 300, 7 + (4 * 2), 7 + (4 * 4)));
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stages.emplace_back(Stage(3, 600, 7 + (4 * 3), 7 + (4 * 5)));
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stages.emplace_back(Stage(4, 600, 7 + (4 * 3), 7 + (4 * 5)));
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stages.emplace_back(Stage(5, 600, 7 + (4 * 4), 7 + (4 * 6)));
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stages.emplace_back(Stage(6, 600, 7 + (4 * 4), 7 + (4 * 6)));
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stages.emplace_back(Stage(7, 650, 7 + (4 * 5), 7 + (4 * 7)));
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stages.emplace_back(Stage(8, 750, 7 + (4 * 5), 7 + (4 * 7)));
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stages.emplace_back(Stage(9, 850, 7 + (4 * 6), 7 + (4 * 8)));
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stages.emplace_back(Stage(10, 950, 7 + (4 * 7), 7 + (4 * 10)));
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stages.emplace_back(Stage(200, 7 + (4 * 1), 7 + (4 * 3)));
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stages.emplace_back(Stage(300, 7 + (4 * 2), 7 + (4 * 4)));
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stages.emplace_back(Stage(600, 7 + (4 * 3), 7 + (4 * 5)));
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stages.emplace_back(Stage(600, 7 + (4 * 3), 7 + (4 * 5)));
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stages.emplace_back(Stage(600, 7 + (4 * 4), 7 + (4 * 6)));
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stages.emplace_back(Stage(600, 7 + (4 * 4), 7 + (4 * 6)));
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stages.emplace_back(Stage(650, 7 + (4 * 5), 7 + (4 * 7)));
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stages.emplace_back(Stage(750, 7 + (4 * 5), 7 + (4 * 7)));
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stages.emplace_back(Stage(850, 7 + (4 * 6), 7 + (4 * 8)));
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stages.emplace_back(Stage(950, 7 + (4 * 7), 7 + (4 * 10)));
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power = 0;
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total_power = 0;
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number = 0;
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}
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// Añade poder
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void addPower(int amount)
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{
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power += amount;
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total_power += amount;
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}
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}
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@@ -6,23 +6,26 @@ namespace Stage
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{
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struct Stage
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{
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int number; // Número de fase
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int power_to_complete; // Cantidad de poder que se necesita para completar la fase
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int min_menace; // Umbral mínimo de amenaza de la fase
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int max_menace; // Umbral máximo de amenaza de la fase
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// Constructor
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Stage(int number, int power_to_complete, int min_menace, int max_menace)
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: number(number), power_to_complete(power_to_complete), min_menace(min_menace), max_menace(max_menace) {}
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Stage(int power_to_complete, int min_menace, int max_menace)
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: power_to_complete(power_to_complete), min_menace(min_menace), max_menace(max_menace) {}
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};
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extern std::vector<Stage> stages; // Variable con los datos de cada pantalla
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extern int power; // Poder acumulado en la fase
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extern int total_power; // Poder total necesario para completar el juego
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extern int number; // Fase actual
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// Devuelve una fase
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Stage get(int index);
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// Inicializa las fases del juego
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// Inicializa las variables del namespace Stage
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void init();
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// Añade poder
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void addPower(int amount);
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}
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