Continuem treballant en els credits

This commit is contained in:
2024-11-25 17:48:25 +01:00
parent a36120cf0c
commit fd7beee5a1
6 changed files with 69 additions and 12 deletions

View File

@@ -171,7 +171,19 @@ void Balloon::move()
y_ += vy_ * speed_;
// Colisión en la parte superior de la zona de juego excepto para la PowerBall
if (type_ != BalloonType::POWERBALL)
/*if (type_ != BalloonType::POWERBALL)
{
const int min_y = play_area_.y;
if (y_ < min_y)
{
y_ = min_y;
vy_ = -vy_;
enableBounce();
}
}*/
// Colisión en la parte superior solo si el globo va de subida
if (vy_ < 0)
{
const int min_y = play_area_.y;
if (y_ < min_y)

View File

@@ -38,7 +38,6 @@ struct BalloonFormationUnit
BalloonFormationUnit() : number_of_balloons(0), init() {}
};
using BalloonFormationPool = std::vector<const BalloonFormationUnit *>;
class BalloonFormations
@@ -67,4 +66,5 @@ public:
// Getters
const BalloonFormationPool &getPool(int pool) { return balloon_formation_pool_.at(pool); }
const BalloonFormationUnit &getSet(int pool, int set) { return *balloon_formation_pool_.at(pool).at(set); }
const BalloonFormationUnit &getSet(int set) const { return balloon_formation_.at(set); }
};

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@@ -119,9 +119,10 @@ void BalloonManager::deployBalloonFormation(int stage)
}
}
void BalloonManager::deployBalloonFormation(int pool, int set_number)
// Crea una formación de enemigos específica
void BalloonManager::deploySet(int set_number)
{
const auto set = balloon_formations_->getSet(pool, set_number);
const auto set = balloon_formations_->getSet(set_number);
const auto numEnemies = set.number_of_balloons;
for (int i = 0; i < numEnemies; ++i)
{
@@ -130,6 +131,18 @@ void BalloonManager::deployBalloonFormation(int pool, int set_number)
}
}
// Crea una formación de enemigos específica
void BalloonManager::deploySet(int set_number, int y)
{
const auto set = balloon_formations_->getSet(set_number);
const auto numEnemies = set.number_of_balloons;
for (int i = 0; i < numEnemies; ++i)
{
auto p = set.init[i];
createBalloon(p.x, y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
}
}
// Vacia del vector de globos los globos que ya no sirven
void BalloonManager::freeBalloons()
{
@@ -350,7 +363,7 @@ void BalloonManager::reLoad()
// Crea dos globos gordos
void BalloonManager::createTwoBigBalloons()
{
deployBalloonFormation(0, 1);
deploySet(1);
}
// Obtiene el nivel de ameza actual generado por los globos

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@@ -53,9 +53,12 @@ public:
// Vacia del vector de globos los globos que ya no sirven
void freeBalloons();
// Crea una formación de enemigos
// Crea una formación de enemigos al azar
void deployBalloonFormation(int stage);
void deployBalloonFormation(int pool, int set);
// Crea una formación de enemigos específica
void deploySet(int set);
void deploySet(int set, int y);
// Actualiza la variable enemyDeployCounter
void updateBalloonDeployCounter();

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@@ -28,11 +28,10 @@ Credits::Credits()
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL))
{
section::name = section::Name::CREDITS;
balloon_manager_->setPlayArea(param.game.game_area.rect);
balloon_manager_->createTwoBigBalloons();
balloon_manager_->deployBalloonFormation(4,2);
balloon_manager_->deployBalloonFormation(4,5);
balloon_manager_->createPowerBall();
// balloon_manager_->setPlayArea(param.game.game_area.rect);
const auto r = param.game.game_area.rect;
const int bars = 30;
balloon_manager_->setPlayArea({r.x, r.y + bars, r.w, r.h - bars});
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
fillTextTexture();
JA_PlayMusic(Resource::get()->getMusic("credits.ogg"));
@@ -67,6 +66,7 @@ void Credits::update()
tiled_bg_->update();
balloon_manager_->update();
updateRects();
throwBalloons();
Screen::get()->update();
++counter_;
}
@@ -83,6 +83,11 @@ void Credits::render()
tiled_bg_->render();
balloon_manager_->render();
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255);
SDL_Rect r1 = {0, 0, 320, 30};
SDL_Rect r2 = {0, 255 - 30, 320, 30};
SDL_RenderFillRect(Screen::get()->getRenderer(), &r1);
SDL_RenderFillRect(Screen::get()->getRenderer(), &r2);
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_);
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
@@ -221,3 +226,24 @@ void Credits::updateRects()
}
mini_logo_rect_dst_.y = std::max(mini_logo_rect_dst_.y, mini_logo_final_pos_);
}
// Tira globos al escenario
void Credits::throwBalloons()
{
constexpr int speed = 200;
const std::vector<int> sets = {0, 63, 25, 67, 17, 75, 13, 50};
if (counter_ > ((sets.size() - 1) * speed) * 3)
return;
if (counter_ % speed == 0)
{
const int index = (counter_ / speed) % sets.size();
balloon_manager_->deploySet(sets.at(index), -50);
}
if (counter_ % (speed * 4) == 0)
{
balloon_manager_->createPowerBall();
}
}

View File

@@ -42,6 +42,9 @@ private:
// Actualiza el destino de los rectangulos de las texturas
void updateRects();
// Tira globos al escenario
void throwBalloons();
public:
// Constructor
Credits();