Compare commits
4 Commits
2024-12-31
...
51191b1906
| Author | SHA1 | Date | |
|---|---|---|---|
| 51191b1906 | |||
| 6effeb6154 | |||
| 8c2b1ce649 | |||
| cc4acecc03 |
BIN
data/sound/continue_clock.wav
Normal file
BIN
data/sound/continue_clock.wav
Normal file
Binary file not shown.
BIN
data/sound/walk.wav
Normal file
BIN
data/sound/walk.wav
Normal file
Binary file not shown.
@@ -388,29 +388,31 @@ void Director::setFileList()
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Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC);
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// Sonidos
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Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble1.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble2.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble3.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble4.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bullet.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/clock.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/coffeeout.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/continue_clock.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/hiscore.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/itemdrop.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/itempickup.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/clock.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/powerball.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/logo.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_coffee.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/powerball.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/tabe.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_coffee.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/walk.wav", AssetType::SOUND);
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// Shaders
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Asset::get()->add(prefix + "/data/shaders/crtpi_256.glsl", AssetType::DATA);
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341
source/game.cpp
341
source/game.cpp
@@ -285,114 +285,120 @@ void Game::updateStage()
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}
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}
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// Actualiza el estado de fade in
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void Game::updateFadeInState()
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// Actualiza el estado de fin de la partida
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void Game::updateGameStateGameOver()
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{
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if (state_ == GameState::FADE_IN)
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{
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if (fade_in_->hasEnded())
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{
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state_ = GameState::PLAYING;
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fade_out_->update();
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updatePlayers();
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updateScoreboard();
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updateBackground();
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balloon_manager_->update();
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tabe_->update();
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updateBullets();
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updateItems();
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updateSmartSprites();
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updatePathSprites();
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updateTimeStopped();
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checkBulletBalloonCollision();
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cleanVectors();
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// Crea los primeros globos y el mensaje de inicio
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if (!demo_.enabled)
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{
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balloon_manager_->createTwoBigBalloons();
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evaluateAndSetMenace();
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createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
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JA_PlaySound(Resource::get()->getSound("voice_get_ready.wav"));
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}
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if (game_over_counter_ > 0)
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{
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if (game_over_counter_ == GAME_OVER_COUNTER_)
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{
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
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JA_FadeOutMusic(1000);
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balloon_manager_->setSounds(true);
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}
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game_over_counter_--;
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if (game_over_counter_ == 150)
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{
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fade_out_->activate();
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}
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}
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}
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// Actualiza el estado de fin de la partida
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void Game::updateGameOverState()
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{
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if (state_ == GameState::GAME_OVER)
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if (fade_out_->hasEnded())
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{
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if (game_over_counter_ > 0)
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if (game_completed_counter_ > 0)
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{
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if (game_over_counter_ == GAME_OVER_COUNTER_)
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{
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
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JA_FadeOutMusic(1000);
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balloon_manager_->setSounds(true);
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}
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game_over_counter_--;
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if (game_over_counter_ == 150)
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{
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fade_out_->activate();
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}
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// Los jugadores han completado el juego
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section::name = section::Name::CREDITS;
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}
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if (fade_out_->hasEnded())
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else
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{
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if (game_completed_counter_ > 0)
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{
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// Los jugadores han completado el juego
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section::name = section::Name::CREDITS;
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}
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else
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{
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// La partida ha terminado con la derrota de los jugadores
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section::name = section::Name::HI_SCORE_TABLE;
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}
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// La partida ha terminado con la derrota de los jugadores
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section::name = section::Name::HI_SCORE_TABLE;
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}
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}
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}
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// Gestiona eventos para el estado del final del juego
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void Game::updateCompletedState()
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void Game::updateGameStateCompleted()
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{
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if (state_ == GameState::COMPLETED)
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updatePlayers();
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updateScoreboard();
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updateBackground();
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balloon_manager_->update();
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tabe_->update();
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updateBullets();
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updateItems();
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updateSmartSprites();
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updatePathSprites();
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cleanVectors();
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// Para la música y elimina todos los globos e items
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if (game_completed_counter_ == 0)
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{
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// Para la música y elimina todos los globos e items
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if (game_completed_counter_ == 0)
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{
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stopMusic();
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Stage::number = 9; // Deja el valor dentro de los limites
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balloon_manager_->destroyAllBalloons(); // Destruye a todos los globos
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destroyAllItems(); // Destruye todos los items
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Stage::power = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos los globos
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}
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// Comienza las celebraciones
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// Muestra el mensaje de felicitación y da los puntos a los jugadores
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if (game_completed_counter_ == 200)
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{
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createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
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createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
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for (auto &player : players_)
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if (player->isPlaying())
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{
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player->addScore(1000000);
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player->setPlayingState(PlayerState::CELEBRATING);
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}
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else
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{
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player->setPlayingState(PlayerState::GAME_OVER);
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}
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updateHiScore();
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}
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// Termina las celebraciones
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if (game_completed_counter_ == 500)
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{
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for (auto &player : players_)
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if (player->isCelebrating())
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{
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player->setPlayingState(player->IsEligibleForHighScore() ? PlayerState::ENTERING_NAME_GAME_COMPLETED : PlayerState::LEAVING_SCREEN);
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}
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}
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// Incrementa el contador al final
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++game_completed_counter_;
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stopMusic();
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Stage::number = 9; // Deja el valor dentro de los limites
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balloon_manager_->destroyAllBalloons(); // Destruye a todos los globos
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destroyAllItems(); // Destruye todos los items
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Stage::power = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos los globos
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}
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// Comienza las celebraciones
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// Muestra el mensaje de felicitación y da los puntos a los jugadores
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if (game_completed_counter_ == 200)
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{
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createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
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createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
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for (auto &player : players_)
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if (player->isPlaying())
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{
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player->addScore(1000000);
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player->setPlayingState(PlayerState::CELEBRATING);
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}
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else
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{
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player->setPlayingState(PlayerState::GAME_OVER);
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}
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updateHiScore();
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}
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// Termina las celebraciones
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if (game_completed_counter_ == 500)
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{
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for (auto &player : players_)
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{
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if (player->isCelebrating())
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{
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player->setPlayingState(player->IsEligibleForHighScore() ? PlayerState::ENTERING_NAME_GAME_COMPLETED : PlayerState::LEAVING_SCREEN);
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}
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}
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}
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// Si los jugadores ya no estan y no quedan mensajes en pantalla
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if (allPlayersAreGameOver() && path_sprites_.size() == 0)
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{
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state_ = GameState::GAME_OVER;
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}
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// Incrementa el contador al final
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++game_completed_counter_;
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}
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// Comprueba el estado del juego
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@@ -583,11 +589,15 @@ void Game::checkBulletBalloonCollision()
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}
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// Mueve las balas activas
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void Game::moveBullets()
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void Game::updateBullets()
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{
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for (auto &bullet : bullets_)
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{
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if (bullet->move() == BulletMoveStatus::OUT)
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{
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getPlayer(bullet->getOwner())->decScoreMultiplier();
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}
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}
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}
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// Pinta las balas activas
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@@ -802,28 +812,36 @@ void Game::throwCoffee(int x, int y)
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void Game::updateSmartSprites()
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{
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for (auto &sprite : smart_sprites_)
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{
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sprite->update();
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}
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}
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// Pinta los SmartSprites activos
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void Game::renderSmartSprites()
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{
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for (auto &sprite : smart_sprites_)
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{
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sprite->render();
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}
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}
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// Actualiza los PathSprites
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void Game::updatePathSprites()
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{
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for (auto &sprite : path_sprites_)
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{
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sprite->update();
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}
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}
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// Pinta los PathSprites activos
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void Game::renderPathSprites()
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{
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for (auto &sprite : path_sprites_)
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{
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sprite->render();
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}
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}
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// Acciones a realizar cuando el jugador muere
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@@ -895,7 +913,33 @@ void Game::update()
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#ifdef RECORDING
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updateRecording();
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#endif
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updateGame();
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if (!paused_)
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{
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switch (state_)
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{
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case GameState::COMPLETED:
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updateGameStateCompleted();
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break;
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case GameState::GAME_OVER:
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updateGameStateGameOver();
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break;
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case GameState::PLAYING:
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updateGameStatePlaying();
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break;
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case GameState::FADE_IN:
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updateGameStateFadeIn();
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break;
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case GameState::ENTERING_PLAYER:
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updateGameStateEnteringPlayer();
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break;
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case GameState::SHOWING_GET_READY_MESSAGE:
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updateGameStateShowingGetReadyMessage();
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break;
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default:
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break;
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}
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}
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checkMusicStatus();
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screen_->update();
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@@ -991,7 +1035,8 @@ void Game::disableTimeStopItem()
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void Game::checkMusicStatus()
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{
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// Si se ha completado el juego o los jugadores han terminado, detiene la música
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if (state_ != GameState::COMPLETED && !allPlayersAreGameOver())
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// if (state_ != GameState::COMPLETED && !allPlayersAreGameOver())
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if (state_ == GameState::PLAYING)
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{
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playMusic();
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}
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@@ -1194,7 +1239,7 @@ void Game::checkEvents()
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}
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case SDLK_6: // Crea un mensaje
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{
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_congratulations"));
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createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
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break;
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}
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case SDLK_7: // Flash
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@@ -1705,7 +1750,7 @@ void Game::initPlayers(int player_id)
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// Activa el jugador que coincide con el "player_id"
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auto player = getPlayer(player_id);
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player->setPlayingState(PlayerState::PLAYING);
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player->setPlayingState(PlayerState::ENTERING_SCREEN);
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player->setInvulnerable(false);
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}
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@@ -1791,43 +1836,83 @@ void Game::updateRecording()
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}
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#endif
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// Actualiza las variables durante el transcurso normal del juego
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void Game::updateGame()
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// Actualiza variables durande dicho estado
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void Game::updateGameStateFadeIn()
|
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{
|
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if (!paused_)
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fade_in_->update();
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updateScoreboard();
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updateBackground();
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if (fade_in_->hasEnded())
|
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{
|
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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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Stage::addPower(5);
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}
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#endif
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fade_in_->update();
|
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fade_out_->update();
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updatePlayers();
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checkPlayersStatusPlaying();
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updateScoreboard();
|
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updateBackground();
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balloon_manager_->update();
|
||||
tabe_->update();
|
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moveBullets();
|
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updateItems();
|
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updateStage();
|
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updateFadeInState();
|
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updateGameOverState();
|
||||
updateCompletedState();
|
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updateSmartSprites();
|
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updatePathSprites();
|
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updateTimeStopped();
|
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updateHelper();
|
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checkBulletBalloonCollision();
|
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updateMenace();
|
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checkAndUpdateBalloonSpeed();
|
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checkState();
|
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cleanVectors();
|
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state_ = GameState::ENTERING_PLAYER;
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balloon_manager_->createTwoBigBalloons();
|
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evaluateAndSetMenace();
|
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}
|
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}
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|
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// Actualiza variables durande dicho estado
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void Game::updateGameStateEnteringPlayer()
|
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{
|
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balloon_manager_->update();
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updatePlayers();
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updateScoreboard();
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||||
updateBackground();
|
||||
for (auto player : players_)
|
||||
{
|
||||
if (player->isPlaying())
|
||||
{
|
||||
state_ = GameState::SHOWING_GET_READY_MESSAGE;
|
||||
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
|
||||
JA_PlaySound(Resource::get()->getSound("voice_get_ready.wav"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza variables durande dicho estado
|
||||
void Game::updateGameStateShowingGetReadyMessage()
|
||||
{
|
||||
balloon_manager_->update();
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||||
updatePathSprites();
|
||||
updatePlayers();
|
||||
updateBullets();
|
||||
updateScoreboard();
|
||||
updateBackground();
|
||||
freePathSprites();
|
||||
if (path_sprites_.size() == 0)
|
||||
{
|
||||
state_ = GameState::PLAYING;
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables durante el transcurso normal del juego
|
||||
void Game::updateGameStatePlaying()
|
||||
{
|
||||
#ifdef DEBUG
|
||||
if (auto_pop_balloons_)
|
||||
{
|
||||
Stage::addPower(20);
|
||||
}
|
||||
#endif
|
||||
updatePlayers();
|
||||
checkPlayersStatusPlaying();
|
||||
updateScoreboard();
|
||||
updateBackground();
|
||||
balloon_manager_->update();
|
||||
tabe_->update();
|
||||
updateBullets();
|
||||
updateItems();
|
||||
updateStage();
|
||||
updateSmartSprites();
|
||||
updatePathSprites();
|
||||
updateTimeStopped();
|
||||
updateHelper();
|
||||
checkBulletBalloonCollision();
|
||||
updateMenace();
|
||||
checkAndUpdateBalloonSpeed();
|
||||
checkState();
|
||||
cleanVectors();
|
||||
}
|
||||
|
||||
// Vacía los vectores de elementos deshabilitados
|
||||
void Game::cleanVectors()
|
||||
{
|
||||
|
||||
@@ -67,6 +67,8 @@ private:
|
||||
enum class GameState
|
||||
{
|
||||
FADE_IN,
|
||||
ENTERING_PLAYER,
|
||||
SHOWING_GET_READY_MESSAGE,
|
||||
PLAYING,
|
||||
COMPLETED,
|
||||
GAME_OVER,
|
||||
@@ -197,11 +199,8 @@ private:
|
||||
// Comprueba si hay cambio de fase y actualiza las variables
|
||||
void updateStage();
|
||||
|
||||
// Actualiza el estado de fade in
|
||||
void updateFadeInState();
|
||||
|
||||
// Actualiza el estado de fin de la partida
|
||||
void updateGameOverState();
|
||||
void updateGameStateGameOver();
|
||||
|
||||
// Destruye todos los items
|
||||
void destroyAllItems();
|
||||
@@ -216,7 +215,7 @@ private:
|
||||
void checkBulletBalloonCollision();
|
||||
|
||||
// Mueve las balas activas
|
||||
void moveBullets();
|
||||
void updateBullets();
|
||||
|
||||
// Pinta las balas activas
|
||||
void renderBullets();
|
||||
@@ -392,11 +391,20 @@ private:
|
||||
// Actualiza las variables durante el modo de grabación
|
||||
void updateRecording();
|
||||
#endif
|
||||
// Actualiza variables durande dicho estado
|
||||
void updateGameStateFadeIn();
|
||||
|
||||
// Actualiza variables durande dicho estado
|
||||
void updateGameStateEnteringPlayer();
|
||||
|
||||
// Actualiza variables durande dicho estado
|
||||
void updateGameStateShowingGetReadyMessage();
|
||||
|
||||
// Actualiza las variables durante el transcurso normal del juego
|
||||
void updateGame();
|
||||
void updateGameStatePlaying();
|
||||
|
||||
// Gestiona eventos para el estado del final del juego
|
||||
void updateCompletedState();
|
||||
void updateGameStateCompleted();
|
||||
|
||||
// Comprueba el estado del juego
|
||||
void checkState();
|
||||
|
||||
@@ -134,7 +134,6 @@ JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
|
||||
|
||||
SDL_AudioCVT cvt;
|
||||
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
|
||||
SDL_Log("Music length: %f\n", float(music->samples)/float(JA_freq));
|
||||
if (cvt.needed) {
|
||||
cvt.len = music->samples * chan * 2;
|
||||
music->length = cvt.len;
|
||||
|
||||
@@ -95,7 +95,17 @@ void PathSprite::addPath(std::vector<SDL_Point> spots, int waiting_counter)
|
||||
// Habilita el objeto
|
||||
void PathSprite::enable()
|
||||
{
|
||||
if (paths_.size() == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
enabled_ = true;
|
||||
|
||||
// Establece la posición
|
||||
auto &path = paths_.at(current_path_);
|
||||
const auto &p = path.spots.at(path.counter);
|
||||
setPosition(p);
|
||||
}
|
||||
|
||||
// Coloca el sprite en los diferentes puntos del recorrido
|
||||
|
||||
@@ -40,7 +40,7 @@ void Player::init()
|
||||
pos_y_ = default_pos_y_;
|
||||
walking_state_ = PlayerState::WALKING_STOP;
|
||||
firing_state_ = PlayerState::FIRING_NONE;
|
||||
playing_state_ = PlayerState::WAITING;
|
||||
setPlayingState(PlayerState::WAITING);
|
||||
invulnerable_ = true;
|
||||
invulnerable_counter_ = INVULNERABLE_COUNTER_;
|
||||
power_up_ = false;
|
||||
@@ -174,10 +174,14 @@ void Player::move()
|
||||
case PlayerState::DYING:
|
||||
{
|
||||
// Si el cadaver abandona el area de juego por los laterales lo hace rebotar
|
||||
if ((player_sprite_->getPosX() < play_area_.x) || (player_sprite_->getPosX() + WIDTH_ > play_area_.w))
|
||||
const int x = player_sprite_->getPosX();
|
||||
const int min_x = play_area_.x;
|
||||
const int max_x = play_area_.x + play_area_.w - WIDTH_;
|
||||
if ((x < min_x) || (x > max_x))
|
||||
{
|
||||
player_sprite_->setPosX(std::clamp(x, min_x, max_x));
|
||||
player_sprite_->setVelX(-player_sprite_->getVelX());
|
||||
JA_PlaySound(Resource::get()->getSound("bubble4.wav"));
|
||||
playRandomBubbleSound();
|
||||
}
|
||||
|
||||
// Si el cadaver toca el suelo cambia el estado
|
||||
@@ -191,7 +195,7 @@ void Player::move()
|
||||
pos_y_ = default_pos_y_;
|
||||
player_sprite_->clear();
|
||||
shiftSprite();
|
||||
JA_PlaySound(Resource::get()->getSound("bubble4.wav"));
|
||||
playRandomBubbleSound();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -199,13 +203,19 @@ void Player::move()
|
||||
player_sprite_->setPosY(play_area_.h - HEIGHT_);
|
||||
player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f);
|
||||
player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f);
|
||||
JA_PlaySound(Resource::get()->getSound("bubble4.wav"));
|
||||
playRandomBubbleSound();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PlayerState::LEAVING_SCREEN:
|
||||
{
|
||||
++step_counter_;
|
||||
if (step_counter_ % 10 == 0)
|
||||
{
|
||||
JA_PlaySound(Resource::get()->getSound("walk.wav"));
|
||||
}
|
||||
|
||||
switch (id_)
|
||||
{
|
||||
case 1:
|
||||
@@ -224,7 +234,45 @@ void Player::move()
|
||||
shiftSprite();
|
||||
|
||||
if (pos_x_ == min_x || pos_x_ == max_x)
|
||||
{
|
||||
setPlayingState(PlayerState::GAME_OVER);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PlayerState::ENTERING_SCREEN:
|
||||
{
|
||||
++step_counter_;
|
||||
if (step_counter_ % 10 == 0)
|
||||
{
|
||||
JA_PlaySound(Resource::get()->getSound("walk.wav"));
|
||||
}
|
||||
|
||||
switch (id_)
|
||||
{
|
||||
case 1:
|
||||
setInputPlaying(InputType::RIGHT);
|
||||
pos_x_ += vel_x_;
|
||||
if (pos_x_ > default_pos_x_)
|
||||
{
|
||||
pos_x_ = default_pos_x_;
|
||||
setPlayingState(PlayerState::PLAYING);
|
||||
setInvulnerable(false);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
setInputPlaying(InputType::LEFT);
|
||||
pos_x_ += vel_x_;
|
||||
if (pos_x_ < default_pos_x_)
|
||||
{
|
||||
pos_x_ = default_pos_x_;
|
||||
setPlayingState(PlayerState::PLAYING);
|
||||
setInvulnerable(false);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
shiftSprite();
|
||||
break;
|
||||
}
|
||||
case PlayerState::CREDITS:
|
||||
@@ -291,6 +339,7 @@ void Player::setAnimation()
|
||||
{
|
||||
case PlayerState::PLAYING:
|
||||
case PlayerState::ENTERING_NAME_GAME_COMPLETED:
|
||||
case PlayerState::ENTERING_SCREEN:
|
||||
case PlayerState::LEAVING_SCREEN:
|
||||
case PlayerState::CREDITS:
|
||||
{
|
||||
@@ -506,9 +555,29 @@ void Player::setPlayingState(PlayerState state)
|
||||
}
|
||||
case PlayerState::LEAVING_SCREEN:
|
||||
{
|
||||
step_counter_ = 0;
|
||||
setScoreboardMode(ScoreboardMode::GAME_COMPLETED);
|
||||
break;
|
||||
}
|
||||
case PlayerState::ENTERING_SCREEN:
|
||||
{
|
||||
step_counter_ = 0;
|
||||
setScoreboardMode(ScoreboardMode::SCORE);
|
||||
switch (id_)
|
||||
{
|
||||
case 1:
|
||||
pos_x_ = param.game.game_area.rect.x - WIDTH_;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
pos_x_ = param.game.game_area.rect.x + param.game.game_area.rect.w;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PlayerState::CREDITS:
|
||||
{
|
||||
vel_x_ = (walking_state_ == PlayerState::WALKING_RIGHT) ? BASE_SPEED_ : -BASE_SPEED_;
|
||||
@@ -648,6 +717,10 @@ void Player::decContinueCounter()
|
||||
{
|
||||
setPlayingState(PlayerState::GAME_OVER);
|
||||
}
|
||||
else
|
||||
{
|
||||
JA_PlaySound(Resource::get()->getSound("continue_clock.wav"));
|
||||
}
|
||||
}
|
||||
|
||||
// Decrementa el contador de entrar nombre
|
||||
@@ -686,4 +759,11 @@ void Player::shiftSprite()
|
||||
player_sprite_->setPosX(pos_x_);
|
||||
player_sprite_->setPosY(pos_y_);
|
||||
power_sprite_->setPosX(getPosX() - power_up_desp_x_);
|
||||
}
|
||||
|
||||
// Hace sonar un ruido al azar
|
||||
void Player::playRandomBubbleSound()
|
||||
{
|
||||
const std::vector<std::string> sounds = {"bubble1.wav", "bubble2.wav", "bubble3.wav", "bubble4.wav"};
|
||||
JA_PlaySound(Resource::get()->getSound(sounds.at(rand() % sounds.size())));
|
||||
}
|
||||
@@ -40,6 +40,7 @@ enum class PlayerState
|
||||
CELEBRATING, // Poniendo pose de victoria
|
||||
ENTERING_NAME_GAME_COMPLETED, // Poniendo nombre en el tramo final del juego
|
||||
LEAVING_SCREEN, // Moviendose fuera de la pantalla
|
||||
ENTERING_SCREEN, // Entando a la pantalla
|
||||
CREDITS, // Estado para los creditos del juego
|
||||
};
|
||||
|
||||
@@ -91,6 +92,7 @@ private:
|
||||
bool demo_; // Para que el jugador sepa si está en el modo demostración
|
||||
int enter_name_counter_; // Contador para poner nombre
|
||||
Uint32 enter_name_ticks_ = 0; // Variable para poder cambiar el contador de poner nombre en función del tiempo
|
||||
int step_counter_ = 0; // Cuenta los pasos para los estados en los que camina automáticamente
|
||||
|
||||
// Actualiza el circulo de colisión a la posición del jugador
|
||||
void shiftColliders();
|
||||
@@ -116,6 +118,10 @@ private:
|
||||
// Cambia el modo del marcador
|
||||
void setScoreboardMode(ScoreboardMode mode);
|
||||
|
||||
// Hace sonar un ruido al azar
|
||||
void playRandomBubbleSound();
|
||||
|
||||
// Getters
|
||||
bool isRenderable() const { return !isWaiting() && !isGameOver(); }
|
||||
|
||||
public:
|
||||
|
||||
Reference in New Issue
Block a user