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4 Commits

Author SHA1 Message Date
51191b1906 Eliminat SDL_Log 2025-01-03 21:21:52 +01:00
6effeb6154 Quan el jugador moria podia quedarse engantxat rebotant en les vores
So aleatori en els rebots del jugador al morir
2025-01-03 20:36:18 +01:00
8c2b1ce649 Separats els estats de joc completat i joc acabat del estat joc jugantse
Al completar el joc, el missatge de game over ja no ix fins que desapareixen els textos anteriors
2025-01-03 19:53:09 +01:00
cc4acecc03 Afegits sons de caminar i de comptador de continuar
Afegits estats al joc i al jugador per a escenificar el inici de la partida
2025-01-03 19:19:22 +01:00
9 changed files with 342 additions and 152 deletions

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data/sound/walk.wav Normal file

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@@ -388,29 +388,31 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC);
// Sonidos // Sonidos
Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bubble1.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/bubble1.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bubble2.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/bubble2.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bubble3.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/bubble3.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bubble4.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/bubble4.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bullet.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/bullet.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/clock.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/coffeeout.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/coffeeout.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/continue_clock.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/hiscore.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/hiscore.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/itemdrop.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/itemdrop.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/itempickup.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/itempickup.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/clock.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/powerball.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/logo.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/logo.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_coffee.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/powerball.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_get_ready.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/tabe.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/tabe.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_coffee.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/walk.wav", AssetType::SOUND);
// Shaders // Shaders
Asset::get()->add(prefix + "/data/shaders/crtpi_256.glsl", AssetType::DATA); Asset::get()->add(prefix + "/data/shaders/crtpi_256.glsl", AssetType::DATA);

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@@ -285,32 +285,23 @@ void Game::updateStage()
} }
} }
// Actualiza el estado de fade in
void Game::updateFadeInState()
{
if (state_ == GameState::FADE_IN)
{
if (fade_in_->hasEnded())
{
state_ = GameState::PLAYING;
// Crea los primeros globos y el mensaje de inicio
if (!demo_.enabled)
{
balloon_manager_->createTwoBigBalloons();
evaluateAndSetMenace();
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
JA_PlaySound(Resource::get()->getSound("voice_get_ready.wav"));
}
}
}
}
// Actualiza el estado de fin de la partida // Actualiza el estado de fin de la partida
void Game::updateGameOverState() void Game::updateGameStateGameOver()
{
if (state_ == GameState::GAME_OVER)
{ {
fade_out_->update();
updatePlayers();
updateScoreboard();
updateBackground();
balloon_manager_->update();
tabe_->update();
updateBullets();
updateItems();
updateSmartSprites();
updatePathSprites();
updateTimeStopped();
checkBulletBalloonCollision();
cleanVectors();
if (game_over_counter_ > 0) if (game_over_counter_ > 0)
{ {
if (game_over_counter_ == GAME_OVER_COUNTER_) if (game_over_counter_ == GAME_OVER_COUNTER_)
@@ -342,13 +333,21 @@ void Game::updateGameOverState()
} }
} }
} }
}
// Gestiona eventos para el estado del final del juego // Gestiona eventos para el estado del final del juego
void Game::updateCompletedState() void Game::updateGameStateCompleted()
{
if (state_ == GameState::COMPLETED)
{ {
updatePlayers();
updateScoreboard();
updateBackground();
balloon_manager_->update();
tabe_->update();
updateBullets();
updateItems();
updateSmartSprites();
updatePathSprites();
cleanVectors();
// Para la música y elimina todos los globos e items // Para la música y elimina todos los globos e items
if (game_completed_counter_ == 0) if (game_completed_counter_ == 0)
{ {
@@ -384,16 +383,23 @@ void Game::updateCompletedState()
if (game_completed_counter_ == 500) if (game_completed_counter_ == 500)
{ {
for (auto &player : players_) for (auto &player : players_)
{
if (player->isCelebrating()) if (player->isCelebrating())
{ {
player->setPlayingState(player->IsEligibleForHighScore() ? PlayerState::ENTERING_NAME_GAME_COMPLETED : PlayerState::LEAVING_SCREEN); player->setPlayingState(player->IsEligibleForHighScore() ? PlayerState::ENTERING_NAME_GAME_COMPLETED : PlayerState::LEAVING_SCREEN);
} }
} }
}
// Si los jugadores ya no estan y no quedan mensajes en pantalla
if (allPlayersAreGameOver() && path_sprites_.size() == 0)
{
state_ = GameState::GAME_OVER;
}
// Incrementa el contador al final // Incrementa el contador al final
++game_completed_counter_; ++game_completed_counter_;
} }
}
// Comprueba el estado del juego // Comprueba el estado del juego
void Game::checkState() void Game::checkState()
@@ -583,12 +589,16 @@ void Game::checkBulletBalloonCollision()
} }
// Mueve las balas activas // Mueve las balas activas
void Game::moveBullets() void Game::updateBullets()
{ {
for (auto &bullet : bullets_) for (auto &bullet : bullets_)
{
if (bullet->move() == BulletMoveStatus::OUT) if (bullet->move() == BulletMoveStatus::OUT)
{
getPlayer(bullet->getOwner())->decScoreMultiplier(); getPlayer(bullet->getOwner())->decScoreMultiplier();
} }
}
}
// Pinta las balas activas // Pinta las balas activas
void Game::renderBullets() void Game::renderBullets()
@@ -802,29 +812,37 @@ void Game::throwCoffee(int x, int y)
void Game::updateSmartSprites() void Game::updateSmartSprites()
{ {
for (auto &sprite : smart_sprites_) for (auto &sprite : smart_sprites_)
{
sprite->update(); sprite->update();
} }
}
// Pinta los SmartSprites activos // Pinta los SmartSprites activos
void Game::renderSmartSprites() void Game::renderSmartSprites()
{ {
for (auto &sprite : smart_sprites_) for (auto &sprite : smart_sprites_)
{
sprite->render(); sprite->render();
} }
}
// Actualiza los PathSprites // Actualiza los PathSprites
void Game::updatePathSprites() void Game::updatePathSprites()
{ {
for (auto &sprite : path_sprites_) for (auto &sprite : path_sprites_)
{
sprite->update(); sprite->update();
} }
}
// Pinta los PathSprites activos // Pinta los PathSprites activos
void Game::renderPathSprites() void Game::renderPathSprites()
{ {
for (auto &sprite : path_sprites_) for (auto &sprite : path_sprites_)
{
sprite->render(); sprite->render();
} }
}
// Acciones a realizar cuando el jugador muere // Acciones a realizar cuando el jugador muere
void Game::killPlayer(std::shared_ptr<Player> &player) void Game::killPlayer(std::shared_ptr<Player> &player)
@@ -895,7 +913,33 @@ void Game::update()
#ifdef RECORDING #ifdef RECORDING
updateRecording(); updateRecording();
#endif #endif
updateGame(); if (!paused_)
{
switch (state_)
{
case GameState::COMPLETED:
updateGameStateCompleted();
break;
case GameState::GAME_OVER:
updateGameStateGameOver();
break;
case GameState::PLAYING:
updateGameStatePlaying();
break;
case GameState::FADE_IN:
updateGameStateFadeIn();
break;
case GameState::ENTERING_PLAYER:
updateGameStateEnteringPlayer();
break;
case GameState::SHOWING_GET_READY_MESSAGE:
updateGameStateShowingGetReadyMessage();
break;
default:
break;
}
}
checkMusicStatus(); checkMusicStatus();
screen_->update(); screen_->update();
@@ -991,7 +1035,8 @@ void Game::disableTimeStopItem()
void Game::checkMusicStatus() void Game::checkMusicStatus()
{ {
// Si se ha completado el juego o los jugadores han terminado, detiene la música // Si se ha completado el juego o los jugadores han terminado, detiene la música
if (state_ != GameState::COMPLETED && !allPlayersAreGameOver()) // if (state_ != GameState::COMPLETED && !allPlayersAreGameOver())
if (state_ == GameState::PLAYING)
{ {
playMusic(); playMusic();
} }
@@ -1194,7 +1239,7 @@ void Game::checkEvents()
} }
case SDLK_6: // Crea un mensaje case SDLK_6: // Crea un mensaje
{ {
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_congratulations")); createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
break; break;
} }
case SDLK_7: // Flash case SDLK_7: // Flash
@@ -1705,7 +1750,7 @@ void Game::initPlayers(int player_id)
// Activa el jugador que coincide con el "player_id" // Activa el jugador que coincide con el "player_id"
auto player = getPlayer(player_id); auto player = getPlayer(player_id);
player->setPlayingState(PlayerState::PLAYING); player->setPlayingState(PlayerState::ENTERING_SCREEN);
player->setInvulnerable(false); player->setInvulnerable(false);
} }
@@ -1791,31 +1836,72 @@ void Game::updateRecording()
} }
#endif #endif
// Actualiza las variables durante el transcurso normal del juego // Actualiza variables durande dicho estado
void Game::updateGame() void Game::updateGameStateFadeIn()
{ {
if (!paused_) fade_in_->update();
updateScoreboard();
updateBackground();
if (fade_in_->hasEnded())
{
state_ = GameState::ENTERING_PLAYER;
balloon_manager_->createTwoBigBalloons();
evaluateAndSetMenace();
}
}
// Actualiza variables durande dicho estado
void Game::updateGameStateEnteringPlayer()
{
balloon_manager_->update();
updatePlayers();
updateScoreboard();
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();
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 #ifdef DEBUG
if (auto_pop_balloons_ && state_ == GameState::PLAYING) if (auto_pop_balloons_)
{ {
Stage::addPower(5); Stage::addPower(20);
} }
#endif #endif
fade_in_->update();
fade_out_->update();
updatePlayers(); updatePlayers();
checkPlayersStatusPlaying(); checkPlayersStatusPlaying();
updateScoreboard(); updateScoreboard();
updateBackground(); updateBackground();
balloon_manager_->update(); balloon_manager_->update();
tabe_->update(); tabe_->update();
moveBullets(); updateBullets();
updateItems(); updateItems();
updateStage(); updateStage();
updateFadeInState();
updateGameOverState();
updateCompletedState();
updateSmartSprites(); updateSmartSprites();
updatePathSprites(); updatePathSprites();
updateTimeStopped(); updateTimeStopped();
@@ -1826,7 +1912,6 @@ void Game::updateGame()
checkState(); checkState();
cleanVectors(); cleanVectors();
} }
}
// Vacía los vectores de elementos deshabilitados // Vacía los vectores de elementos deshabilitados
void Game::cleanVectors() void Game::cleanVectors()

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@@ -67,6 +67,8 @@ private:
enum class GameState enum class GameState
{ {
FADE_IN, FADE_IN,
ENTERING_PLAYER,
SHOWING_GET_READY_MESSAGE,
PLAYING, PLAYING,
COMPLETED, COMPLETED,
GAME_OVER, GAME_OVER,
@@ -197,11 +199,8 @@ private:
// Comprueba si hay cambio de fase y actualiza las variables // Comprueba si hay cambio de fase y actualiza las variables
void updateStage(); void updateStage();
// Actualiza el estado de fade in
void updateFadeInState();
// Actualiza el estado de fin de la partida // Actualiza el estado de fin de la partida
void updateGameOverState(); void updateGameStateGameOver();
// Destruye todos los items // Destruye todos los items
void destroyAllItems(); void destroyAllItems();
@@ -216,7 +215,7 @@ private:
void checkBulletBalloonCollision(); void checkBulletBalloonCollision();
// Mueve las balas activas // Mueve las balas activas
void moveBullets(); void updateBullets();
// Pinta las balas activas // Pinta las balas activas
void renderBullets(); void renderBullets();
@@ -392,11 +391,20 @@ private:
// Actualiza las variables durante el modo de grabación // Actualiza las variables durante el modo de grabación
void updateRecording(); void updateRecording();
#endif #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 // Actualiza las variables durante el transcurso normal del juego
void updateGame(); void updateGameStatePlaying();
// Gestiona eventos para el estado del final del juego // Gestiona eventos para el estado del final del juego
void updateCompletedState(); void updateGameStateCompleted();
// Comprueba el estado del juego // Comprueba el estado del juego
void checkState(); void checkState();

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@@ -134,7 +134,6 @@ JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
SDL_AudioCVT cvt; SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq); 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) { if (cvt.needed) {
cvt.len = music->samples * chan * 2; cvt.len = music->samples * chan * 2;
music->length = cvt.len; music->length = cvt.len;

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@@ -95,7 +95,17 @@ void PathSprite::addPath(std::vector<SDL_Point> spots, int waiting_counter)
// Habilita el objeto // Habilita el objeto
void PathSprite::enable() void PathSprite::enable()
{ {
if (paths_.size() == 0)
{
return;
}
enabled_ = true; 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 // Coloca el sprite en los diferentes puntos del recorrido

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@@ -40,7 +40,7 @@ void Player::init()
pos_y_ = default_pos_y_; pos_y_ = default_pos_y_;
walking_state_ = PlayerState::WALKING_STOP; walking_state_ = PlayerState::WALKING_STOP;
firing_state_ = PlayerState::FIRING_NONE; firing_state_ = PlayerState::FIRING_NONE;
playing_state_ = PlayerState::WAITING; setPlayingState(PlayerState::WAITING);
invulnerable_ = true; invulnerable_ = true;
invulnerable_counter_ = INVULNERABLE_COUNTER_; invulnerable_counter_ = INVULNERABLE_COUNTER_;
power_up_ = false; power_up_ = false;
@@ -174,10 +174,14 @@ void Player::move()
case PlayerState::DYING: case PlayerState::DYING:
{ {
// Si el cadaver abandona el area de juego por los laterales lo hace rebotar // 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()); player_sprite_->setVelX(-player_sprite_->getVelX());
JA_PlaySound(Resource::get()->getSound("bubble4.wav")); playRandomBubbleSound();
} }
// Si el cadaver toca el suelo cambia el estado // Si el cadaver toca el suelo cambia el estado
@@ -191,7 +195,7 @@ void Player::move()
pos_y_ = default_pos_y_; pos_y_ = default_pos_y_;
player_sprite_->clear(); player_sprite_->clear();
shiftSprite(); shiftSprite();
JA_PlaySound(Resource::get()->getSound("bubble4.wav")); playRandomBubbleSound();
} }
else else
{ {
@@ -199,13 +203,19 @@ void Player::move()
player_sprite_->setPosY(play_area_.h - HEIGHT_); player_sprite_->setPosY(play_area_.h - HEIGHT_);
player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f); player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f);
player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f); player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f);
JA_PlaySound(Resource::get()->getSound("bubble4.wav")); playRandomBubbleSound();
} }
} }
break; break;
} }
case PlayerState::LEAVING_SCREEN: case PlayerState::LEAVING_SCREEN:
{ {
++step_counter_;
if (step_counter_ % 10 == 0)
{
JA_PlaySound(Resource::get()->getSound("walk.wav"));
}
switch (id_) switch (id_)
{ {
case 1: case 1:
@@ -224,7 +234,45 @@ void Player::move()
shiftSprite(); shiftSprite();
if (pos_x_ == min_x || pos_x_ == max_x) if (pos_x_ == min_x || pos_x_ == max_x)
{
setPlayingState(PlayerState::GAME_OVER); 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; break;
} }
case PlayerState::CREDITS: case PlayerState::CREDITS:
@@ -291,6 +339,7 @@ void Player::setAnimation()
{ {
case PlayerState::PLAYING: case PlayerState::PLAYING:
case PlayerState::ENTERING_NAME_GAME_COMPLETED: case PlayerState::ENTERING_NAME_GAME_COMPLETED:
case PlayerState::ENTERING_SCREEN:
case PlayerState::LEAVING_SCREEN: case PlayerState::LEAVING_SCREEN:
case PlayerState::CREDITS: case PlayerState::CREDITS:
{ {
@@ -506,9 +555,29 @@ void Player::setPlayingState(PlayerState state)
} }
case PlayerState::LEAVING_SCREEN: case PlayerState::LEAVING_SCREEN:
{ {
step_counter_ = 0;
setScoreboardMode(ScoreboardMode::GAME_COMPLETED); setScoreboardMode(ScoreboardMode::GAME_COMPLETED);
break; 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: case PlayerState::CREDITS:
{ {
vel_x_ = (walking_state_ == PlayerState::WALKING_RIGHT) ? BASE_SPEED_ : -BASE_SPEED_; vel_x_ = (walking_state_ == PlayerState::WALKING_RIGHT) ? BASE_SPEED_ : -BASE_SPEED_;
@@ -648,6 +717,10 @@ void Player::decContinueCounter()
{ {
setPlayingState(PlayerState::GAME_OVER); setPlayingState(PlayerState::GAME_OVER);
} }
else
{
JA_PlaySound(Resource::get()->getSound("continue_clock.wav"));
}
} }
// Decrementa el contador de entrar nombre // Decrementa el contador de entrar nombre
@@ -687,3 +760,10 @@ void Player::shiftSprite()
player_sprite_->setPosY(pos_y_); player_sprite_->setPosY(pos_y_);
power_sprite_->setPosX(getPosX() - power_up_desp_x_); 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())));
}

View File

@@ -40,6 +40,7 @@ enum class PlayerState
CELEBRATING, // Poniendo pose de victoria CELEBRATING, // Poniendo pose de victoria
ENTERING_NAME_GAME_COMPLETED, // Poniendo nombre en el tramo final del juego ENTERING_NAME_GAME_COMPLETED, // Poniendo nombre en el tramo final del juego
LEAVING_SCREEN, // Moviendose fuera de la pantalla LEAVING_SCREEN, // Moviendose fuera de la pantalla
ENTERING_SCREEN, // Entando a la pantalla
CREDITS, // Estado para los creditos del juego 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 bool demo_; // Para que el jugador sepa si está en el modo demostración
int enter_name_counter_; // Contador para poner nombre 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 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 // Actualiza el circulo de colisión a la posición del jugador
void shiftColliders(); void shiftColliders();
@@ -116,6 +118,10 @@ private:
// Cambia el modo del marcador // Cambia el modo del marcador
void setScoreboardMode(ScoreboardMode mode); void setScoreboardMode(ScoreboardMode mode);
// Hace sonar un ruido al azar
void playRandomBubbleSound();
// Getters
bool isRenderable() const { return !isWaiting() && !isGameOver(); } bool isRenderable() const { return !isWaiting() && !isGameOver(); }
public: public: