Compare commits

38 Commits

Author SHA1 Message Date
19768cb72b delta-time: animated_sprite.cpp 2025-09-16 16:51:31 +02:00
26e0fd7247 delta-time: moving_sprite.cpp 2025-09-16 16:37:39 +02:00
e2fd470ad3 migració a delta time 2025-09-16 12:23:02 +02:00
a72ae0a5fc migració a delta time 2025-09-16 12:06:49 +02:00
7579594c22 migració a delta time 2025-09-16 10:48:22 +02:00
6c702e7e23 Logo: convertit per a usar delta time 2025-09-16 08:40:41 +02:00
fb9c78eb49 warning: balloon_manager.cpp varios ordres de inicialització mal 2025-08-27 10:27:18 +02:00
62f65cbd5a warning: balloon_manager.cpp varios ordres de inicialització mal 2025-08-27 10:19:30 +02:00
057d3dcfee bug fix: en la tabla de puntuacions, no apareix la estreleta al completar el joc amb 1CC
bug fix: posant nom al completar el joc, si "passes" el mostrar el nom, mata al jugador en lloc de fer que se'n vaja

Resol #92 i #98
2025-08-26 08:21:33 +02:00
c85336a4d0 fix: el tabe podia spawnejar-se en la seqüencia final.
Resol #89
2025-08-24 18:54:20 +02:00
e4702e4e24 bug fix: Audio::fadeOutMusic no ha de fer fade si la musica no sona 2025-08-24 17:39:07 +02:00
928335576c corregida la llista de inicialització en clang-format
creat Balloon::Config per a inicialitzar globos
2025-08-24 17:16:49 +02:00
fe950e6f17 bug fix: en el modo demo la powerball feia ruido.
Resol #84
2025-08-24 14:57:08 +02:00
6e81b6e60c Merge branch 'main' of https://gitea.sustancia.synology.me/jaildesigner/coffee_crisis_arcade_edition 2025-08-24 14:37:32 +02:00
74f6fe3501 Afegit outline al text 2x
corregit el marcador durant el Player::State::RECOVER
2025-08-24 14:37:30 +02:00
dfdb679054 Merge branch 'main' of https://gitea.sustancia.synology.me/JailDesigner/coffee_crisis_arcade_edition 2025-08-24 10:51:10 +02:00
26ed479306 delete 2025-08-24 10:51:07 +02:00
32e9da55ef Afegit so de service_menu_back
Retocats els audios de service menu
Afegit so a ENTER NAME
Arreglos visuals a ENTER NAME
2025-08-23 21:06:20 +02:00
610083578e style: eliminat soroll de drop item amb maquina de café
Quan ix una maquina de café ja no se sent el so de drop item
per a millorar l'experiència sonora del joc.

Resol #91
2025-08-23 20:05:16 +02:00
7250073d60 actualitzat LICENSE 2025-08-19 16:45:00 +02:00
dfa06870e4 actualitzat makefile per a linux 2025-08-19 16:42:40 +02:00
81f3a25143 afegit makefile per a macos 2025-08-19 16:39:39 +02:00
5aca95f3d2 neteja de temporals al acabar 2025-08-19 16:29:52 +02:00
7b193605e6 refet makefile i eliminades *.dll 2025-08-19 14:09:11 +02:00
089a5b15d7 actualitzat Makefile per a windows 2025-08-19 14:01:32 +02:00
e6a14ca57d eliminat el log del codi 2025-08-19 13:55:22 +02:00
467d609c28 debug 2025-08-19 13:50:11 +02:00
e03c798000 afegits logs peer a la carrega de musica i sons 2025-08-19 13:46:07 +02:00
52d76b7338 arreglos pa NO integrar jail_audio en ResourceHelper 2025-08-19 13:36:03 +02:00
83ee9c2649 integrat animated_sprite amb ResourceHelper 2025-08-19 13:25:12 +02:00
43788bb01a faltaven mes integracions de texture amb ResourceHelper 2025-08-19 13:22:38 +02:00
58cf78e1e3 integracions de texture.cpp amb ResourceHelper 2025-08-19 13:13:27 +02:00
6bf8490776 integrades mes clases amb ResourceHelper
mogudes les dades de la demo a resource.pack
2025-08-19 13:08:37 +02:00
8cfe28922c integrat Text amb ResourceHelper 2025-08-19 12:45:53 +02:00
63990c75c2 modificat texture.cpp per a gastar ResourceHelper 2025-08-19 12:41:08 +02:00
94dca528ab fix assets.txt 2025-08-19 10:13:12 +02:00
4b6b89ceb2 integrat Asset amb ResourceHelper 2025-08-19 10:06:52 +02:00
ed077c1da5 treballant en resources.pack 2025-08-19 09:46:19 +02:00
111 changed files with 2607 additions and 810 deletions

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@@ -14,6 +14,8 @@ ContinuationIndentWidth: 4
ConstructorInitializerIndentWidth: 4
IndentWrappedFunctionNames: false
Cpp11BracedListStyle: true
BreakConstructorInitializers: BeforeComma
BreakConstructorInitializers: BeforeColon
AllowAllConstructorInitializersOnNextLine: false
PackConstructorInitializers: Never
AllowAllArgumentsOnNextLine: false
AllowAllParametersOfDeclarationOnNextLine: false

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@@ -0,0 +1,9 @@
{
"permissions": {
"allow": [
"Bash(make:*)"
],
"deny": [],
"ask": []
}
}

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@@ -28,6 +28,9 @@ set(APP_SOURCES
source/main.cpp
source/param.cpp
source/resource.cpp
source/resource_helper.cpp
source/resource_loader.cpp
source/resource_pack.cpp
source/screen.cpp
source/text.cpp
source/writer.cpp

22
LICENSE
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@@ -1 +1,21 @@
GNU General Public License v3.0 only
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
Copyright (c) 2025 Coffee Crisis Arcade Edition
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
You are free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material
Under the following terms:
- Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
- NonCommercial — You may not use the material for commercial purposes.
- ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
To view a copy of this license, visit:
https://creativecommons.org/licenses/by-nc-sa/4.0/
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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@@ -71,6 +71,9 @@ APP_SOURCES := \
source/path_sprite.cpp \
source/player.cpp \
source/resource.cpp \
source/resource_helper.cpp \
source/resource_loader.cpp \
source/resource_pack.cpp \
source/scoreboard.cpp \
source/screen.cpp \
source/sections/credits.cpp \
@@ -104,7 +107,7 @@ INCLUDES := -Isource -Isource/external
# Variables según el sistema operativo
ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\\,$1)
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -DWINDOWS_BUILD
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
RM := del /Q
@@ -158,8 +161,9 @@ windows_release:
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
# Copia la carpeta 'data'
powershell Copy-Item -Path "data" -Destination "$(RELEASE_FOLDER)" -recurse -Force
# Copia la carpeta 'config' y el archivo 'resources.pack'
powershell Copy-Item -Path "config" -Destination "$(RELEASE_FOLDER)" -recurse -Force
powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)"
# Copia los ficheros que estan en la raíz del proyecto
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
@@ -203,7 +207,8 @@ macos_release:
$(MKDIR) Frameworks
# Copia carpetas y ficheros
cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp -R release/frameworks/SDL3.xcframework Frameworks
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@@ -262,7 +267,8 @@ linux_release:
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
@@ -291,7 +297,8 @@ linux_release_desktop:
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
# Copia ficheros del juego
cp -R data "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp -R config "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp resources.pack "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
@@ -391,7 +398,8 @@ raspi_release:
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
@@ -416,7 +424,8 @@ anbernic:
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"_anbernic
cp -R config "$(RELEASE_FOLDER)"_anbernic
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
# Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)

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@@ -9,15 +9,17 @@ DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
# Archivos de configuración del juego
DATA|${PREFIX}/data/config/formations.txt
DATA|${PREFIX}/data/config/gamecontrollerdb.txt
DATA|${PREFIX}/data/config/param_320x240.txt
DATA|${PREFIX}/data/config/param_320x256.txt
DATA|${PREFIX}/data/config/param_red.txt
DATA|${PREFIX}/data/config/pools.txt
DATA|${PREFIX}/data/config/stages.txt
DEMODATA|${PREFIX}/data/config/demo1.bin
DEMODATA|${PREFIX}/data/config/demo2.bin
DATA|${PREFIX}/config/formations.txt
DATA|${PREFIX}/config/gamecontrollerdb.txt
DATA|${PREFIX}/config/param_320x240.txt
DATA|${PREFIX}/config/param_320x256.txt
DATA|${PREFIX}/config/param_red.txt
DATA|${PREFIX}/config/pools.txt
DATA|${PREFIX}/config/stages.txt
# Archivos con los datos de la demo
DEMODATA|${PREFIX}/data/demo/demo1.bin
DEMODATA|${PREFIX}/data/demo/demo2.bin
# Música
MUSIC|${PREFIX}/data/music/credits.ogg
@@ -50,6 +52,7 @@ SOUND|${PREFIX}/data/sound/notify.wav
SOUND|${PREFIX}/data/sound/player_collision.wav
SOUND|${PREFIX}/data/sound/power_ball_explosion.wav
SOUND|${PREFIX}/data/sound/service_menu_adjust.wav
SOUND|${PREFIX}/data/sound/service_menu_back.wav
SOUND|${PREFIX}/data/sound/service_menu_move.wav
SOUND|${PREFIX}/data/sound/service_menu_select.wav
SOUND|${PREFIX}/data/sound/stage_change.wav
@@ -172,6 +175,7 @@ BITMAP|${PREFIX}/data/gfx/player/hit.png
# Fuentes de texto
BITMAP|${PREFIX}/data/font/04b_25_2x.png
BITMAP|${PREFIX}/data/font/04b_25_2x_white.png
BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png
BITMAP|${PREFIX}/data/font/04b_25_flat.png
BITMAP|${PREFIX}/data/font/04b_25_grey.png

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input.o

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@@ -9,22 +9,44 @@
#include <stdexcept> // Para runtime_error
#include <utility> // Para pair
#include "texture.h" // Para Texture
#include "utils.h" // Para printWithDots
#include "resource_helper.h" // Para ResourceHelper
#include "texture.h" // Para Texture
#include "utils.h" // Para printWithDots
// Carga las animaciones en un vector(Animations) desde un fichero
auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer {
std::ifstream file(file_path);
if (!file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
std::istringstream stream;
bool using_resource_data = false;
if (!resource_data.empty()) {
std::string content(resource_data.begin(), resource_data.end());
stream.str(content);
using_resource_data = true;
}
// Fallback a archivo directo
std::ifstream file;
if (!using_resource_data) {
file.open(file_path);
if (!file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);
}
}
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
std::vector<std::string> buffer;
std::string line;
while (std::getline(file, line)) {
while (std::getline(input_stream, line)) {
// Eliminar caracteres de retorno de carro (\r) al final de la línea
if (!line.empty() && line.back() == '\r') {
line.pop_back();
}
if (!line.empty()) {
buffer.push_back(line);
}
@@ -64,7 +86,7 @@ auto AnimatedSprite::getAnimationIndex(const std::string& name) -> int {
return -1;
}
// Calcula el frame correspondiente a la animación
// Calcula el frame correspondiente a la animación (frame-based)
void AnimatedSprite::animate() {
if (animations_[current_animation_].speed == 0 || animations_[current_animation_].paused) {
return;
@@ -94,6 +116,39 @@ void AnimatedSprite::animate() {
}
}
// Calcula el frame correspondiente a la animación (time-based)
void AnimatedSprite::animate(float deltaTime) {
if (animations_[current_animation_].speed == 0 || animations_[current_animation_].paused) {
return;
}
// Convertir speed (frames) a tiempo: speed frames = speed/60 segundos a 60fps
float frameTime = static_cast<float>(animations_[current_animation_].speed) / 60.0f;
// Acumular tiempo transcurrido
animations_[current_animation_].time_accumulator += deltaTime;
// Verificar si es momento de cambiar frame
if (animations_[current_animation_].time_accumulator >= frameTime) {
animations_[current_animation_].time_accumulator -= frameTime;
animations_[current_animation_].current_frame++;
// Si alcanza el final de la animación
if (animations_[current_animation_].current_frame >= animations_[current_animation_].frames.size()) {
if (animations_[current_animation_].loop == -1) { // Si no hay loop, deja el último frame
animations_[current_animation_].current_frame = animations_[current_animation_].frames.size() - 1;
animations_[current_animation_].completed = true;
} else { // Si hay loop, vuelve al frame indicado
animations_[current_animation_].time_accumulator = 0.0f;
animations_[current_animation_].current_frame = animations_[current_animation_].loop;
}
}
// Actualizar el sprite clip
updateSpriteClip();
}
}
// Comprueba si ha terminado la animación
auto AnimatedSprite::animationIsCompleted() -> bool {
return animations_[current_animation_].completed;
@@ -108,10 +163,12 @@ void AnimatedSprite::setCurrentAnimation(const std::string& name, bool reset) {
if (reset) {
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
animations_[current_animation_].time_accumulator = 0.0f;
animations_[current_animation_].completed = false;
} else {
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size() - 1);
animations_[current_animation_].counter = animations_[OLD_ANIMATION].counter;
animations_[current_animation_].time_accumulator = animations_[OLD_ANIMATION].time_accumulator;
animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
}
updateSpriteClip();
@@ -127,26 +184,35 @@ void AnimatedSprite::setCurrentAnimation(int index, bool reset) {
if (reset) {
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
animations_[current_animation_].time_accumulator = 0.0f;
animations_[current_animation_].completed = false;
} else {
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size());
animations_[current_animation_].counter = animations_[OLD_ANIMATION].counter;
animations_[current_animation_].time_accumulator = animations_[OLD_ANIMATION].time_accumulator;
animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
}
updateSpriteClip();
}
}
// Actualiza las variables del objeto
// Actualiza las variables del objeto (frame-based)
void AnimatedSprite::update() {
animate();
MovingSprite::update();
}
// Actualiza las variables del objeto (time-based)
void AnimatedSprite::update(float deltaTime) {
animate(deltaTime);
MovingSprite::update(deltaTime);
}
// Reinicia la animación
void AnimatedSprite::resetAnimation() {
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
animations_[current_animation_].time_accumulator = 0.0f;
animations_[current_animation_].completed = false;
animations_[current_animation_].paused = false;
updateSpriteClip();

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@@ -21,11 +21,12 @@ struct Animation {
std::string name; // Nombre de la animación
std::vector<SDL_FRect> frames; // Frames que componen la animación
int speed{DEFAULT_SPEED}; // Velocidad de reproducción
int speed{DEFAULT_SPEED}; // Velocidad de reproducción (frame-based)
int loop{0}; // Frame de vuelta al terminar (-1 para no repetir)
bool completed{false}; // Indica si la animación ha finalizado
size_t current_frame{0}; // Frame actual en reproducción
int counter{0}; // Contador para la animación
int counter{0}; // Contador para la animación (frame-based)
float time_accumulator{0.0f}; // Acumulador de tiempo para animaciones time-based
bool paused{false}; // La animación no avanza
Animation() = default;
@@ -50,11 +51,13 @@ class AnimatedSprite : public MovingSprite {
// --- Constructores y destructor ---
AnimatedSprite(std::shared_ptr<Texture> texture, const std::string& file_path);
AnimatedSprite(std::shared_ptr<Texture> texture, const AnimationsFileBuffer& animations);
explicit AnimatedSprite(std::shared_ptr<Texture> texture) : MovingSprite(std::move(texture)) {}
explicit AnimatedSprite(std::shared_ptr<Texture> texture)
: MovingSprite(std::move(texture)) {}
~AnimatedSprite() override = default;
// --- Métodos principales ---
void update() override; // Actualiza la animación
void update() override; // Actualiza la animación (frame-based)
void update(float deltaTime); // Actualiza la animación (time-based)
// --- Control de animaciones ---
void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre
@@ -77,7 +80,8 @@ class AnimatedSprite : public MovingSprite {
int current_animation_ = 0; // Índice de la animación activa
// --- Métodos internos ---
void animate(); // Calcula el frame correspondiente a la animación
void animate(); // Calcula el frame correspondiente a la animación (frame-based)
void animate(float deltaTime); // Calcula el frame correspondiente a la animación (time-based)
void loadFromAnimationsFileBuffer(const AnimationsFileBuffer& source); // Carga la animación desde un vector de cadenas
void processConfigLine(const std::string& line, AnimationConfig& config); // Procesa una línea de configuración
void updateFrameCalculations(AnimationConfig& config); // Actualiza los cálculos basados en las dimensiones del frame

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@@ -8,7 +8,8 @@
#include <sstream> // Para basic_istringstream
#include <stdexcept> // Para runtime_error
#include "utils.h" // Para getFileName
#include "resource_helper.h" // Para ResourceHelper
#include "utils.h" // Para getFileName
// Singleton
Asset *Asset::instance = nullptr;
@@ -139,6 +140,17 @@ auto Asset::get(const std::string &filename) const -> std::string {
return "";
}
// Carga datos del archivo usando ResourceHelper
auto Asset::loadData(const std::string &filename) const -> std::vector<uint8_t> {
auto it = file_list_.find(filename);
if (it != file_list_.end()) {
return ResourceHelper::loadFile(it->second.file);
}
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: file %s not found for data loading", filename.c_str());
return {};
}
// Verifica si un recurso existe
auto Asset::exists(const std::string &filename) const -> bool {
return file_list_.find(filename) != file_list_.end();
@@ -194,9 +206,16 @@ auto Asset::check() const -> bool {
// Comprueba que existe un fichero
auto Asset::checkFile(const std::string &path) -> bool {
std::ifstream file(path);
bool success = file.good();
file.close();
// Intentar primero con ResourceHelper
auto data = ResourceHelper::loadFile(path);
bool success = !data.empty();
// Si no se encuentra en el pack, intentar con filesystem directo
if (!success) {
std::ifstream file(path);
success = file.good();
file.close();
}
if (!success) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,

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@@ -1,5 +1,6 @@
#pragma once
#include <cstdint> // Para uint8_t
#include <string> // Para string
#include <unordered_map> // Para unordered_map
#include <utility> // Para move
@@ -33,6 +34,7 @@ class Asset {
void add(const std::string &file_path, Type type, bool required = true, bool absolute = false);
void loadFromFile(const std::string &config_file_path, const std::string &prefix = "", const std::string &system_folder = ""); // Con soporte para variables
[[nodiscard]] auto get(const std::string &filename) const -> std::string; // Mantener nombre original
[[nodiscard]] auto loadData(const std::string &filename) const -> std::vector<uint8_t>; // Carga datos del archivo
[[nodiscard]] auto check() const -> bool;
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
[[nodiscard]] auto exists(const std::string &filename) const -> bool; // Nueva función para verificar existencia
@@ -45,7 +47,9 @@ class Asset {
bool required; // Indica si el archivo es obligatorio
Item(std::string path, Type asset_type, bool is_required)
: file(std::move(path)), type(asset_type), required(is_required) {}
: file(std::move(path)),
type(asset_type),
required(is_required) {}
};
// --- Variables internas ---

106
source/asset_integrated.cpp Normal file
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@@ -0,0 +1,106 @@
#include "asset_integrated.h"
#include <filesystem>
#include <fstream>
#include <iostream>
bool AssetIntegrated::resource_pack_enabled_ = false;
void AssetIntegrated::initWithResourcePack(const std::string &executable_path,
const std::string &resource_pack_path) {
// Inicializar Asset normal
Asset::init(executable_path);
// Inicializar ResourceLoader
auto &loader = ResourceLoader::getInstance();
if (loader.initialize(resource_pack_path, true)) {
resource_pack_enabled_ = true;
std::cout << "Asset system initialized with resource pack: " << resource_pack_path << std::endl;
} else {
resource_pack_enabled_ = false;
std::cout << "Asset system initialized in fallback mode (filesystem)" << std::endl;
}
}
std::vector<uint8_t> AssetIntegrated::loadFile(const std::string &filename) {
if (shouldUseResourcePack(filename) && resource_pack_enabled_) {
// Intentar cargar del pack de recursos
auto &loader = ResourceLoader::getInstance();
// Convertir ruta completa a ruta relativa para el pack
std::string relativePath = filename;
// Si la ruta contiene "data/", extraer la parte relativa
size_t dataPos = filename.find("data/");
if (dataPos != std::string::npos) {
relativePath = filename.substr(dataPos + 5); // +5 para saltar "data/"
}
auto data = loader.loadResource(relativePath);
if (!data.empty()) {
return data;
}
}
// Fallback: cargar del filesystem
std::ifstream file(filename, std::ios::binary | std::ios::ate);
if (!file) {
std::cerr << "Error: Could not open file: " << filename << std::endl;
return {};
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(fileSize);
if (!file.read(reinterpret_cast<char *>(data.data()), fileSize)) {
std::cerr << "Error: Could not read file: " << filename << std::endl;
return {};
}
return data;
}
bool AssetIntegrated::fileExists(const std::string &filename) const {
if (shouldUseResourcePack(filename) && resource_pack_enabled_) {
auto &loader = ResourceLoader::getInstance();
// Convertir ruta completa a ruta relativa para el pack
std::string relativePath = filename;
size_t dataPos = filename.find("data/");
if (dataPos != std::string::npos) {
relativePath = filename.substr(dataPos + 5);
}
if (loader.resourceExists(relativePath)) {
return true;
}
}
// Verificar en filesystem
return std::filesystem::exists(filename);
}
std::string AssetIntegrated::getSystemPath(const std::string &filename) const {
// Los archivos de sistema/config siempre van al filesystem
return filename;
}
bool AssetIntegrated::shouldUseResourcePack(const std::string &filepath) const {
// Los archivos que NO van al pack:
// - Archivos de config/ (ahora están fuera de data/)
// - Archivos con absolute=true en assets.txt
// - Archivos de sistema (${SYSTEM_FOLDER})
if (filepath.find("/config/") != std::string::npos ||
filepath.find("config/") == 0) {
return false;
}
if (filepath.find("/data/") != std::string::npos ||
filepath.find("data/") == 0) {
return true;
}
return false;
}

29
source/asset_integrated.h Normal file
View File

@@ -0,0 +1,29 @@
#pragma once
#include <memory>
#include "asset.h"
#include "resource_loader.h"
// Extensión de Asset que integra ResourceLoader
class AssetIntegrated : public Asset {
public:
// Inicializa Asset con ResourceLoader
static void initWithResourcePack(const std::string &executable_path,
const std::string &resource_pack_path = "resources.pack");
// Carga un archivo usando ResourceLoader como primera opción
std::vector<uint8_t> loadFile(const std::string &filename);
// Verifica si un archivo existe (pack o filesystem)
bool fileExists(const std::string &filename) const;
// Obtiene la ruta completa para archivos del sistema/config
std::string getSystemPath(const std::string &filename) const;
private:
static bool resource_pack_enabled_;
// Determina si un archivo debe cargarse del pack o del filesystem
bool shouldUseResourcePack(const std::string &filepath) const;
};

View File

@@ -100,7 +100,7 @@ void Audio::stopAllSounds() const {
// Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_) {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
#ifndef NO_AUDIO
JA_FadeOutMusic(milliseconds);
#endif

View File

@@ -75,11 +75,15 @@ class Audio {
bool loop; // Indica si la última pista de música se debe reproducir en bucle
// Constructor para inicializar la música con valores predeterminados
Music() : state(MusicState::STOPPED), loop(false) {}
Music()
: state(MusicState::STOPPED),
loop(false) {}
// Constructor para inicializar con valores específicos
Music(MusicState init_state, std::string init_name, bool init_loop)
: state(init_state), name(std::move(init_name)), loop(init_loop) {}
: state(init_state),
name(std::move(init_name)),
loop(init_loop) {}
};
// --- Variables de estado ---

View File

@@ -126,7 +126,14 @@ void Background::initializeTextures() {
}
// Actualiza la lógica del objeto
// Actualiza la lógica del objeto (compatibilidad)
void Background::update() {
constexpr float FRAME_TIME_MS = 1000.0f / 60.0f; // 16.67ms por frame a 60 FPS
update(FRAME_TIME_MS);
}
// Actualiza la lógica del objeto
void Background::update(float delta_time) {
// Actualiza la progresión y calcula transiciones
if (!manual_mode_) {
updateProgression();

View File

@@ -31,7 +31,8 @@ class Background {
~Background(); // Destructor
// --- Métodos principales ---
void update(); // Actualiza la lógica del objeto
void update(); // Actualiza la lógica del objeto (compatibilidad)
void update(float delta_time); // Actualiza la lógica del objeto
void render(); // Dibuja el objeto
void reset(); // Reinicia la progresión

View File

@@ -11,20 +11,21 @@
#include "texture.h" // Para Texture
// Constructor
Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float speed, Uint16 creation_timer, SDL_FRect play_area, const std::shared_ptr<Texture> &texture, const std::vector<std::string> &animation)
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
x_(x),
y_(y),
vx_(vel_x),
being_created_(creation_timer > 0),
invulnerable_(creation_timer > 0),
stopped_(creation_timer > 0),
creation_counter_(creation_timer),
creation_counter_ini_(creation_timer),
type_(type),
size_(size),
speed_(speed),
play_area_(play_area) {
Balloon::Balloon(const Config& config)
: sprite_(std::make_unique<AnimatedSprite>(config.texture, config.animation)),
x_(config.x),
y_(config.y),
vx_(config.vel_x),
being_created_(config.creation_counter > 0),
invulnerable_(config.creation_counter > 0),
stopped_(config.creation_counter > 0),
creation_counter_(config.creation_counter),
creation_counter_ini_(config.creation_counter),
type_(config.type),
size_(config.size),
speed_(config.speed),
play_area_(config.play_area),
sound_(config.sound) {
switch (type_) {
case Type::BALLOON: {
vy_ = 0;
@@ -37,9 +38,8 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
power_ = POWER.at(INDEX);
menace_ = MENACE.at(INDEX);
score_ = SCORE.at(INDEX);
bouncing_sound_ = BOUNCING_SOUND.at(INDEX);
popping_sound_ = POPPING_SOUND.at(INDEX);
sound_.bouncing_file = BOUNCING_SOUND.at(INDEX);
sound_.popping_file = POPPING_SOUND.at(INDEX);
break;
}
@@ -52,17 +52,16 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
power_ = POWER.at(INDEX);
menace_ = MENACE.at(INDEX);
score_ = SCORE.at(INDEX);
bouncing_sound_ = BOUNCING_SOUND.at(INDEX);
popping_sound_ = POPPING_SOUND.at(INDEX);
sound_.bouncing_file = BOUNCING_SOUND.at(INDEX);
sound_.popping_file = POPPING_SOUND.at(INDEX);
break;
}
case Type::POWERBALL: {
constexpr int INDEX = 3;
h_ = w_ = WIDTH.at(4);
bouncing_sound_ = BOUNCING_SOUND.at(3);
popping_sound_ = "power_ball_explosion.wav";
sound_.bouncing_file = BOUNCING_SOUND.at(3);
sound_.popping_file = "power_ball_explosion.wav";
power_ = score_ = menace_ = 0;
vy_ = 0;
@@ -70,9 +69,8 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
gravity_ = param.balloon.settings.at(INDEX).grav;
default_vy_ = param.balloon.settings.at(INDEX).vel;
sprite_->setRotate(creation_timer <= 0);
sprite_->setRotate(config.creation_counter <= 0);
sprite_->setRotateAmount(vx_ > 0.0F ? 2.0 : -2.0);
break;
}
@@ -233,8 +231,14 @@ void Balloon::applyGravity() {
}
void Balloon::playBouncingSound() {
if (bouncing_sound_enabled_) {
playSound(bouncing_sound_);
if (sound_.enabled && sound_.bouncing_enabled) {
Audio::get()->playSound(sound_.bouncing_file);
}
}
void Balloon::playPoppingSound() {
if (sound_.enabled && sound_.poping_enabled) {
Audio::get()->playSound(sound_.popping_file);
}
}
@@ -368,23 +372,8 @@ void Balloon::useNormalColor() {
setAnimation();
}
// Reproduce sonido
void Balloon::playSound(const std::string &name) const {
if (!sound_enabled_) {
return;
}
static auto *audio_ = Audio::get();
audio_->playSound(name);
}
// Explota el globo
void Balloon::pop(bool should_sound) {
if (should_sound) {
if (poping_sound_enabled_) {
playSound(popping_sound_);
}
}
if (should_sound) { playPoppingSound(); }
enabled_ = false;
}

View File

@@ -25,10 +25,16 @@ class Balloon {
static constexpr std::array<int, 5> WIDTH = {10, 16, 26, 48, 49};
static constexpr std::array<std::string_view, 4> BOUNCING_SOUND = {
"balloon_bounce0.wav", "balloon_bounce1.wav", "balloon_bounce2.wav", "balloon_bounce3.wav"};
"balloon_bounce0.wav",
"balloon_bounce1.wav",
"balloon_bounce2.wav",
"balloon_bounce3.wav"};
static constexpr std::array<std::string_view, 4> POPPING_SOUND = {
"balloon_pop0.wav", "balloon_pop1.wav", "balloon_pop2.wav", "balloon_pop3.wav"};
"balloon_pop0.wav",
"balloon_pop1.wav",
"balloon_pop2.wav",
"balloon_pop3.wav"};
static constexpr float VELX_POSITIVE = 0.7F;
static constexpr float VELX_NEGATIVE = -0.7F;
@@ -52,18 +58,32 @@ class Balloon {
POWERBALL = 2, // Globo de poder
};
// --- Estructura para manejo de sonido ---
struct Sound {
std::string bouncing_file; // Archivo de sonido al rebotar
std::string popping_file; // Archivo de sonido al explotar
bool bouncing_enabled = false; // Si debe sonar el globo al rebotar
bool poping_enabled = true; // Si debe sonar el globo al explotar
bool enabled = true; // Indica si los globos deben hacer algun sonido
};
// --- Estructura de configuración para inicialización ---
struct Config {
float x = 0.0F;
float y = 0.0F;
Type type = Type::BALLOON;
Size size = Size::EXTRALARGE;
float vel_x = VELX_POSITIVE;
float speed = SPEED.at(0);
Uint16 creation_counter = 0;
SDL_FRect play_area = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
std::shared_ptr<Texture> texture = nullptr;
std::vector<std::string> animation;
Sound sound;
};
// --- Constructores y destructor ---
Balloon(
float x,
float y,
Type type,
Size size,
float vel_x,
float speed,
Uint16 creation_timer,
SDL_FRect play_area,
const std::shared_ptr<Texture>& texture,
const std::vector<std::string>& animation);
Balloon(const Config& config);
~Balloon() = default;
// --- Métodos principales ---
@@ -102,9 +122,9 @@ class Balloon {
void setVelY(float vel_y) { vy_ = vel_y; }
void setSpeed(float speed) { speed_ = speed; }
void setInvulnerable(bool value) { invulnerable_ = value; }
void setBouncingSound(bool value) { bouncing_sound_enabled_ = value; }
void setPoppingSound(bool value) { poping_sound_enabled_ = value; }
void setSound(bool value) { sound_enabled_ = value; }
void setBouncingSound(bool value) { sound_.bouncing_enabled = value; }
void setPoppingSound(bool value) { sound_.poping_enabled = value; }
void setSound(bool value) { sound_.enabled = value; }
private:
// --- Estructura para el efecto de rebote ---
@@ -114,10 +134,28 @@ class Balloon {
// Tablas de valores predefinidos para el efecto de rebote
static constexpr std::array<float, BOUNCE_FRAMES> HORIZONTAL_ZOOM_VALUES = {
1.10F, 1.05F, 1.00F, 0.95F, 0.90F, 0.95F, 1.00F, 1.02F, 1.05F, 1.02F};
1.10F,
1.05F,
1.00F,
0.95F,
0.90F,
0.95F,
1.00F,
1.02F,
1.05F,
1.02F};
static constexpr std::array<float, BOUNCE_FRAMES> VERTICAL_ZOOM_VALUES = {
0.90F, 0.95F, 1.00F, 1.05F, 1.10F, 1.05F, 1.00F, 0.98F, 0.95F, 0.98F};
0.90F,
0.95F,
1.00F,
1.05F,
1.10F,
1.05F,
1.00F,
0.98F,
0.95F,
0.98F};
// Estado del efecto
bool enabled_ = false; // Si el efecto está activo
@@ -203,47 +241,43 @@ class Balloon {
std::unique_ptr<AnimatedSprite> sprite_; // Sprite del objeto globo
// --- Variables de estado y físicas ---
float x_; // Posición X
float y_; // Posición Y
float w_; // Ancho
float h_; // Alto
float vx_; // Velocidad X
float vy_; // Velocidad Y
float gravity_; // Aceleración en Y
float default_vy_; // Velocidad inicial al rebotar
float max_vy_; // Máxima velocidad en Y
bool being_created_; // Si el globo se está creando
bool enabled_ = true; // Si el globo está activo
bool invulnerable_; // Si el globo es invulnerable
bool stopped_; // Si el globo está parado
bool use_reversed_colors_ = false; // Si se usa el color alternativo
Circle collider_; // Círculo de colisión
Uint16 creation_counter_; // Temporizador de creación
Uint16 creation_counter_ini_; // Valor inicial del temporizador de creación
Uint16 score_; // Puntos al destruir el globo
Type type_; // Tipo de globo
Size size_; // Tamaño de globo
Uint8 menace_; // Amenaza que genera el globo
Uint32 counter_ = 0; // Contador interno
float travel_y_ = 1.0F; // Distancia a recorrer en Y antes de aplicar gravedad
float speed_; // Velocidad del globo
Uint8 power_; // Poder que alberga el globo
SDL_FRect play_area_; // Zona de movimiento del globo
std::string bouncing_sound_; // Archivo de sonido al rebotar
std::string popping_sound_; // Archivo de sonido al explotar
bool bouncing_sound_enabled_ = false; // Si debe sonar el globo al rebotar
bool poping_sound_enabled_ = true; // Si debe sonar el globo al explotar
bool sound_enabled_ = true; // Indica si los globos deben hacer algun sonido
BounceEffect bounce_effect_; // Efecto de rebote
float x_; // Posición X
float y_; // Posición Y
float w_; // Ancho
float h_; // Alto
float vx_; // Velocidad X
float vy_; // Velocidad Y
float gravity_; // Aceleración en Y
float default_vy_; // Velocidad inicial al rebotar
float max_vy_; // Máxima velocidad en Y
bool being_created_; // Si el globo se está creando
bool enabled_ = true; // Si el globo está activo
bool invulnerable_; // Si el globo es invulnerable
bool stopped_; // Si el globo está parado
bool use_reversed_colors_ = false; // Si se usa el color alternativo
Circle collider_; // Círculo de colisión
Uint16 creation_counter_; // Temporizador de creación
Uint16 creation_counter_ini_; // Valor inicial del temporizador de creación
Uint16 score_; // Puntos al destruir el globo
Type type_; // Tipo de globo
Size size_; // Tamaño de globo
Uint8 menace_; // Amenaza que genera el globo
Uint32 counter_ = 0; // Contador interno
float travel_y_ = 1.0F; // Distancia a recorrer en Y antes de aplicar gravedad
float speed_; // Velocidad del globo
Uint8 power_; // Poder que alberga el globo
SDL_FRect play_area_; // Zona de movimiento del globo
Sound sound_; // Configuración de sonido del globo
BounceEffect bounce_effect_; // Efecto de rebote
// --- Posicionamiento y transformación ---
void shiftColliders(); // Alinea el círculo de colisión con el sprite
void shiftSprite(); // Alinea el sprite en pantalla
// --- Animación y sonido ---
void setAnimation(); // Establece la animación correspondiente
void playSound(const std::string& name) const; // Reproduce un sonido por nombre
void playBouncingSound(); // Reproduce el sonido de rebote
void setAnimation(); // Establece la animación correspondiente
void playBouncingSound(); // Reproduce el sonido de rebote
void playPoppingSound(); // Reproduce el sonido de reventar
// --- Movimiento y física ---
void handleHorizontalMovement(); // Maneja el movimiento horizontal

View File

@@ -15,19 +15,24 @@ class BalloonFormations {
public:
// --- Estructuras ---
struct SpawnParams {
int x = 0; // Posición en el eje X donde crear el globo
int y = 0; // Posición en el eje Y donde crear el globo
float x = 0; // Posición en el eje X donde crear el globo
float y = 0; // Posición en el eje Y donde crear el globo
float vel_x = 0.0F; // Velocidad inicial en el eje X
Balloon::Type type = Balloon::Type::BALLOON; // Tipo de globo
Balloon::Size size = Balloon::Size::SMALL; // Tamaño de globo
int creation_counter = 0; // Temporizador para la creación del globo
Uint16 creation_counter = 0; // Temporizador para la creación del globo
// Constructor por defecto
SpawnParams() = default;
// Constructor con parámetros
SpawnParams(int x, int y, float vel_x, Balloon::Type type, Balloon::Size size, int creation_counter)
: x(x), y(y), vel_x(vel_x), type(type), size(size), creation_counter(creation_counter) {}
SpawnParams(float x, float y, float vel_x, Balloon::Type type, Balloon::Size size, Uint16 creation_counter)
: x(x),
y(y),
vel_x(vel_x),
type(type),
size(size),
creation_counter(creation_counter) {}
};
struct Formation {

View File

@@ -17,7 +17,9 @@
// Constructor
BalloonManager::BalloonManager(IStageInfo *stage_info)
: explosions_(std::make_unique<Explosions>()), balloon_formations_(std::make_unique<BalloonFormations>()), stage_info_(stage_info) { init(); }
: explosions_(std::make_unique<Explosions>()),
balloon_formations_(std::make_unique<BalloonFormations>()),
stage_info_(stage_info) { init(); }
// Inicializa
void BalloonManager::init() {
@@ -105,7 +107,15 @@ void BalloonManager::deployRandomFormation(int stage) {
// Crea los globos de la formación
const auto BALLOONS = balloon_formations_->getFormationFromPool(stage, formation_id).balloons;
for (auto balloon : BALLOONS) {
createBalloon(balloon.x, balloon.y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, (creation_time_enabled_) ? balloon.creation_counter : 0);
Balloon::Config config = {
.x = balloon.x,
.y = balloon.y,
.type = balloon.type,
.size = balloon.size,
.vel_x = balloon.vel_x,
.speed = balloon_speed_,
.creation_counter = static_cast<Uint16>(creation_time_enabled_ ? balloon.creation_counter : 0)};
createBalloon(config);
}
// Reinicia el contador para el próximo despliegue
@@ -118,15 +128,31 @@ void BalloonManager::deployRandomFormation(int stage) {
void BalloonManager::deployFormation(int formation_id) {
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
for (auto balloon : BALLOONS) {
createBalloon(balloon.x, balloon.y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, balloon.creation_counter);
Balloon::Config config = {
.x = balloon.x,
.y = balloon.y,
.type = balloon.type,
.size = balloon.size,
.vel_x = balloon.vel_x,
.speed = balloon_speed_,
.creation_counter = balloon.creation_counter};
createBalloon(config);
}
}
// Crea una formación de globos específica a una altura determinada
void BalloonManager::deployFormation(int formation_id, int y) {
void BalloonManager::deployFormation(int formation_id, float y) {
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
for (auto balloon : BALLOONS) {
createBalloon(balloon.x, y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, balloon.creation_counter);
Balloon::Config config = {
.x = balloon.x,
.y = y,
.type = balloon.type,
.size = balloon.size,
.vel_x = balloon.vel_x,
.speed = balloon_speed_,
.creation_counter = balloon.creation_counter};
createBalloon(config);
}
}
@@ -152,13 +178,16 @@ auto BalloonManager::calculateScreenPower() -> int {
}
// Crea un globo nuevo en el vector de globos
auto BalloonManager::createBalloon(float x, int y, Balloon::Type type, Balloon::Size size, float velx, float speed, int creation_timer) -> std::shared_ptr<Balloon> {
auto BalloonManager::createBalloon(Balloon::Config config) -> std::shared_ptr<Balloon> {
if (can_deploy_balloons_) {
const int INDEX = static_cast<int>(size);
balloons_.emplace_back(std::make_shared<Balloon>(x, y, type, size, velx, speed, creation_timer, play_area_, balloon_textures_.at(INDEX), balloon_animations_.at(INDEX)));
balloons_.back()->setSound(sound_enabled_);
balloons_.back()->setBouncingSound(bouncing_sound_enabled_);
balloons_.back()->setPoppingSound(poping_sound_enabled_);
const int INDEX = static_cast<int>(config.size);
config.play_area = play_area_;
config.texture = balloon_textures_.at(INDEX);
config.animation = balloon_animations_.at(INDEX);
config.sound.enabled = sound_enabled_;
config.sound.bouncing_enabled = bouncing_sound_enabled_;
config.sound.poping_enabled = poping_sound_enabled_;
balloons_.emplace_back(std::make_shared<Balloon>(config));
return balloons_.back();
}
@@ -169,19 +198,24 @@ auto BalloonManager::createBalloon(float x, int y, Balloon::Type type, Balloon::
void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction) {
if (can_deploy_balloons_) {
// Calcula parametros
const float VX = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE;
const auto SIZE = static_cast<Balloon::Size>(static_cast<int>(balloon->getSize()) - 1);
const int PARENT_HEIGHT = balloon->getHeight();
const int CHILD_HEIGHT = Balloon::WIDTH.at(static_cast<int>(balloon->getSize()) - 1);
const int CHILD_WIDTH = CHILD_HEIGHT;
const float Y = balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2);
float x = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + (2 * (balloon->getWidth() / 3));
const float X = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + (2 * (balloon->getWidth() / 3));
const float MIN_X = play_area_.x;
const float MAX_X = play_area_.w - CHILD_WIDTH;
x = std::clamp(x - (CHILD_WIDTH / 2), MIN_X, MAX_X);
Balloon::Config config = {
.x = std::clamp(X - (CHILD_WIDTH / 2), MIN_X, MAX_X),
.y = balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2),
.size = static_cast<Balloon::Size>(static_cast<int>(balloon->getSize()) - 1),
.vel_x = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE,
.speed = balloon_speed_,
.creation_counter = 0};
// Crea el globo
auto b = createBalloon(x, Y, balloon->getType(), SIZE, VX, balloon_speed_, 0);
auto b = createBalloon(config);
// Establece parametros
b->setVelY(b->getType() == Balloon::Type::BALLOON ? -2.50F : Balloon::VELX_NEGATIVE * 2.0F);
@@ -196,18 +230,32 @@ void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon,
void BalloonManager::createPowerBall() {
if (can_deploy_balloons_) {
constexpr int VALUES = 6;
constexpr float POS_Y = -Balloon::WIDTH.at(4);
constexpr int CREATION_TIME = 0;
const int LUCK = rand() % VALUES;
const float LEFT = param.game.play_area.rect.x;
const float CENTER = param.game.play_area.center_x - (Balloon::WIDTH.at(4) / 2);
const float RIGHT = param.game.play_area.rect.w - Balloon::WIDTH.at(4);
const int LUCK = rand() % VALUES;
const std::array<float, VALUES> POS_X = {LEFT, LEFT, CENTER, CENTER, RIGHT, RIGHT};
const std::array<float, VALUES> VEL_X = {Balloon::VELX_POSITIVE, Balloon::VELX_POSITIVE, Balloon::VELX_POSITIVE, Balloon::VELX_NEGATIVE, Balloon::VELX_NEGATIVE, Balloon::VELX_NEGATIVE};
balloons_.emplace_back(std::make_unique<Balloon>(POS_X[LUCK], POS_Y, Balloon::Type::POWERBALL, Balloon::Size::EXTRALARGE, VEL_X[LUCK], balloon_speed_, CREATION_TIME, play_area_, balloon_textures_[4], balloon_animations_[4]));
Balloon::Config config = {
.x = POS_X.at(LUCK),
.y = -Balloon::WIDTH.at(4),
.type = Balloon::Type::POWERBALL,
.size = Balloon::Size::EXTRALARGE,
.vel_x = VEL_X.at(LUCK),
.speed = balloon_speed_,
.creation_counter = 0,
.play_area = play_area_,
.texture = balloon_textures_.at(4),
.animation = balloon_animations_.at(4),
.sound = {
.bouncing_enabled = bouncing_sound_enabled_,
.poping_enabled = poping_sound_enabled_,
.enabled = sound_enabled_}};
balloons_.emplace_back(std::make_unique<Balloon>(config));
balloons_.back()->setInvulnerable(true);
power_ball_enabled_ = true;
@@ -332,19 +380,6 @@ void BalloonManager::createTwoBigBalloons() {
deployFormation(1);
}
// Crea una disposición de globos aleatoria
void BalloonManager::createRandomBalloons() {
const int NUM_BALLOONS = 2 + (rand() % 4);
for (int i = 0; i < NUM_BALLOONS; ++i) {
const float X = param.game.game_area.rect.x + (rand() % static_cast<int>(param.game.game_area.rect.w)) - Balloon::WIDTH.at(3);
const int Y = param.game.game_area.rect.y + (rand() % 50);
const auto SIZE = static_cast<Balloon::Size>(rand() % 4);
const float VEL_X = (rand() % 2 == 0) ? Balloon::VELX_POSITIVE : Balloon::VELX_NEGATIVE;
const int CREATION_COUNTER = 0;
createBalloon(X, Y, Balloon::Type::BALLOON, SIZE, VEL_X, balloon_speed_, CREATION_COUNTER);
}
}
// Obtiene el nivel de ameza actual generado por los globos
auto BalloonManager::getMenace() -> int {
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon) { return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); });

View File

@@ -37,14 +37,13 @@ class BalloonManager {
// --- Creación de formaciones enemigas ---
void deployRandomFormation(int stage); // Crea una formación de globos aleatoria
void deployFormation(int formation_id); // Crea una formación específica
void deployFormation(int formation_id, int y); // Crea una formación específica con coordenadas
void deployFormation(int formation_id, float y); // Crea una formación específica con coordenadas
// --- Creación de globos ---
auto createBalloon(float x, int y, Balloon::Type type, Balloon::Size size, float velx, float speed, int creation_timer) -> std::shared_ptr<Balloon>; // Crea un nuevo globo
auto createBalloon(Balloon::Config config) -> std::shared_ptr<Balloon>; // Crea un nuevo globo
void createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction); // Crea un globo a partir de otro
void createPowerBall(); // Crea una PowerBall
void createTwoBigBalloons(); // Crea dos globos grandes
void createRandomBalloons(); // Crea una disposición aleatoria de globos
// --- Control de velocidad y despliegue ---
void setBalloonSpeed(float speed); // Ajusta la velocidad de los globos

View File

@@ -116,71 +116,71 @@ constexpr auto Color::hsvToRgb(HSV hsv) -> Color {
// Implementaciones del namespace Colors
namespace Colors {
// Obtiene un color del vector de colores imitando al Coche Fantástico
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color {
int cycle_length = (colors.size() * 2) - 2;
size_t n = counter % cycle_length;
// Obtiene un color del vector de colores imitando al Coche Fantástico
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color {
int cycle_length = (colors.size() * 2) - 2;
size_t n = counter % cycle_length;
size_t index;
if (n < colors.size()) {
index = n; // Avanza: 0,1,2,3
} else {
index = 2 * (colors.size() - 1) - n; // Retrocede: 2,1
}
return colors[index];
size_t index;
if (n < colors.size()) {
index = n; // Avanza: 0,1,2,3
} else {
index = 2 * (colors.size() - 1) - n; // Retrocede: 2,1
}
auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle {
Cycle result{};
HSV base_hsv = Color::rgbToHsv(base);
return colors[index];
}
for (size_t i = 0; i < CYCLE_SIZE; ++i) {
float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1
float hue_shift = 0.0F;
float sat_shift = 0.0F;
float val_shift = 0.0F;
auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle {
Cycle result{};
HSV base_hsv = Color::rgbToHsv(base);
switch (style) {
case ColorCycleStyle::SUBTLE_PULSE:
// Solo brillo suave
val_shift = 0.07F * sinf(t * M_PI);
break;
for (size_t i = 0; i < CYCLE_SIZE; ++i) {
float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1
float hue_shift = 0.0F;
float sat_shift = 0.0F;
float val_shift = 0.0F;
case ColorCycleStyle::HUE_WAVE:
// Oscilación leve de tono
hue_shift = 15.0F * (t - 0.5F) * 2.0F;
val_shift = 0.05F * sinf(t * M_PI);
break;
switch (style) {
case ColorCycleStyle::SUBTLE_PULSE:
// Solo brillo suave
val_shift = 0.07F * sinf(t * M_PI);
break;
case ColorCycleStyle::VIBRANT:
// Cambios fuertes en tono y brillo
hue_shift = 35.0F * sinf(t * M_PI);
val_shift = 0.2F * sinf(t * M_PI);
sat_shift = -0.2F * sinf(t * M_PI);
break;
case ColorCycleStyle::HUE_WAVE:
// Oscilación leve de tono
hue_shift = 15.0F * (t - 0.5F) * 2.0F;
val_shift = 0.05F * sinf(t * M_PI);
break;
case ColorCycleStyle::DARKEN_GLOW:
// Se oscurece al centro
val_shift = -0.15F * sinf(t * M_PI);
break;
case ColorCycleStyle::VIBRANT:
// Cambios fuertes en tono y brillo
hue_shift = 35.0F * sinf(t * M_PI);
val_shift = 0.2F * sinf(t * M_PI);
sat_shift = -0.2F * sinf(t * M_PI);
break;
case ColorCycleStyle::LIGHT_FLASH:
// Se ilumina al centro
val_shift = 0.25F * sinf(t * M_PI);
break;
}
case ColorCycleStyle::DARKEN_GLOW:
// Se oscurece al centro
val_shift = -0.15F * sinf(t * M_PI);
break;
HSV adjusted = {
.h = fmodf(base_hsv.h + hue_shift + 360.0F, 360.0F),
.s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)),
.v = fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))};
Color c = Color::hsvToRgb(adjusted);
result[i] = c;
result[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo
case ColorCycleStyle::LIGHT_FLASH:
// Se ilumina al centro
val_shift = 0.25F * sinf(t * M_PI);
break;
}
return result;
HSV adjusted = {
.h = fmodf(base_hsv.h + hue_shift + 360.0F, 360.0F),
.s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)),
.v = fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))};
Color c = Color::hsvToRgb(adjusted);
result[i] = c;
result[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo
}
}
return result;
}
} // namespace Colors

View File

@@ -36,10 +36,17 @@ struct Color {
Uint8 r, g, b, a;
constexpr Color() : r(MIN_COLOR_VALUE), g(MIN_COLOR_VALUE), b(MIN_COLOR_VALUE), a(DEFAULT_ALPHA) {}
constexpr Color()
: r(MIN_COLOR_VALUE),
g(MIN_COLOR_VALUE),
b(MIN_COLOR_VALUE),
a(DEFAULT_ALPHA) {}
explicit constexpr Color(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha = DEFAULT_ALPHA)
: r(red), g(green), b(blue), a(alpha) {}
: r(red),
g(green),
b(blue),
a(alpha) {}
[[nodiscard]] constexpr auto INVERSE() const -> Color {
return Color(MAX_COLOR_VALUE - r, MAX_COLOR_VALUE - g, MAX_COLOR_VALUE - b, a);
@@ -108,25 +115,25 @@ enum class ColorCycleStyle {
// --- Namespace Colors: constantes y utilidades de color ---
namespace Colors {
// --- Constantes ---
constexpr size_t CYCLE_SIZE = 6; // Mitad del ciclo espejado
// --- Constantes ---
constexpr size_t CYCLE_SIZE = 6; // Mitad del ciclo espejado
// --- Alias ---
using Cycle = std::array<Color, 2 * CYCLE_SIZE>;
// --- Alias ---
using Cycle = std::array<Color, 2 * CYCLE_SIZE>;
// --- Colores predefinidos ---
constexpr Color NO_COLOR_MOD = Color(0XFF, 0XFF, 0XFF);
constexpr Color SHADOW_TEXT = Color(0X43, 0X43, 0X4F);
constexpr Color TITLE_SHADOW_TEXT = Color(0x14, 0x87, 0xc4);
constexpr Color ORANGE_TEXT = Color(0XFF, 0X7A, 0X00);
// --- Colores predefinidos ---
constexpr Color NO_COLOR_MOD = Color(0XFF, 0XFF, 0XFF);
constexpr Color SHADOW_TEXT = Color(0X43, 0X43, 0X4F);
constexpr Color TITLE_SHADOW_TEXT = Color(0x14, 0x87, 0xc4);
constexpr Color ORANGE_TEXT = Color(0XFF, 0X7A, 0X00);
constexpr Color FLASH = Color(0XFF, 0XFF, 0XFF);
constexpr Color FLASH = Color(0XFF, 0XFF, 0XFF);
constexpr Color BLUE_SKY = Color(0X02, 0X88, 0XD1);
constexpr Color PINK_SKY = Color(0XFF, 0X6B, 0X97);
constexpr Color GREEN_SKY = Color(0X00, 0X79, 0X6B);
constexpr Color BLUE_SKY = Color(0X02, 0X88, 0XD1);
constexpr Color PINK_SKY = Color(0XFF, 0X6B, 0X97);
constexpr Color GREEN_SKY = Color(0X00, 0X79, 0X6B);
// --- Funciones ---
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color;
auto generateMirroredCycle(Color base, ColorCycleStyle style = ColorCycleStyle::SUBTLE_PULSE) -> Cycle;
}
// --- Funciones ---
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color;
auto generateMirroredCycle(Color base, ColorCycleStyle style = ColorCycleStyle::SUBTLE_PULSE) -> Cycle;
} // namespace Colors

View File

@@ -76,7 +76,8 @@ struct BalloonSettings {
float vel;
float grav;
constexpr BalloonSettings(float v, float g)
: vel(v), grav(g) {}
: vel(v),
grav(g) {}
};
constexpr std::array<BalloonSettings, 4> SETTINGS = {{

View File

@@ -25,7 +25,9 @@ class DefineButtons {
int button;
Button(std::string label, Input::Action action, int button)
: label(std::move(label)), action(action), button(button) {}
: label(std::move(label)),
action(action),
button(button) {}
};
// --- Constructor y destructor ---

View File

@@ -20,6 +20,7 @@
#include "param.h" // Para loadParamsFromFile
#include "player.h" // Para Player
#include "resource.h" // Para Resource
#include "resource_helper.h" // Para ResourceHelper
#include "screen.h" // Para Screen
#include "section.hpp" // Para Name, Options, name, options, AttractMode, attract_mode
#include "sections/credits.h" // Para Credits
@@ -41,7 +42,7 @@ Director::Director(int argc, std::span<char *> argv) {
Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P;
#elif _DEBUG
Section::name = Section::Name::GAME;
Section::name = Section::Name::INSTRUCTIONS;
Section::options = Section::Options::GAME_PLAY_1P;
#else // NORMAL GAME
Section::name = Section::Name::LOGO;
@@ -76,7 +77,13 @@ Director::~Director() {
// Inicializa todo
void Director::init() {
// Configuración inicial de parametros
Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
#ifdef MACOS_BUNDLE
ResourceHelper::initializeResourceSystem(executable_path_ + "/../Resources/resources.pack");
#else
ResourceHelper::initializeResourceSystem("resources.pack");
#endif
loadAssets(); // Crea el índice de archivos
Input::init(Asset::get()->get("gamecontrollerdb.txt"), Asset::get()->get("controllers.json")); // Carga configuración de controles
Options::setConfigFile(Asset::get()->get("config.txt")); // Establece el fichero de configuración
@@ -154,7 +161,7 @@ void Director::loadAssets() {
#endif
// Cargar la configuración de assets (también aplicar el prefijo al archivo de configuración)
std::string config_path = executable_path_ + PREFIX + "/data/config/assets.txt";
std::string config_path = executable_path_ + PREFIX + "/config/assets.txt";
Asset::get()->loadFromFile(config_path, PREFIX, system_folder_);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Assets configuration loaded successfully");

View File

@@ -45,7 +45,10 @@ void EnterName::incPosition() {
} else if (position_ > 0) // No es necesario verificar position_ < MAX_NAME_LENGTH
{
// Copiamos el índice del carácter anterior si es posible.
character_index_[position_] = character_index_[position_ - 1];
// character_index_[position_] = character_index_[position_ - 1];
// Ponemos el caracter "espacio"
character_index_[position_] = 0;
} else {
// Si position_ es 0, inicializamos el carácter actual.
character_index_[position_] = 0;
@@ -144,12 +147,19 @@ auto EnterName::findIndex(char character) const -> int {
// Devuelve un nombre al azar
auto EnterName::getRandomName() -> std::string {
static constexpr std::array<std::string_view, 8> NAMES = {
"BAL1", "TABE", "DOC", "MON", "SAM1", "JORDI", "JDES", "PEPE"};
"BAL1",
"TABE",
"DOC",
"MON",
"SAM1",
"JORDI",
"JDES",
"PEPE"};
return std::string(NAMES[rand() % NAMES.size()]);
}
// Obtiene el nombre final introducido
auto EnterName::getFinalName() -> std::string {
auto name = trim(name_.substr(0, position_));
auto name = trim(name_.substr(0, position_ + 1)); // Devuelve el texto intruducido incluyendo el del selector
if (name.empty()) {
name = getRandomName();
}

View File

@@ -16,7 +16,9 @@ struct ExplosionTexture {
std::vector<std::string> animation; // Animación para la textura
ExplosionTexture(int sz, std::shared_ptr<Texture> tex, const std::vector<std::string> &anim)
: size(sz), texture(std::move(tex)), animation(anim) {}
: size(sz),
texture(std::move(tex)),
animation(anim) {}
};
// --- Clase Explosions: gestor de explosiones ---

View File

@@ -41,7 +41,7 @@ void Fade::init() {
num_squares_width_ = param.fade.num_squares_width;
num_squares_height_ = param.fade.num_squares_height;
random_squares_duration_ = param.fade.random_squares_duration_ms; // Usar como duración en ms
square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
random_squares_start_time_ = 0;
}
@@ -60,7 +60,7 @@ void Fade::render() {
if (state_ == State::FINISHED && mode_ == Mode::IN) {
return;
}
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
}
}
@@ -82,10 +82,15 @@ void Fade::update() {
}
}
// Compatibilidad delta-time (ignora el parámetro ya que usa SDL_GetTicks)
void Fade::update(float delta_time) {
update(); // Llama al método original
}
void Fade::updatePreState() {
// Sistema basado en tiempo únicamente
Uint32 elapsed_time = SDL_GetTicks() - pre_start_time_;
if (elapsed_time >= static_cast<Uint32>(pre_duration_)) {
state_ = State::FADING;
// CRÍTICO: Reinicializar tiempo de inicio para tipos que usan random_squares_start_time_
@@ -129,17 +134,17 @@ void Fade::changeToPostState() {
void Fade::updatePostState() {
// Sistema basado en tiempo únicamente
Uint32 elapsed_time = SDL_GetTicks() - post_start_time_;
if (elapsed_time >= static_cast<Uint32>(post_duration_)) {
state_ = State::FINISHED;
}
// Mantener el alpha final correcto para cada tipo de fade
Uint8 post_alpha = a_;
if (type_ == Type::RANDOM_SQUARE2 || type_ == Type::DIAGONAL) {
post_alpha = (mode_ == Mode::OUT) ? 255 : 0;
}
cleanBackbuffer(r_, g_, b_, post_alpha);
}
@@ -204,16 +209,16 @@ void Fade::updateRandomSquareFade() {
void Fade::updateRandomSquare2Fade() {
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
int total_squares = num_squares_width_ * num_squares_height_;
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
int activation_time = random_squares_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_); // Mínimo igual a la duración de transición
// Lógica diferente según el modo
int squares_to_activate = 0;
if (mode_ == Mode::OUT) {
// OUT: Activa cuadrados gradualmente
if (elapsed_time < static_cast<Uint32>(activation_time)) {
@@ -222,7 +227,7 @@ void Fade::updateRandomSquare2Fade() {
} else {
squares_to_activate = total_squares; // Activar todos
}
// Activa nuevos cuadrados y guarda su tiempo de activación
for (int i = 0; i < squares_to_activate && i < total_squares; ++i) {
if (square_age_[i] == -1) {
@@ -232,22 +237,22 @@ void Fade::updateRandomSquare2Fade() {
} else {
// IN: Todos los cuadrados empiezan activos desde el inicio
squares_to_activate = total_squares;
// Activa cuadrados gradualmente con tiempo de inicio escalonado
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int squares_starting_transition = static_cast<int>(activation_progress * total_squares);
// Asegurar que al menos 1 cuadrado se active desde el primer frame
squares_starting_transition = std::max(squares_starting_transition, 1);
squares_starting_transition = std::min(squares_starting_transition, total_squares);
for (int i = 0; i < squares_starting_transition; ++i) {
if (square_age_[i] == -1) {
square_age_[i] = elapsed_time; // Empieza la transición a transparente
}
}
}
drawRandomSquares2();
value_ = calculateValue(0, total_squares, squares_to_activate);
@@ -265,7 +270,7 @@ void Fade::updateRandomSquare2Fade() {
}
}
}
if (all_completed) {
// Pintar textura final: OUT opaca, IN transparente
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
@@ -277,17 +282,17 @@ void Fade::updateRandomSquare2Fade() {
void Fade::updateDiagonalFade() {
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
int total_squares = num_squares_width_ * num_squares_height_;
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
int activation_time = random_squares_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_);
// Calcula cuántas diagonales deberían estar activas
int max_diagonal = num_squares_width_ + num_squares_height_ - 1; // Número total de diagonales
int active_diagonals = 0;
if (mode_ == Mode::OUT) {
// OUT: Activa diagonales gradualmente desde esquina superior izquierda
if (elapsed_time < static_cast<Uint32>(activation_time)) {
@@ -296,7 +301,7 @@ void Fade::updateDiagonalFade() {
} else {
active_diagonals = max_diagonal; // Activar todas
}
// Activa cuadrados por diagonales
for (int diagonal = 0; diagonal < active_diagonals; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
@@ -304,12 +309,12 @@ void Fade::updateDiagonalFade() {
} else {
// IN: Todas las diagonales empiezan activas, van desapareciendo
active_diagonals = max_diagonal;
// Activa diagonales gradualmente para transición
if (elapsed_time < static_cast<Uint32>(activation_time)) {
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int diagonals_starting_transition = static_cast<int>(activation_progress * max_diagonal);
for (int diagonal = 0; diagonal < diagonals_starting_transition; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
}
@@ -320,7 +325,7 @@ void Fade::updateDiagonalFade() {
}
}
}
drawDiagonal();
value_ = calculateValue(0, total_squares, active_diagonals * (total_squares / max_diagonal));
@@ -338,7 +343,7 @@ void Fade::updateDiagonalFade() {
}
}
}
if (all_completed) {
// Pintar textura final: OUT opaca, IN transparente
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
@@ -354,15 +359,15 @@ void Fade::activateDiagonal(int diagonal_index, Uint32 current_time) {
// Diagonal 1: (1,0), (0,1)
// Diagonal 2: (2,0), (1,1), (0,2)
// etc.
for (int x = 0; x < num_squares_width_; ++x) {
int y = diagonal_index - x;
// Verificar que y está dentro de los límites
if (y >= 0 && y < num_squares_height_) {
// Convertir coordenadas (x,y) a índice en el vector
int index = y * num_squares_width_ + x;
if (index >= 0 && index < static_cast<int>(square_age_.size())) {
if (square_age_[index] == -1) {
square_age_[index] = current_time; // Guarda el tiempo de activación
@@ -385,30 +390,30 @@ void Fade::drawDiagonal() {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
// Cuadrado no activado
if (mode_ == Mode::OUT) {
current_alpha = 0; // OUT: transparente si no activado
} else {
current_alpha = a_; // IN: opaco si no activado
current_alpha = a_; // IN: opaco si no activado
}
} else {
// Cuadrado activado - calculamos progreso
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
if (mode_ == Mode::OUT) {
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
} else {
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
}
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);
@@ -450,30 +455,30 @@ void Fade::drawRandomSquares2() {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
// Cuadrado no activado
if (mode_ == Mode::OUT) {
current_alpha = 0; // OUT: transparente si no activado
} else {
current_alpha = a_; // IN: opaco si no activado
current_alpha = a_; // IN: opaco si no activado
}
} else {
// Cuadrado activado - calculamos progreso
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
if (mode_ == Mode::OUT) {
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
} else {
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
}
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);

View File

@@ -11,12 +11,12 @@ class Fade {
public:
// --- Enums ---
enum class Type : Uint8 {
FULLSCREEN = 0, // Fundido de pantalla completa
CENTER = 1, // Fundido desde el centro
RANDOM_SQUARE = 2, // Fundido con cuadrados aleatorios
RANDOM_SQUARE2 = 3, // Fundido con cuadrados aleatorios (variante 2)
DIAGONAL = 4, // Fundido diagonal desde esquina superior izquierda
VENETIAN = 5, // Fundido tipo persiana veneciana
FULLSCREEN = 0, // Fundido de pantalla completa
CENTER = 1, // Fundido desde el centro
RANDOM_SQUARE = 2, // Fundido con cuadrados aleatorios
RANDOM_SQUARE2 = 3, // Fundido con cuadrados aleatorios (variante 2)
DIAGONAL = 4, // Fundido diagonal desde esquina superior izquierda
VENETIAN = 5, // Fundido tipo persiana veneciana
};
enum class Mode : Uint8 {
@@ -37,10 +37,11 @@ class Fade {
~Fade();
// --- Métodos principales ---
void reset(); // Resetea variables para reutilizar el fade
void render(); // Dibuja la transición en pantalla
void update(); // Actualiza el estado interno
void activate(); // Activa el fade
void reset(); // Resetea variables para reutilizar el fade
void render(); // Dibuja la transición en pantalla
void update(); // Actualiza el estado interno (ya usa tiempo real)
void update(float delta_time); // Compatibilidad delta-time (ignora el parámetro)
void activate(); // Activa el fade
// --- Configuración ---
void setColor(Uint8 r, Uint8 g, Uint8 b); // Establece el color RGB del fade
@@ -104,10 +105,10 @@ class Fade {
void calculateVenetianProgress(); // Calcula el progreso del efecto veneciano
// --- Dibujo de efectos visuales ---
void drawCenterFadeRectangles(); // Dibuja los rectángulos del fundido central
void drawRandomSquares(int active_count = -1); // Dibuja los cuadrados aleatorios del fundido
void drawRandomSquares2(); // Dibuja los cuadrados con transición de color (RANDOM_SQUARE2)
void drawDiagonal(); // Dibuja los cuadrados con patrón diagonal
void drawCenterFadeRectangles(); // Dibuja los rectángulos del fundido central
void drawRandomSquares(int active_count = -1); // Dibuja los cuadrados aleatorios del fundido
void drawRandomSquares2(); // Dibuja los cuadrados con transición de color (RANDOM_SQUARE2)
void drawDiagonal(); // Dibuja los cuadrados con patrón diagonal
void activateDiagonal(int diagonal_index, Uint32 current_time); // Activa una diagonal específica
void drawVenetianBlinds(); // Dibuja las persianas venecianas del fundido
void drawVenetianBlinds(); // Dibuja las persianas venecianas del fundido
};

View File

@@ -43,7 +43,12 @@ class GameLogo {
Shake() = default;
Shake(int d, int de, int l, int o)
: desp(d), delay(de), length(l), remaining(l), counter(de), origin(o) {}
: desp(d),
delay(de),
length(l),
remaining(l),
counter(de),
origin(o) {}
void init(int d, int de, int l, int o) {
desp = d;

View File

@@ -32,7 +32,9 @@ class Input {
bool just_pressed; // Se acaba de pulsar en este fotograma
KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
: scancode(scancode), is_held(is_held), just_pressed(just_pressed) {}
: scancode(scancode),
is_held(is_held),
just_pressed(just_pressed) {}
};
struct ButtonState {
@@ -43,7 +45,10 @@ class Input {
bool trigger_active{false}; // Estado del trigger como botón digital
ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
: button(btn),
is_held(is_held),
just_pressed(just_pressed),
axis_active(axis_act) {}
};
struct Keyboard {

View File

@@ -9,7 +9,9 @@
class Texture; // lines 6-6
Item::Item(ItemType type, float x, float y, SDL_FRect &play_area, const std::shared_ptr<Texture> &texture, const std::vector<std::string> &animation)
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)), play_area_(play_area), type_(type) {
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
play_area_(play_area),
type_(type) {
switch (type) {
case ItemType::COFFEE_MACHINE: {
width_ = COFFEE_MACHINE_WIDTH;
@@ -90,7 +92,7 @@ void Item::move() {
// Si toca el borde lateral
if (pos_x_ == MIN_X || pos_x_ == MAX_X) {
vel_x_ = -vel_x_; // Invierte la velocidad horizontal
vel_x_ = -vel_x_; // Invierte la velocidad horizontal
}
// Si colisiona por arriba, rebota (excepto la máquina de café)

View File

@@ -11,6 +11,7 @@
#include "difficulty.h" // Para Difficulty
#include "external/json.hpp" // Para basic_json, iteration_proxy_value, oper...
#include "options.h" // Para SettingsOpt...
#include "resource_helper.h" // Para ResourceHelper
using json = nlohmann::json;
@@ -27,14 +28,24 @@ std::vector<Language> languages = {
auto loadFromFile(const std::string &file_path) -> bool {
texts.clear();
std::ifstream rfile(file_path);
if (!rfile.is_open()) {
return false;
}
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
try {
json j;
rfile >> j;
if (!resource_data.empty()) {
// Cargar desde datos del pack
std::string content(resource_data.begin(), resource_data.end());
j = json::parse(content);
} else {
// Fallback a filesystem directo
std::ifstream rfile(file_path);
if (!rfile.is_open()) {
return false;
}
rfile >> j;
}
for (const auto &el : j.items()) {
texts[el.key()] = el.value();

View File

@@ -19,7 +19,9 @@ struct Language {
std::string file_name; // Nombre del fichero con los textos
Language(Code c, std::string n, std::string fn)
: code(c), name(std::move(n)), file_name(std::move(fn)) {}
: code(c),
name(std::move(n)),
file_name(std::move(fn)) {}
};
// --- Funciones ---

View File

@@ -10,8 +10,10 @@ struct HiScoreEntry {
bool one_credit_complete; // Indica si se ha conseguido 1CC
// Constructor
explicit HiScoreEntry(const std::string &n = "", int s = 0, bool occ = false)
: name(n.substr(0, 6)), score(s), one_credit_complete(occ) {}
explicit HiScoreEntry(const std::string &name = "", int score = 0, bool one_credit_complete = false)
: name(name.substr(0, 6)),
score(score),
one_credit_complete(one_credit_complete) {}
};
// --- Tipos ---

View File

@@ -53,7 +53,7 @@ void MovingSprite::stop() {
flip_ = SDL_FLIP_NONE; // Establece como se ha de voltear el sprite
}
// Mueve el sprite
// Mueve el sprite (frame-based)
void MovingSprite::move() {
x_ += vx_;
y_ += vy_;
@@ -65,16 +65,34 @@ void MovingSprite::move() {
pos_.y = static_cast<int>(y_);
}
// Actualiza las variables internas del objeto
// Mueve el sprite (time-based)
void MovingSprite::move(float deltaTime) {
x_ += vx_ * deltaTime;
y_ += vy_ * deltaTime;
vx_ += ax_ * deltaTime;
vy_ += ay_ * deltaTime;
pos_.x = static_cast<int>(x_);
pos_.y = static_cast<int>(y_);
}
// Actualiza las variables internas del objeto (frame-based)
void MovingSprite::update() {
move();
rotate();
}
// Actualiza las variables internas del objeto (time-based)
void MovingSprite::update(float deltaTime) {
move(deltaTime);
rotate(deltaTime);
}
// Muestra el sprite por pantalla
void MovingSprite::render() { getTexture()->render(pos_.x, pos_.y, &sprite_clip_, horizontal_zoom_, vertical_zoom_, rotate_.angle, &rotate_.center, flip_); }
// Establece la rotacion
// Establece la rotacion (frame-based)
void MovingSprite::rotate() {
if (rotate_.enabled) {
++rotate_.counter;
@@ -85,6 +103,15 @@ void MovingSprite::rotate() {
}
}
// Establece la rotacion (time-based)
void MovingSprite::rotate(float deltaTime) {
if (rotate_.enabled) {
// Convertir speed (frames) a tiempo: speed frames = speed/60 segundos a 60fps
float rotationSpeed = static_cast<float>(rotate_.speed) / 60.0f;
rotate_.angle += rotate_.amount * (deltaTime / rotationSpeed);
}
}
// Activa o desactiva el efecto de rotación
void MovingSprite::setRotate(bool enable) {
rotate_.enabled = enable;

View File

@@ -29,10 +29,11 @@ class MovingSprite : public Sprite {
~MovingSprite() override = default;
// --- Métodos principales ---
virtual void update(); // Actualiza las variables internas del objeto
void clear() override; // Reinicia todas las variables a cero
void stop(); // Elimina el movimiento del sprite
void render() override; // Muestra el sprite por pantalla
virtual void update(); // Actualiza las variables internas del objeto (frame-based)
virtual void update(float deltaTime); // Actualiza las variables internas del objeto (time-based)
void clear() override; // Reinicia todas las variables a cero
void stop(); // Elimina el movimiento del sprite
void render() override; // Muestra el sprite por pantalla
// --- Configuración ---
void setPos(SDL_FRect rect); // Establece la posición y el tamaño del objeto
@@ -79,6 +80,8 @@ class MovingSprite : public Sprite {
// --- Métodos internos ---
void updateAngle() { rotate_.angle += rotate_.amount; } // Incrementa el valor del ángulo
void move(); // Mueve el sprite según velocidad y aceleración
void rotate(); // Rota el sprite según los parámetros de rotación
void move(); // Mueve el sprite según velocidad y aceleración (frame-based)
void move(float deltaTime); // Mueve el sprite según velocidad y aceleración (time-based)
void rotate(); // Rota el sprite según los parámetros de rotación (frame-based)
void rotate(float deltaTime); // Rota el sprite según los parámetros de rotación (time-based)
};

View File

@@ -196,46 +196,48 @@ auto setParams(const std::string& var, const std::string& value) -> bool {
// Colores válidos para globos
static const std::unordered_map<std::string, bool> VALID_BALLOON_COLORS = {
{"blue", true}, {"orange", true}, {"red", true}, {"green", true}
};
{"blue", true},
{"orange", true},
{"red", true},
{"green", true}};
auto validateBalloonColor = [](const std::string& color) -> bool {
return VALID_BALLOON_COLORS.find(color) != VALID_BALLOON_COLORS.end();
};
static const std::unordered_map<std::string, std::function<void(const std::string&)>> STRING_PARAMS = {
{"balloon.color[0]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'blue' por defecto.", v.c_str());
param.balloon.color.at(0) = "blue";
} else {
param.balloon.color.at(0) = v;
}
}},
{"balloon.color[1]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'orange' por defecto.", v.c_str());
param.balloon.color.at(1) = "orange";
} else {
param.balloon.color.at(1) = v;
}
}},
{"balloon.color[2]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'red' por defecto.", v.c_str());
param.balloon.color.at(2) = "red";
} else {
param.balloon.color.at(2) = v;
}
}},
{"balloon.color[3]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'green' por defecto.", v.c_str());
param.balloon.color.at(3) = "green";
} else {
param.balloon.color.at(3) = v;
}
}}};
{"balloon.color[0]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'blue' por defecto.", v.c_str());
param.balloon.color.at(0) = "blue";
} else {
param.balloon.color.at(0) = v;
}
}},
{"balloon.color[1]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'orange' por defecto.", v.c_str());
param.balloon.color.at(1) = "orange";
} else {
param.balloon.color.at(1) = v;
}
}},
{"balloon.color[2]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'red' por defecto.", v.c_str());
param.balloon.color.at(2) = "red";
} else {
param.balloon.color.at(2) = v;
}
}},
{"balloon.color[3]", [validateBalloonColor](const std::string& v) {
if (!validateBalloonColor(v)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'green' por defecto.", v.c_str());
param.balloon.color.at(3) = "green";
} else {
param.balloon.color.at(3) = v;
}
}}};
// Lambda para intentar cada mapa de parámetros
auto try_map = [&](const auto& param_map) -> bool {

View File

@@ -57,7 +57,8 @@ struct ParamBalloon {
// Constructor por defecto
constexpr Settings(float grav_val = 0.0F, float vel_val = 0.0F)
: grav(grav_val), vel(vel_val) {}
: grav(grav_val),
vel(vel_val) {}
};
// Inicialización con los valores por defecto desde GameDefaults
@@ -164,7 +165,10 @@ struct ParamPlayer {
// Constructor con tonalidades específicas
Shirt(const Color& darkest_tone, const Color& dark_tone, const Color& base_tone, const Color& light_tone)
: darkest(darkest_tone), dark(dark_tone), base(base_tone), light(light_tone) {}
: darkest(darkest_tone),
dark(dark_tone),
base(base_tone),
light(light_tone) {}
};
// Inicialización con valores por defecto

View File

@@ -4,6 +4,13 @@
#include <functional> // Para function
#include <utility> // Para move
// Constructor para paths por puntos (compatibilidad)
Path::Path(const std::vector<SDL_FPoint> &spots_init, int waiting_counter_init)
: spots(spots_init), is_point_path(true) {
constexpr float FRAME_TIME_MS = 1000.0f / 60.0f;
waiting_time_ms = static_cast<float>(waiting_counter_init) * FRAME_TIME_MS;
}
// Devuelve un vector con los puntos que conforman la ruta
auto createPath(float start, float end, PathType type, float fixed_pos, int steps, const std::function<double(double)> &easing_function) -> std::vector<SDL_FPoint> {
std::vector<SDL_FPoint> v;
@@ -32,10 +39,16 @@ auto createPath(float start, float end, PathType type, float fixed_pos, int step
return v;
}
// Actualiza la posición y comprueba si ha llegado a su destino
// Actualiza la posición y comprueba si ha llegado a su destino (compatibilidad)
void PathSprite::update() {
constexpr float FRAME_TIME_MS = 1000.0f / 60.0f; // 16.67ms por frame a 60 FPS
update(FRAME_TIME_MS);
}
// Actualiza la posición y comprueba si ha llegado a su destino
void PathSprite::update(float delta_time) {
if (enabled_ && !has_finished_) {
moveThroughCurrentPath();
moveThroughCurrentPath(delta_time);
goToNextPathOrDie();
}
}
@@ -79,7 +92,13 @@ void PathSprite::addPath(Path path, bool centered) {
// Añade un recorrido
void PathSprite::addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easing_function, int waiting_counter) {
paths_.emplace_back(createPath(start, end, type, fixed_pos, steps, easing_function), waiting_counter);
// Convertir frames a milisegundos
constexpr float FRAME_TIME_MS = 1000.0f / 60.0f;
float duration_ms = static_cast<float>(steps) * FRAME_TIME_MS;
float waiting_ms = static_cast<float>(waiting_counter) * FRAME_TIME_MS;
paths_.emplace_back(static_cast<float>(start), static_cast<float>(end), type, static_cast<float>(fixed_pos),
duration_ms, waiting_ms, easing_function);
}
// Añade un recorrido
@@ -95,35 +114,78 @@ void PathSprite::enable() {
enabled_ = true;
// Establece la posición
// Establece la posición inicial
auto &path = paths_.at(current_path_);
const auto &p = path.spots.at(path.counter);
setPosition(p);
if (path.is_point_path) {
const auto &p = path.spots.at(path.counter);
setPosition(p);
} else {
// Para paths generados, establecer posición inicial
SDL_FPoint initial_pos;
if (path.type == PathType::HORIZONTAL) {
initial_pos = {path.start_pos, path.fixed_pos};
} else {
initial_pos = {path.fixed_pos, path.start_pos};
}
setPosition(initial_pos);
}
}
// Coloca el sprite en los diferentes puntos del recorrido
void PathSprite::moveThroughCurrentPath() {
void PathSprite::moveThroughCurrentPath(float delta_time) {
auto &path = paths_.at(current_path_);
// Establece la posición
const auto &p = path.spots.at(path.counter);
setPosition(p);
if (path.is_point_path) {
// Lógica para paths por puntos (compatibilidad)
const auto &p = path.spots.at(path.counter);
setPosition(p);
// Comprobar si ha terminado el recorrido
if (!path.on_destination) {
++path.counter;
if (path.counter >= static_cast<int>(path.spots.size())) {
path.on_destination = true;
path.counter = static_cast<int>(path.spots.size()) - 1;
if (!path.on_destination) {
++path.counter;
if (path.counter >= static_cast<int>(path.spots.size())) {
path.on_destination = true;
path.counter = static_cast<int>(path.spots.size()) - 1;
}
}
}
// Comprobar si ha terminado la espera
if (path.on_destination) {
if (path.waiting_counter == 0) {
path.finished = true;
if (path.on_destination) {
path.waiting_elapsed += delta_time;
if (path.waiting_elapsed >= path.waiting_time_ms) {
path.finished = true;
}
}
} else {
// Lógica para paths generados en tiempo real
if (!path.on_destination) {
path.elapsed_time += delta_time;
// Calcular progreso (0.0 a 1.0)
float progress = path.elapsed_time / path.duration_ms;
if (progress >= 1.0f) {
progress = 1.0f;
path.on_destination = true;
}
// Aplicar función de easing
double eased_progress = path.easing_function(progress);
// Calcular posición actual
float current_pos = path.start_pos + (path.end_pos - path.start_pos) * static_cast<float>(eased_progress);
// Establecer posición según el tipo
SDL_FPoint position;
if (path.type == PathType::HORIZONTAL) {
position = {current_pos, path.fixed_pos};
} else {
position = {path.fixed_pos, current_pos};
}
setPosition(position);
} else {
--path.waiting_counter;
// Esperar en destino
path.waiting_elapsed += delta_time;
if (path.waiting_elapsed >= path.waiting_time_ms) {
path.finished = true;
}
}
}
}

View File

@@ -24,16 +24,31 @@ enum class PathCentered { // Centrado del recorrido
};
// --- Estructuras ---
struct Path { // Define un recorrido para el sprite
std::vector<SDL_FPoint> spots; // Puntos por los que se desplazará el sprite
int waiting_counter; // Tiempo de espera una vez en el destino
bool on_destination = false; // Indica si ha llegado al destino
bool finished = false; // Indica si ha terminado de esperarse
int counter = 0; // Contador interno
struct Path { // Define un recorrido para el sprite
float start_pos; // Posición inicial
float end_pos; // Posición final
PathType type; // Tipo de movimiento (horizontal/vertical)
float fixed_pos; // Posición fija en el eje contrario
float duration_ms; // Duración de la animación en milisegundos
float waiting_time_ms; // Tiempo de espera una vez en el destino
std::function<double(double)> easing_function; // Función de easing
float elapsed_time = 0.0f; // Tiempo transcurrido
float waiting_elapsed = 0.0f; // Tiempo de espera transcurrido
bool on_destination = false; // Indica si ha llegado al destino
bool finished = false; // Indica si ha terminado de esperarse
// Constructor
Path(const std::vector<SDL_FPoint> &spots_init, int waiting_counter_init)
: spots(spots_init), waiting_counter(waiting_counter_init) {}
// Constructor para paths generados
Path(float start, float end, PathType path_type, float fixed, float duration, float waiting, std::function<double(double)> easing)
: start_pos(start), end_pos(end), type(path_type), fixed_pos(fixed),
duration_ms(duration), waiting_time_ms(waiting), easing_function(std::move(easing)) {}
// Constructor para paths por puntos (mantenemos compatibilidad)
Path(const std::vector<SDL_FPoint> &spots_init, int waiting_counter_init);
// Variables para paths por puntos
std::vector<SDL_FPoint> spots; // Solo para paths por puntos
int counter = 0; // Solo para paths por puntos
bool is_point_path = false; // Indica si es un path por puntos
};
// --- Funciones ---
@@ -48,7 +63,8 @@ class PathSprite : public Sprite {
~PathSprite() override = default;
// --- Métodos principales ---
void update(); // Actualiza la posición del sprite según el recorrido
void update(); // Actualiza la posición del sprite según el recorrido (compatibilidad)
void update(float delta_time); // Actualiza la posición del sprite según el recorrido
void render() override; // Muestra el sprite por pantalla
// --- Gestión de recorridos ---
@@ -71,6 +87,6 @@ class PathSprite : public Sprite {
std::vector<Path> paths_; // Caminos a recorrer por el sprite
// --- Métodos internos ---
void moveThroughCurrentPath(); // Coloca el sprite en los diferentes puntos del recorrido
void moveThroughCurrentPath(float delta_time); // Coloca el sprite en los diferentes puntos del recorrido
void goToNextPathOrDie(); // Cambia de recorrido o finaliza
};

View File

@@ -22,7 +22,17 @@
// Constructor
Player::Player(const Config &config)
: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))), power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))), enter_name_(std::make_unique<EnterName>()), hi_score_table_(config.hi_score_table), glowing_entry_(config.glowing_entry), stage_info_(config.stage_info), play_area_(*config.play_area), id_(config.id), default_pos_x_(config.x), default_pos_y_(config.y), demo_(config.demo) {
: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))),
power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))),
enter_name_(std::make_unique<EnterName>()),
hi_score_table_(config.hi_score_table),
glowing_entry_(config.glowing_entry),
stage_info_(config.stage_info),
play_area_(*config.play_area),
id_(config.id),
default_pos_x_(config.x),
default_pos_y_(config.y),
demo_(config.demo) {
// Configura objetos
player_sprite_->addTexture(config.texture.at(1));
player_sprite_->addTexture(config.texture.at(2));
@@ -585,6 +595,14 @@ void Player::update() {
updateShowingName();
}
void Player::passShowingName() {
if (game_completed_) {
setPlayingState(State::LEAVING_SCREEN);
} else {
setPlayingState(State::CONTINUE);
}
}
// Incrementa la puntuación del jugador
void Player::addScore(int score, int lowest_hi_score_entry) {
if (isPlaying()) {
@@ -624,6 +642,9 @@ void Player::setPlayingState(State state) {
switch (playing_state_) {
case State::RECOVER: {
score_ = 0; // Pon los puntos a cero para que no se vea en el marcador
score_multiplier_ = 1.0F;
setScoreboardMode(Scoreboard::Mode::SCORE);
break;
}
case State::RESPAWNING: {
@@ -781,19 +802,19 @@ void Player::updateInvulnerable() {
if (playing_state_ == State::PLAYING && invulnerable_) {
if (invulnerable_counter_ > 0) {
--invulnerable_counter_;
// Frecuencia fija de parpadeo (como el original)
constexpr int blink_speed = 8;
// Calcula proporción decreciente: menos textura blanca hacia el final
// Al inicio: 50-50, hacia el final: 70-30 (menos blanco)
float progress = 1.0f - (static_cast<float>(invulnerable_counter_) / INVULNERABLE_COUNTER);
int white_frames = static_cast<int>((0.5f - progress * 0.2f) * blink_speed);
int white_frames = static_cast<int>((0.5f - progress * 0.2f) * blink_speed);
// Alterna entre texturas con proporción variable
bool should_show_invulnerable = (invulnerable_counter_ % blink_speed) < white_frames;
size_t target_texture = should_show_invulnerable ? INVULNERABLE_TEXTURE : coffees_;
// Solo cambia textura si es diferente (optimización)
if (player_sprite_->getActiveTexture() != target_texture) {
player_sprite_->setActiveTexture(target_texture);

View File

@@ -170,7 +170,7 @@ class Player {
[[nodiscard]] static auto getWidth() -> int { return WIDTH; }
[[nodiscard]] auto getPlayingState() const -> State { return playing_state_; }
[[nodiscard]] auto getName() const -> const std::string & { return name_; }
[[nodiscard]] auto get1CC() const -> bool { return game_completed_ && credits_used_ == 1; }
[[nodiscard]] auto get1CC() const -> bool { return game_completed_ && credits_used_ <= 1; }
[[nodiscard]] auto getEnterNamePositionOverflow() const -> bool { return enter_name_ ? enter_name_->getPositionOverflow() : false; }
// Setters inline
@@ -186,6 +186,7 @@ class Player {
void setWalkingState(State state) { walking_state_ = state; }
void addCredit();
void passShowingName();
void setGamepad(std::shared_ptr<Input::Gamepad> gamepad) { gamepad_ = std::move(gamepad); }
[[nodiscard]] auto getGamepad() const -> std::shared_ptr<Input::Gamepad> { return gamepad_; }
void setUsesKeyboard(bool value) { uses_keyboard_ = value; }

View File

@@ -2,25 +2,58 @@
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError, SDL_SetRenderDrawColor, SDL_EventType, SDL_PollEvent, SDL_RenderFillRect, SDL_RenderRect, SDLK_ESCAPE, SDL_Event
#include <algorithm> // Para find_if, max, find
#include <array> // Para array
#include <cstdlib> // Para exit
#include <stdexcept> // Para runtime_error
#include <utility> // Para move
#include <algorithm> // Para find_if, max, find
#include <array> // Para array
#include <cstdlib> // Para exit, getenv
#include <filesystem> // Para filesystem::remove, filesystem::exists
#include <fstream> // Para ofstream
#include <stdexcept> // Para runtime_error
#include <utility> // Para move
#include "asset.h" // Para Asset
#include "color.h" // Para Color
#ifndef NO_AUDIO
#include "external/jail_audio.h" // Para JA_LoadMusic, JA_LoadSound, JA_DeleteMusic, JA_DeleteSound
#endif
#include "lang.h" // Para getText
#include "param.h" // Para Param, param, ParamResource, ParamGame
#include "screen.h" // Para Screen
#include "text.h" // Para Text
#include "lang.h" // Para getText
#include "param.h" // Para Param, param, ParamResource, ParamGame
#include "resource_helper.h" // Para ResourceHelper
#include "screen.h" // Para Screen
#include "text.h" // Para Text
struct JA_Music_t; // lines 11-11
struct JA_Sound_t; // lines 12-12
// Helper para cargar archivos de audio desde pack o filesystem
namespace {
std::string createTempAudioFile(const std::string &file_path, std::vector<std::string> &temp_files_tracker) {
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
// Crear archivo temporal
std::string temp_dir;
#ifdef _WIN32
temp_dir = std::getenv("TEMP") ? std::getenv("TEMP") : "C:\\temp";
#else
temp_dir = "/tmp";
#endif
std::string temp_path = temp_dir + "/ccae_audio_" + std::to_string(std::hash<std::string>{}(file_path));
std::ofstream temp_file(temp_path, std::ios::binary);
if (!temp_file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Cannot create temp file %s", temp_path.c_str());
return file_path;
}
temp_file.write(reinterpret_cast<const char *>(resource_data.data()), resource_data.size());
temp_file.close();
// Agregar a la lista de archivos temporales para limpieza posterior
temp_files_tracker.push_back(temp_path);
return temp_path;
}
return file_path; // Usar ruta original si no está en pack
}
} // namespace
// Declaraciones de funciones que necesitas implementar en otros archivos
// Singleton
@@ -42,7 +75,8 @@ auto Resource::get() -> Resource * { return Resource::instance; }
// Constructor con modo de carga
Resource::Resource(LoadingMode mode)
: loading_mode_(mode), loading_text_(nullptr) {
: loading_mode_(mode),
loading_text_(nullptr) {
if (loading_mode_ == LoadingMode::PRELOAD) {
loading_text_ = Screen::get()->getText();
load();
@@ -55,6 +89,7 @@ Resource::Resource(LoadingMode mode)
// Destructor
Resource::~Resource() {
cleanupTempAudioFiles();
clear();
}
@@ -293,7 +328,8 @@ auto Resource::loadSoundLazy(const std::string &name) -> JA_Sound_t * {
auto sound_list = Asset::get()->getListByType(Asset::Type::SOUND);
for (const auto &file : sound_list) {
if (getFileName(file) == name) {
return JA_LoadSound(file.c_str());
std::string audio_path = createTempAudioFile(file, Resource::get()->temp_audio_files_);
return JA_LoadSound(audio_path.c_str());
}
}
#endif
@@ -306,7 +342,8 @@ auto Resource::loadMusicLazy(const std::string &name) -> JA_Music_t * {
auto music_list = Asset::get()->getListByType(Asset::Type::MUSIC);
for (const auto &file : music_list) {
if (getFileName(file) == name) {
return JA_LoadMusic(file.c_str());
std::string audio_path = createTempAudioFile(file, Resource::get()->temp_audio_files_);
return JA_LoadMusic(audio_path.c_str());
}
}
#endif
@@ -448,7 +485,8 @@ void Resource::loadSounds() {
auto name = getFileName(l);
updateLoadingProgress(name);
#ifndef NO_AUDIO
sounds_.emplace_back(name, JA_LoadSound(l.c_str()));
std::string audio_path = createTempAudioFile(l, temp_audio_files_);
sounds_.emplace_back(name, JA_LoadSound(audio_path.c_str()));
#else
sounds_.emplace_back(name, nullptr);
#endif
@@ -466,7 +504,8 @@ void Resource::loadMusics() {
auto name = getFileName(l);
updateLoadingProgress(name);
#ifndef NO_AUDIO
musics_.emplace_back(name, JA_LoadMusic(l.c_str()));
std::string audio_path = createTempAudioFile(l, temp_audio_files_);
musics_.emplace_back(name, JA_LoadMusic(audio_path.c_str()));
#else
musics_.emplace_back(name, nullptr);
#endif
@@ -567,7 +606,7 @@ void Resource::createPlayerTextures() {
texture->setPaletteColor(0, 19, param.player.default_shirt[player_idx].light.TO_UINT32());
texture->setPaletteColor(0, 56, param.player.outline_color[player_idx].TO_UINT32());
} else {
// Crear textura nueva desde archivo
// Crear textura nueva desde archivo usando ResourceHelper
texture = std::make_shared<Texture>(Screen::get()->getRenderer(), texture_file_path);
// Añadir todas las paletas
@@ -611,7 +650,8 @@ void Resource::createTextTextures() {
std::string text;
NameAndText(std::string name_init, std::string text_init)
: name(std::move(name_init)), text(std::move(text_init)) {}
: name(std::move(name_init)),
text(std::move(text_init)) {}
};
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXTURES");
@@ -623,7 +663,8 @@ void Resource::createTextTextures() {
{"game_text_5000_points", "5.000"},
{"game_text_powerup", Lang::getText("[GAME_TEXT] 4")},
{"game_text_one_hit", Lang::getText("[GAME_TEXT] 5")},
{"game_text_stop", Lang::getText("[GAME_TEXT] 6")}};
{"game_text_stop", Lang::getText("[GAME_TEXT] 6")},
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
auto text1 = getText("04b_25_enhanced");
for (const auto &s : strings1) {
@@ -631,27 +672,17 @@ void Resource::createTextTextures() {
printWithDots("Texture : ", s.name, "[ DONE ]");
}
// Texturas de tamaño normal
std::vector<NameAndText> strings2 = {
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
auto text2 = getText("04b_25");
for (const auto &s : strings2) {
textures_.emplace_back(s.name, text2->writeDXToTexture(Text::STROKE, s.text, -2, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
// Texturas de tamaño doble
std::vector<NameAndText> strings3 = {
std::vector<NameAndText> strings2 = {
{"game_text_100000_points", "100.000"},
{"game_text_get_ready", Lang::getText("[GAME_TEXT] 7")},
{"game_text_last_stage", Lang::getText("[GAME_TEXT] 3")},
{"game_text_congratulations", Lang::getText("[GAME_TEXT] 1")},
{"game_text_game_over", "Game Over"}};
auto text3 = getText("04b_25_2x");
for (const auto &s : strings3) {
textures_.emplace_back(s.name, text3->writeToTexture(s.text, 1, -4));
auto text2 = getText("04b_25_2x_enhanced");
for (const auto &s : strings2) {
textures_.emplace_back(s.name, text2->writeDXToTexture(Text::STROKE, s.text, -4, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
}
@@ -665,7 +696,10 @@ void Resource::createText() {
std::string white_texture_file; // Textura blanca opcional
ResourceInfo(std::string k, std::string t_file, std::string txt_file, std::string w_file = "")
: key(std::move(k)), texture_file(std::move(t_file)), text_file(std::move(txt_file)), white_texture_file(std::move(w_file)) {}
: key(std::move(k)),
texture_file(std::move(t_file)),
text_file(std::move(txt_file)),
white_texture_file(std::move(w_file)) {}
};
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXT OBJECTS");
@@ -675,6 +709,7 @@ void Resource::createText() {
{"04b_25_enhanced", "04b_25.png", "04b_25.txt", "04b_25_white.png"}, // Nueva fuente con textura blanca
{"04b_25_white", "04b_25_white.png", "04b_25.txt"},
{"04b_25_2x", "04b_25_2x.png", "04b_25_2x.txt"},
{"04b_25_2x_enhanced", "04b_25_2x.png", "04b_25_2x.txt", "04b_25_2x_white.png"}, // Nueva fuente con textura blanca
{"04b_25_metal", "04b_25_metal.png", "04b_25.txt"},
{"04b_25_grey", "04b_25_grey.png", "04b_25.txt"},
{"04b_25_flat", "04b_25_flat.png", "04b_25.txt"},
@@ -833,3 +868,18 @@ void Resource::updateLoadingProgress(std::string name) {
void Resource::updateProgressBar() {
loading_full_rect_.w = loading_wired_rect_.w * loading_count_.getPercentage();
}
// Limpia archivos temporales de audio
void Resource::cleanupTempAudioFiles() {
for (const auto &temp_path : temp_audio_files_) {
try {
if (std::filesystem::exists(temp_path)) {
std::filesystem::remove(temp_path);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Removed temp audio file: %s", temp_path.c_str());
}
} catch (const std::exception &e) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to remove temp audio file %s: %s", temp_path.c_str(), e.what());
}
}
temp_audio_files_.clear();
}

View File

@@ -52,7 +52,8 @@ class Resource {
JA_Sound_t *sound; // Objeto con el sonido
ResourceSound(std::string name, JA_Sound_t *sound = nullptr)
: name(std::move(name)), sound(sound) {}
: name(std::move(name)),
sound(sound) {}
};
struct ResourceMusic {
@@ -60,7 +61,8 @@ class Resource {
JA_Music_t *music; // Objeto con la música
ResourceMusic(std::string name, JA_Music_t *music = nullptr)
: name(std::move(name)), music(music) {}
: name(std::move(name)),
music(music) {}
};
struct ResourceTexture {
@@ -68,7 +70,8 @@ class Resource {
std::shared_ptr<Texture> texture; // Objeto con la textura
ResourceTexture(std::string name, std::shared_ptr<Texture> texture = nullptr)
: name(std::move(name)), texture(std::move(texture)) {}
: name(std::move(name)),
texture(std::move(texture)) {}
};
struct ResourceTextFile {
@@ -76,7 +79,8 @@ class Resource {
std::shared_ptr<Text::File> text_file; // Objeto con los descriptores de la fuente de texto
ResourceTextFile(std::string name, std::shared_ptr<Text::File> text_file = nullptr)
: name(std::move(name)), text_file(std::move(text_file)) {}
: name(std::move(name)),
text_file(std::move(text_file)) {}
};
struct ResourceText {
@@ -84,7 +88,8 @@ class Resource {
std::shared_ptr<Text> text; // Objeto de texto
ResourceText(std::string name, std::shared_ptr<Text> text = nullptr)
: name(std::move(name)), text(std::move(text)) {}
: name(std::move(name)),
text(std::move(text)) {}
};
struct ResourceAnimation {
@@ -92,7 +97,8 @@ class Resource {
AnimationsFileBuffer animation; // Objeto con las animaciones
ResourceAnimation(std::string name, AnimationsFileBuffer animation = {})
: name(std::move(name)), animation(std::move(animation)) {}
: name(std::move(name)),
animation(std::move(animation)) {}
};
// --- Estructura para el progreso de carga ---
@@ -100,8 +106,12 @@ class Resource {
size_t total; // Número total de recursos
size_t loaded; // Número de recursos cargados
ResourceCount() : total(0), loaded(0) {}
ResourceCount(size_t total) : total(total), loaded(0) {}
ResourceCount()
: total(0),
loaded(0) {}
ResourceCount(size_t total)
: total(total),
loaded(0) {}
void add(size_t amount) { loaded += amount; }
void increase() { loaded++; }
@@ -129,6 +139,9 @@ class Resource {
SDL_FRect loading_wired_rect_;
SDL_FRect loading_full_rect_;
// --- Archivos temporales ---
std::vector<std::string> temp_audio_files_; // Rutas de archivos temporales de audio para limpieza
// --- Métodos internos de carga y gestión ---
void loadSounds(); // Carga los sonidos
void loadMusics(); // Carga las músicas
@@ -147,6 +160,7 @@ class Resource {
void load(); // Carga todos los recursos
void clearSounds(); // Vacía el vector de sonidos
void clearMusics(); // Vacía el vector de músicas
void cleanupTempAudioFiles(); // Limpia archivos temporales de audio
// --- Métodos para carga perezosa ---
void initResourceLists(); // Inicializa las listas de recursos sin cargar el contenido

View File

@@ -0,0 +1,96 @@
#include "resource_helper.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream>
namespace ResourceHelper {
static bool resource_system_initialized = false;
bool initializeResourceSystem(const std::string& pack_file) {
auto& loader = ResourceLoader::getInstance();
resource_system_initialized = loader.initialize(pack_file, true);
if (resource_system_initialized) {
std::cout << "Resource system initialized with pack: " << pack_file << std::endl;
} else {
std::cout << "Resource system using fallback mode (filesystem only)" << std::endl;
}
return true; // Always return true as fallback is acceptable
}
void shutdownResourceSystem() {
if (resource_system_initialized) {
ResourceLoader::getInstance().shutdown();
resource_system_initialized = false;
}
}
std::vector<uint8_t> loadFile(const std::string& filepath) {
if (resource_system_initialized && shouldUseResourcePack(filepath)) {
auto& loader = ResourceLoader::getInstance();
std::string pack_path = getPackPath(filepath);
auto data = loader.loadResource(pack_path);
if (!data.empty()) {
return data;
}
}
// Fallback a filesystem
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
if (!file) {
return {};
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(fileSize);
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
return {};
}
return data;
}
bool shouldUseResourcePack(const std::string& filepath) {
// Archivos que NO van al pack:
// - config/ (ahora está fuera de data/)
// - archivos absolutos del sistema
if (filepath.find("config/") != std::string::npos) {
return false;
}
// Si contiene "data/" es candidato para el pack
if (filepath.find("data/") != std::string::npos) {
return true;
}
return false;
}
std::string getPackPath(const std::string& asset_path) {
std::string pack_path = asset_path;
// Normalizar separadores de path a '/'
std::replace(pack_path.begin(), pack_path.end(), '\\', '/');
// Remover prefijo "data/" si existe
size_t data_pos = pack_path.find("data/");
if (data_pos != std::string::npos) {
pack_path = pack_path.substr(data_pos + 5); // +5 para saltar "data/"
}
// Remover cualquier prefijo de path absoluto
size_t last_data = pack_path.rfind("data/");
if (last_data != std::string::npos) {
pack_path = pack_path.substr(last_data + 5);
}
return pack_path;
}
} // namespace ResourceHelper

47
source/resource_helper.h Normal file
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@@ -0,0 +1,47 @@
#pragma once
#include <filesystem>
#include <fstream>
#include <memory>
#include <string>
#include <vector>
#include "resource_loader.h"
// Helper functions para integrar ResourceLoader con el sistema existente
namespace ResourceHelper {
// Inicializa ResourceLoader (llamar al inicio del programa)
bool initializeResourceSystem(const std::string& pack_file = "resources.pack");
// Cierra ResourceLoader
void shutdownResourceSystem();
// Carga un archivo usando ResourceLoader o fallback a filesystem
std::vector<uint8_t> loadFile(const std::string& filepath);
// Verifica si un archivo debería cargarse del pack vs filesystem
bool shouldUseResourcePack(const std::string& filepath);
// Convierte ruta Asset a ruta relativa para ResourceLoader
std::string getPackPath(const std::string& asset_path);
// Wrappea la carga de archivos para mantener compatibilidad
template <typename T>
T* loadResourceFile(const std::string& asset_path, T* (*loader_func)(const char*)) {
auto data = loadFile(asset_path);
if (data.empty()) {
return loader_func(asset_path.c_str());
}
// Crear archivo temporal para funciones que esperan path
std::string temp_path = "/tmp/ccae_" + std::to_string(std::hash<std::string>{}(asset_path));
std::ofstream temp_file(temp_path, std::ios::binary);
temp_file.write(reinterpret_cast<const char*>(data.data()), data.size());
temp_file.close();
T* result = loader_func(temp_path.c_str());
std::filesystem::remove(temp_path);
return result;
}
} // namespace ResourceHelper

135
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@@ -0,0 +1,135 @@
#include "resource_loader.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream>
std::unique_ptr<ResourceLoader> ResourceLoader::instance = nullptr;
ResourceLoader::ResourceLoader()
: resourcePack(nullptr),
fallbackToFiles(true) {}
ResourceLoader& ResourceLoader::getInstance() {
if (!instance) {
instance = std::unique_ptr<ResourceLoader>(new ResourceLoader());
}
return *instance;
}
ResourceLoader::~ResourceLoader() {
shutdown();
}
bool ResourceLoader::initialize(const std::string& packFile, bool enableFallback) {
shutdown();
fallbackToFiles = enableFallback;
packPath = packFile;
if (std::filesystem::exists(packFile)) {
resourcePack = new ResourcePack();
if (resourcePack->loadPack(packFile)) {
std::cout << "Resource pack loaded successfully: " << packFile << std::endl;
std::cout << "Resources available: " << resourcePack->getResourceCount() << std::endl;
return true;
} else {
delete resourcePack;
resourcePack = nullptr;
std::cerr << "Failed to load resource pack: " << packFile << std::endl;
}
}
if (fallbackToFiles) {
std::cout << "Using fallback mode: loading resources from data/ directory" << std::endl;
return true;
}
std::cerr << "Resource pack not found and fallback disabled: " << packFile << std::endl;
return false;
}
void ResourceLoader::shutdown() {
if (resourcePack) {
delete resourcePack;
resourcePack = nullptr;
}
}
std::vector<uint8_t> ResourceLoader::loadResource(const std::string& filename) {
if (resourcePack && resourcePack->hasResource(filename)) {
return resourcePack->getResource(filename);
}
if (fallbackToFiles) {
return loadFromFile(filename);
}
std::cerr << "Resource not found: " << filename << std::endl;
return {};
}
bool ResourceLoader::resourceExists(const std::string& filename) {
if (resourcePack && resourcePack->hasResource(filename)) {
return true;
}
if (fallbackToFiles) {
std::string fullPath = getDataPath(filename);
return std::filesystem::exists(fullPath);
}
return false;
}
std::vector<uint8_t> ResourceLoader::loadFromFile(const std::string& filename) {
std::string fullPath = getDataPath(filename);
std::ifstream file(fullPath, std::ios::binary | std::ios::ate);
if (!file) {
std::cerr << "Error: Could not open file: " << fullPath << std::endl;
return {};
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(fileSize);
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
std::cerr << "Error: Could not read file: " << fullPath << std::endl;
return {};
}
return data;
}
std::string ResourceLoader::getDataPath(const std::string& filename) {
return "data/" + filename;
}
size_t ResourceLoader::getLoadedResourceCount() const {
if (resourcePack) {
return resourcePack->getResourceCount();
}
return 0;
}
std::vector<std::string> ResourceLoader::getAvailableResources() const {
if (resourcePack) {
return resourcePack->getResourceList();
}
std::vector<std::string> result;
if (fallbackToFiles && std::filesystem::exists("data")) {
for (const auto& entry : std::filesystem::recursive_directory_iterator("data")) {
if (entry.is_regular_file()) {
std::string filename = std::filesystem::relative(entry.path(), "data").string();
std::replace(filename.begin(), filename.end(), '\\', '/');
result.push_back(filename);
}
}
}
return result;
}

38
source/resource_loader.h Normal file
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@@ -0,0 +1,38 @@
#ifndef RESOURCE_LOADER_H
#define RESOURCE_LOADER_H
#include <memory>
#include "resource_pack.h"
class ResourceLoader {
private:
static std::unique_ptr<ResourceLoader> instance;
ResourcePack* resourcePack;
std::string packPath;
bool fallbackToFiles;
ResourceLoader();
public:
static ResourceLoader& getInstance();
~ResourceLoader();
bool initialize(const std::string& packFile, bool enableFallback = true);
void shutdown();
std::vector<uint8_t> loadResource(const std::string& filename);
bool resourceExists(const std::string& filename);
void setFallbackToFiles(bool enable) { fallbackToFiles = enable; }
bool getFallbackToFiles() const { return fallbackToFiles; }
size_t getLoadedResourceCount() const;
std::vector<std::string> getAvailableResources() const;
private:
std::vector<uint8_t> loadFromFile(const std::string& filename);
std::string getDataPath(const std::string& filename);
};
#endif

224
source/resource_pack.cpp Normal file
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@@ -0,0 +1,224 @@
#include "resource_pack.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream>
const std::string ResourcePack::DEFAULT_ENCRYPT_KEY = "CCAE_RESOURCES_2024";
ResourcePack::ResourcePack()
: loaded(false) {}
ResourcePack::~ResourcePack() {
clear();
}
uint32_t ResourcePack::calculateChecksum(const std::vector<uint8_t>& data) {
uint32_t checksum = 0x12345678;
for (size_t i = 0; i < data.size(); ++i) {
checksum = ((checksum << 5) + checksum) + data[i];
}
return checksum;
}
void ResourcePack::encryptData(std::vector<uint8_t>& data, const std::string& key) {
if (key.empty()) return;
for (size_t i = 0; i < data.size(); ++i) {
data[i] ^= key[i % key.length()];
}
}
void ResourcePack::decryptData(std::vector<uint8_t>& data, const std::string& key) {
encryptData(data, key);
}
bool ResourcePack::loadPack(const std::string& packFile) {
std::ifstream file(packFile, std::ios::binary);
if (!file) {
std::cerr << "Error: Could not open pack file: " << packFile << std::endl;
return false;
}
char header[4];
file.read(header, 4);
if (std::string(header, 4) != "CCAE") {
std::cerr << "Error: Invalid pack file format" << std::endl;
return false;
}
uint32_t version;
file.read(reinterpret_cast<char*>(&version), sizeof(version));
if (version != 1) {
std::cerr << "Error: Unsupported pack version: " << version << std::endl;
return false;
}
uint32_t resourceCount;
file.read(reinterpret_cast<char*>(&resourceCount), sizeof(resourceCount));
resources.clear();
resources.reserve(resourceCount);
for (uint32_t i = 0; i < resourceCount; ++i) {
uint32_t filenameLength;
file.read(reinterpret_cast<char*>(&filenameLength), sizeof(filenameLength));
std::string filename(filenameLength, '\0');
file.read(&filename[0], filenameLength);
ResourceEntry entry;
entry.filename = filename;
file.read(reinterpret_cast<char*>(&entry.offset), sizeof(entry.offset));
file.read(reinterpret_cast<char*>(&entry.size), sizeof(entry.size));
file.read(reinterpret_cast<char*>(&entry.checksum), sizeof(entry.checksum));
resources[filename] = entry;
}
uint64_t dataSize;
file.read(reinterpret_cast<char*>(&dataSize), sizeof(dataSize));
data.resize(dataSize);
file.read(reinterpret_cast<char*>(data.data()), dataSize);
decryptData(data, DEFAULT_ENCRYPT_KEY);
loaded = true;
return true;
}
bool ResourcePack::savePack(const std::string& packFile) {
std::ofstream file(packFile, std::ios::binary);
if (!file) {
std::cerr << "Error: Could not create pack file: " << packFile << std::endl;
return false;
}
file.write("CCAE", 4);
uint32_t version = 1;
file.write(reinterpret_cast<const char*>(&version), sizeof(version));
uint32_t resourceCount = static_cast<uint32_t>(resources.size());
file.write(reinterpret_cast<const char*>(&resourceCount), sizeof(resourceCount));
for (const auto& [filename, entry] : resources) {
uint32_t filenameLength = static_cast<uint32_t>(filename.length());
file.write(reinterpret_cast<const char*>(&filenameLength), sizeof(filenameLength));
file.write(filename.c_str(), filenameLength);
file.write(reinterpret_cast<const char*>(&entry.offset), sizeof(entry.offset));
file.write(reinterpret_cast<const char*>(&entry.size), sizeof(entry.size));
file.write(reinterpret_cast<const char*>(&entry.checksum), sizeof(entry.checksum));
}
std::vector<uint8_t> encryptedData = data;
encryptData(encryptedData, DEFAULT_ENCRYPT_KEY);
uint64_t dataSize = encryptedData.size();
file.write(reinterpret_cast<const char*>(&dataSize), sizeof(dataSize));
file.write(reinterpret_cast<const char*>(encryptedData.data()), dataSize);
return true;
}
bool ResourcePack::addFile(const std::string& filename, const std::string& filepath) {
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
if (!file) {
std::cerr << "Error: Could not open file: " << filepath << std::endl;
return false;
}
std::streamsize fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> fileData(fileSize);
if (!file.read(reinterpret_cast<char*>(fileData.data()), fileSize)) {
std::cerr << "Error: Could not read file: " << filepath << std::endl;
return false;
}
ResourceEntry entry;
entry.filename = filename;
entry.offset = data.size();
entry.size = fileData.size();
entry.checksum = calculateChecksum(fileData);
data.insert(data.end(), fileData.begin(), fileData.end());
resources[filename] = entry;
return true;
}
bool ResourcePack::addDirectory(const std::string& directory) {
if (!std::filesystem::exists(directory)) {
std::cerr << "Error: Directory does not exist: " << directory << std::endl;
return false;
}
for (const auto& entry : std::filesystem::recursive_directory_iterator(directory)) {
if (entry.is_regular_file()) {
std::string filepath = entry.path().string();
std::string filename = std::filesystem::relative(entry.path(), directory).string();
std::replace(filename.begin(), filename.end(), '\\', '/');
if (!addFile(filename, filepath)) {
return false;
}
}
}
return true;
}
std::vector<uint8_t> ResourcePack::getResource(const std::string& filename) {
auto it = resources.find(filename);
if (it == resources.end()) {
std::cerr << "Error: Resource not found: " << filename << std::endl;
return {};
}
const ResourceEntry& entry = it->second;
if (entry.offset + entry.size > data.size()) {
std::cerr << "Error: Invalid resource data: " << filename << std::endl;
return {};
}
std::vector<uint8_t> result(data.begin() + entry.offset,
data.begin() + entry.offset + entry.size);
uint32_t checksum = calculateChecksum(result);
if (checksum != entry.checksum) {
std::cerr << "Warning: Checksum mismatch for resource: " << filename << std::endl;
}
return result;
}
bool ResourcePack::hasResource(const std::string& filename) const {
return resources.find(filename) != resources.end();
}
void ResourcePack::clear() {
resources.clear();
data.clear();
loaded = false;
}
size_t ResourcePack::getResourceCount() const {
return resources.size();
}
std::vector<std::string> ResourcePack::getResourceList() const {
std::vector<std::string> result;
result.reserve(resources.size());
for (const auto& [filename, entry] : resources) {
result.push_back(filename);
}
return result;
}

46
source/resource_pack.h Normal file
View File

@@ -0,0 +1,46 @@
#ifndef RESOURCE_PACK_H
#define RESOURCE_PACK_H
#include <cstdint>
#include <string>
#include <unordered_map>
#include <vector>
struct ResourceEntry {
std::string filename;
uint64_t offset;
uint64_t size;
uint32_t checksum;
};
class ResourcePack {
private:
std::unordered_map<std::string, ResourceEntry> resources;
std::vector<uint8_t> data;
bool loaded;
uint32_t calculateChecksum(const std::vector<uint8_t>& data);
void encryptData(std::vector<uint8_t>& data, const std::string& key);
void decryptData(std::vector<uint8_t>& data, const std::string& key);
public:
ResourcePack();
~ResourcePack();
bool loadPack(const std::string& packFile);
bool savePack(const std::string& packFile);
bool addFile(const std::string& filename, const std::string& filepath);
bool addDirectory(const std::string& directory);
std::vector<uint8_t> getResource(const std::string& filename);
bool hasResource(const std::string& filename) const;
void clear();
size_t getResourceCount() const;
std::vector<std::string> getResourceList() const;
static const std::string DEFAULT_ENCRYPT_KEY;
};
#endif

View File

@@ -40,7 +40,8 @@ Scoreboard::Scoreboard()
: renderer_(Screen::get()->getRenderer()),
game_power_meter_texture_(Resource::get()->getTexture("game_power_meter.png")),
power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)),
text_scoreboard_(Resource::get()->getText("8bithud")) {
text_(Resource::get()->getText("8bithud")),
enter_name_text_(Resource::get()->getText("smb2")) {
// Inicializa variables
for (size_t i = 0; i < static_cast<size_t>(Id::SIZE); ++i) {
name_.at(i).clear();
@@ -198,50 +199,50 @@ void Scoreboard::renderPanelContent(size_t panel_index) {
void Scoreboard::renderScoreMode(size_t panel_index) {
// SCORE
text_scoreboard_->writeDX(Text::COLOR | Text::CENTER, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(Text::COLOR | Text::CENTER, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
text_->writeDX(Text::COLOR | Text::CENTER, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_->writeDX(Text::COLOR | Text::CENTER, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// MULT
text_scoreboard_->writeDX(Text::COLOR | Text::CENTER, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 3"), 1, text_color1_);
text_scoreboard_->writeDX(Text::COLOR | Text::CENTER, slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_.at(panel_index)).substr(0, 3), 1, text_color2_);
text_->writeDX(Text::COLOR | Text::CENTER, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 3"), 1, text_color1_);
text_->writeDX(Text::COLOR | Text::CENTER, slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_.at(panel_index)).substr(0, 3), 1, text_color2_);
}
void Scoreboard::renderDemoMode() {
// DEMO MODE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 6"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 6"), 1, text_color1_);
// PRESS START TO PLAY
if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_);
}
}
void Scoreboard::renderWaitingMode() {
// GAME OVER
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
// PRESS START TO PLAY
if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_);
}
}
void Scoreboard::renderGameOverMode() {
// GAME OVER
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
// PLEASE WAIT
if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 12"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 13"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 12"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 13"), 1, text_color1_);
}
}
void Scoreboard::renderStageInfoMode() {
// STAGE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, Lang::getText("[SCOREBOARD] 5") + " " + std::to_string(stage_), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, Lang::getText("[SCOREBOARD] 5") + " " + std::to_string(stage_), 1, text_color1_);
// POWERMETER
power_meter_sprite_->setSpriteClip(0, 0, 40, 7);
@@ -250,76 +251,75 @@ void Scoreboard::renderStageInfoMode() {
power_meter_sprite_->render();
// HI-SCORE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 4"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 4"), 1, text_color1_);
const std::string NAME = hi_score_name_.empty() ? "" : hi_score_name_ + " - ";
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, NAME + updateScoreText(hi_score_), 1, text_color2_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, NAME + updateScoreText(hi_score_), 1, text_color2_);
}
void Scoreboard::renderContinueMode(size_t panel_index) {
// SCORE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// CONTINUE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 10"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_.at(panel_index)), 1, text_color2_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 10"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_.at(panel_index)), 1, text_color2_);
}
void Scoreboard::renderEnterNameMode(size_t panel_index) {
// SCORE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// ENTER NAME
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
renderNameInputField(panel_index);
}
void Scoreboard::renderNameInputField(size_t panel_index) {
SDL_FRect rect = {enter_name_pos_.x, enter_name_pos_.y, 5.0F, 7.0F};
SDL_FRect rect = {
.x = enter_name_pos_.x,
.y = enter_name_pos_.y,
.w = static_cast<float>(enter_name_text_->getCharacterSize() - 2),
.h = static_cast<float>(enter_name_text_->getCharacterSize())};
// Recorre todos los slots de letras del nombre
for (size_t j = 0; j < NAME_SIZE; ++j) {
// Selecciona el color
const Color COLOR = j < selector_pos_.at(panel_index) ? text_color2_ : text_color1_;
if (j != selector_pos_.at(panel_index) || time_counter_ % 3 == 0) {
// Dibuja la linea
if (j >= selector_pos_.at(panel_index)) {
SDL_SetRenderDrawColor(renderer_, COLOR.r, COLOR.g, COLOR.b, 255);
SDL_RenderLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
}
// Dibuja la letra
if (j < record_name_.at(panel_index).size()) {
text_scoreboard_->writeColored(rect.x, rect.y, record_name_.at(panel_index).substr(j, 1), COLOR);
}
// Dibuja la linea. Si coincide con el selector solo se dibuja 2 de cada 4 veces
if (j != selector_pos_.at(panel_index) || time_counter_ % 4 >= 2) {
SDL_SetRenderDrawColor(renderer_, text_color1_.r, text_color1_.g, text_color1_.b, 255);
SDL_RenderLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
}
rect.x += 7;
// Dibuja la letra
if (j < record_name_.at(panel_index).size()) {
enter_name_text_->writeColored(rect.x, rect.y, record_name_.at(panel_index).substr(j, 1), text_color2_);
}
rect.x += enter_name_text_->getCharacterSize();
}
}
void Scoreboard::renderShowNameMode(size_t panel_index) {
// SCORE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// NAME
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
/* TEXTO CENTRADO */
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, record_name_.at(panel_index), 1, Colors::getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
// NOMBRE INTRODUCIDO
enter_name_text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, record_name_.at(panel_index), 1, Colors::getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
}
void Scoreboard::renderGameCompletedMode(size_t panel_index) {
// GAME OVER
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
// SCORE
if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 14"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_.at(panel_index)), 1, text_color2_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 14"), 1, text_color1_);
text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_.at(panel_index)), 1, text_color2_);
}
}
@@ -379,7 +379,7 @@ void Scoreboard::recalculateAnchors() {
slot4_4_ = {.x = COL, .y = ROW4};
// Primer cuadrado para poner el nombre de record
const int ENTER_NAME_LENGTH = text_scoreboard_->length(std::string(NAME_SIZE, 'A'));
const int ENTER_NAME_LENGTH = enter_name_text_->length(std::string(NAME_SIZE, 'A'));
enter_name_pos_.x = COL - (ENTER_NAME_LENGTH / 2);
enter_name_pos_.y = ROW4;

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@@ -73,7 +73,8 @@ class Scoreboard {
SDL_Renderer *renderer_; // El renderizador de la ventana
std::shared_ptr<Texture> game_power_meter_texture_; // Textura con el marcador de poder de la fase
std::unique_ptr<Sprite> power_meter_sprite_; // Sprite para el medidor de poder de la fase
std::shared_ptr<Text> text_scoreboard_; // Fuente para el marcador del juego
std::shared_ptr<Text> text_; // Fuente para el marcador del juego
std::shared_ptr<Text> enter_name_text_; // Fuente para la introducción de nombre del jugador
SDL_Texture *background_ = nullptr; // Textura para dibujar el marcador
std::vector<SDL_Texture *> panel_texture_; // Texturas para dibujar cada panel

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@@ -224,8 +224,10 @@ void Screen::renderInfo() {
void Screen::loadShaders() {
if (shader_source_.empty()) {
const std::string GLSL_FILE = param.game.game_area.rect.h == 256 ? "crtpi_256.glsl" : "crtpi_240.glsl";
std::ifstream f(Asset::get()->get(GLSL_FILE).c_str());
shader_source_ = std::string((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
auto data = Asset::get()->loadData(GLSL_FILE);
if (!data.empty()) {
shader_source_ = std::string(data.begin(), data.end());
}
}
}

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@@ -91,7 +91,11 @@ class Screen {
Color color; // Color del flash
explicit FlashEffect(bool enabled = false, int length = 0, int delay = 0, Color color = Color(0xFF, 0xFF, 0xFF))
: enabled(enabled), length(length), delay(delay), counter(length), color(color) {}
: enabled(enabled),
length(length),
delay(delay),
counter(length),
color(color) {}
void update() { (enabled && counter > 0) ? counter-- : static_cast<int>(enabled = false); }
[[nodiscard]] auto isRendarable() const -> bool { return enabled && counter < length - delay; }
@@ -109,7 +113,14 @@ class Screen {
bool enabled; // Indica si el efecto está activo
explicit ShakeEffect(bool en = false, int dp = 2, int dl = 3, int cnt = 0, int len = 8, int rem = 0, int orig_pos = 0, int orig_width = 800)
: desp(dp), delay(dl), counter(cnt), length(len), remaining(rem), original_pos(orig_pos), original_width(orig_width), enabled(en) {}
: desp(dp),
delay(dl),
counter(cnt),
length(len),
remaining(rem),
original_pos(orig_pos),
original_width(orig_width),
enabled(en) {}
// Activa el efecto de sacudida y guarda la posición y tamaño originales
void enable(SDL_FRect &src_rect, SDL_FRect &dst_rect, int new_desp = -1, int new_delay = -1, int new_length = -1) {

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@@ -35,7 +35,12 @@ constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner";
// Constructor
Credits::Credits()
: balloon_manager_(std::make_unique<BalloonManager>(nullptr)), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))), canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
: balloon_manager_(std::make_unique<BalloonManager>(nullptr)),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))),
canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
if (text_texture_ == nullptr) {
throw std::runtime_error("Failed to create SDL texture for text.");
}

View File

@@ -49,7 +49,18 @@
// Constructor
Game::Game(Player::Id player_id, int current_stage, bool demo)
: renderer_(Screen::get()->getRenderer()), screen_(Screen::get()), input_(Input::get()), canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)), pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })), stage_manager_(std::make_unique<StageManager>()), balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())), background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), tabe_(std::make_unique<Tabe>()), hit_(Hit(Resource::get()->getTexture("hit.png"))) {
: renderer_(Screen::get()->getRenderer()),
screen_(Screen::get()),
input_(Input::get()),
canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })),
stage_manager_(std::make_unique<StageManager>()),
balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
tabe_(std::make_unique<Tabe>()),
hit_(Hit(Resource::get()->getTexture("hit.png"))) {
// Pasa variables
demo_.enabled = demo;
@@ -285,11 +296,11 @@ void Game::updateStage() {
if (current_stage_index == total_stages - 1) { // Penúltima fase (será la última)
createMessage(paths, Resource::get()->getTexture("game_text_last_stage"));
} else {
auto text = Resource::get()->getText("04b_25_2x");
auto text = Resource::get()->getText("04b_25_2x_enhanced");
const std::string CAPTION = Lang::getText("[GAME_TEXT] 2") +
std::to_string(total_stages - current_stage_index) +
Lang::getText("[GAME_TEXT] 2A");
createMessage(paths, text->writeToTexture(CAPTION, 1, -4));
createMessage(paths, text->writeDXToTexture(Text::STROKE, CAPTION, -4, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
}
}
@@ -367,15 +378,6 @@ void Game::updateGameStateCompleted() {
updatePathSprites();
cleanVectors();
// Para la música y elimina todos los globos e items
if (game_completed_counter_ == 0) {
stopMusic(); // Detiene la música
balloon_manager_->destroyAllBalloons(); // Destruye a todos los globos
playSound("power_ball_explosion.wav"); // Sonido de destruir todos los globos
destroyAllItems(); // Destruye todos los items
background_->setAlpha(0); // Elimina el tono rojo de las últimas pantallas
}
// Comienza las celebraciones
// Muestra el mensaje de felicitación y da los puntos a los jugadores
if (game_completed_counter_ == START_CELEBRATIONS) {
@@ -606,6 +608,7 @@ void Game::handleItemDrop(const std::shared_ptr<Balloon> &balloon, const std::sh
if (DROPPED_ITEM != ItemType::COFFEE_MACHINE) {
createItem(DROPPED_ITEM, balloon->getPosX(), balloon->getPosY());
playSound("item_drop.wav");
} else {
createItem(DROPPED_ITEM, player->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
coffee_machine_enabled_ = true;
@@ -733,7 +736,6 @@ auto Game::dropItem() -> ItemType {
// Crea un objeto item
void Game::createItem(ItemType type, float x, float y) {
items_.emplace_back(std::make_unique<Item>(type, x, y, param.game.play_area.rect, item_textures_[static_cast<int>(type) - 1], item_animations_[static_cast<int>(type) - 1]));
playSound("item_drop.wav");
}
// Vacia el vector de items
@@ -1371,17 +1373,27 @@ void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player) {
// Procesa las entradas de disparo del jugador, permitiendo disparos automáticos si está habilitado.
void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire) {
if (!player) {
return;
}
if (input_->checkAction(Input::Action::FIRE_CENTER, autofire, player->getUsesKeyboard(), player->getGamepad())) {
handleFireInput(player, BulletType::UP);
#ifdef RECORDING
demo_.keys.fire = 1;
#endif
} else if (input_->checkAction(Input::Action::FIRE_LEFT, autofire, player->getUsesKeyboard(), player->getGamepad())) {
return;
}
if (input_->checkAction(Input::Action::FIRE_LEFT, autofire, player->getUsesKeyboard(), player->getGamepad())) {
handleFireInput(player, BulletType::LEFT);
#ifdef RECORDING
demo_.keys.fire_left = 1;
#endif
} else if (input_->checkAction(Input::Action::FIRE_RIGHT, autofire, player->getUsesKeyboard(), player->getGamepad())) {
return;
}
if (input_->checkAction(Input::Action::FIRE_RIGHT, autofire, player->getUsesKeyboard(), player->getGamepad())) {
handleFireInput(player, BulletType::RIGHT);
#ifdef RECORDING
demo_.keys.fire_right = 1;
@@ -1395,6 +1407,7 @@ void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
player->setPlayingState(Player::State::RECOVER);
player->addCredit();
sendPlayerToTheFront(player);
return;
}
// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
@@ -1420,33 +1433,53 @@ void Game::handlePlayerWaitingInput(const std::shared_ptr<Player> &player) {
void Game::handleNameInput(const std::shared_ptr<Player> &player) {
if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else if (player->getEnterNamePositionOverflow()) {
player->passShowingName();
return;
}
if (player->getEnterNamePositionOverflow()) {
player->setInput(Input::Action::START);
player->setPlayingState(Player::State::SHOWING_NAME);
playSound("service_menu_select.wav");
updateHiScoreName();
} else {
player->setInput(Input::Action::RIGHT);
return;
}
} else if (input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad()) ||
player->setInput(Input::Action::RIGHT);
playSound("service_menu_select.wav");
return;
}
if (input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad()) ||
input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else {
player->setInput(Input::Action::LEFT);
player->passShowingName();
return;
}
} else if (input_->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setInput(Input::Action::LEFT);
playSound("service_menu_back.wav");
return;
}
if (input_->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setInput(Input::Action::UP);
} else if (input_->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
playSound("service_menu_move.wav");
return;
}
if (input_->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setInput(Input::Action::DOWN);
} else if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
playSound("service_menu_move.wav");
return;
}
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else {
player->setInput(Input::Action::START);
player->setPlayingState(Player::State::SHOWING_NAME);
updateHiScoreName();
player->passShowingName();
return;
}
player->setInput(Input::Action::START);
player->setPlayingState(Player::State::SHOWING_NAME);
playSound("service_menu_select.wav");
updateHiScoreName();
}
}
@@ -1457,20 +1490,16 @@ void Game::initDemo(Player::Id player_id) {
setState(State::PLAYING);
// Aleatoriza la asignación del fichero con los datos del modo demostracion
{
const auto DEMO1 = rand() % 2;
const auto DEMO2 = (DEMO1 == 0) ? 1 : 0;
demo_.data.emplace_back(Resource::get()->getDemoData(DEMO1));
demo_.data.emplace_back(Resource::get()->getDemoData(DEMO2));
}
const auto DEMO1 = rand() % 2;
const auto DEMO2 = (DEMO1 == 0) ? 1 : 0;
demo_.data.emplace_back(Resource::get()->getDemoData(DEMO1));
demo_.data.emplace_back(Resource::get()->getDemoData(DEMO2));
// Selecciona una pantalla al azar
{
constexpr auto NUM_DEMOS = 3;
const auto DEMO = rand() % NUM_DEMOS;
constexpr std::array<int, NUM_DEMOS> STAGES = {0, 3, 5};
stage_manager_->jumpToStage(STAGES.at(DEMO));
}
constexpr auto NUM_DEMOS = 3;
const auto DEMO = rand() % NUM_DEMOS;
constexpr std::array<int, NUM_DEMOS> STAGES = {0, 3, 5};
stage_manager_->jumpToStage(STAGES.at(DEMO));
// Activa o no al otro jugador
if (rand() % 3 != 0) {
@@ -1554,60 +1583,51 @@ void Game::initDifficultyVars() {
// Inicializa los jugadores
void Game::initPlayers(Player::Id player_id) {
const int Y = param.game.play_area.rect.h - Player::HEIGHT + 1; // Se hunde un pixel para esconder el outline de los pies
const Player::State STATE = demo_.enabled ? Player::State::PLAYING : Player::State::ENTERING_SCREEN;
// Crea al jugador uno y lo pone en modo espera
Player::Config config_player1;
config_player1.id = Player::Id::PLAYER1;
config_player1.x = param.game.play_area.first_quarter_x - (Player::WIDTH / 2);
config_player1.y = Y;
config_player1.demo = demo_.enabled;
config_player1.play_area = &param.game.play_area.rect;
config_player1.texture = player_textures_.at(0);
config_player1.animations = player_animations_;
config_player1.hi_score_table = &Options::settings.hi_score_table;
config_player1.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER1) - 1);
config_player1.stage_info = stage_manager_.get();
Player::Config config_player1{
.id = Player::Id::PLAYER1,
.x = param.game.play_area.first_quarter_x - (Player::WIDTH / 2),
.y = Y,
.demo = demo_.enabled,
.play_area = &param.game.play_area.rect,
.texture = player_textures_.at(0),
.animations = player_animations_,
.hi_score_table = &Options::settings.hi_score_table,
.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER1) - 1),
.stage_info = stage_manager_.get()};
auto player1 = std::make_unique<Player>(config_player1);
player1->setScoreBoardPanel(Scoreboard::Id::LEFT);
player1->setName(Lang::getText("[SCOREBOARD] 1"));
player1->setGamepad(Options::gamepad_manager.getGamepad(Player::Id::PLAYER1).instance);
player1->setUsesKeyboard(Player::Id::PLAYER1 == Options::keyboard.player_id);
player1->setPlayingState(Player::State::WAITING);
players_.push_back(std::move(player1));
player1->setPlayingState((player_id == Player::Id::BOTH_PLAYERS || player_id == Player::Id::PLAYER1) ? STATE : Player::State::WAITING);
// Crea al jugador dos y lo pone en modo espera
Player::Config config_player2;
config_player2.id = Player::Id::PLAYER2;
config_player2.x = param.game.play_area.third_quarter_x - (Player::WIDTH / 2);
config_player2.y = Y;
config_player2.demo = demo_.enabled;
config_player2.play_area = &param.game.play_area.rect;
config_player2.texture = player_textures_.at(1);
config_player2.animations = player_animations_;
config_player2.hi_score_table = &Options::settings.hi_score_table;
config_player2.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER2) - 1);
config_player2.stage_info = stage_manager_.get();
Player::Config config_player2{
.id = Player::Id::PLAYER2,
.x = param.game.play_area.third_quarter_x - (Player::WIDTH / 2),
.y = Y,
.demo = demo_.enabled,
.play_area = &param.game.play_area.rect,
.texture = player_textures_.at(1),
.animations = player_animations_,
.hi_score_table = &Options::settings.hi_score_table,
.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER2) - 1),
.stage_info = stage_manager_.get()};
auto player2 = std::make_unique<Player>(config_player2);
player2->setScoreBoardPanel(Scoreboard::Id::RIGHT);
player2->setName(Lang::getText("[SCOREBOARD] 2"));
player2->setGamepad(Options::gamepad_manager.getGamepad(Player::Id::PLAYER2).instance);
player2->setUsesKeyboard(Player::Id::PLAYER2 == Options::keyboard.player_id);
player2->setPlayingState(Player::State::WAITING);
players_.push_back(std::move(player2));
player2->setPlayingState((player_id == Player::Id::BOTH_PLAYERS || player_id == Player::Id::PLAYER2) ? STATE : Player::State::WAITING);
// Activa el jugador que coincide con el "player_id" o ambos si es "0"
if (player_id == Player::Id::BOTH_PLAYERS) {
// Activa ambos jugadores
getPlayer(Player::Id::PLAYER1)->setPlayingState(demo_.enabled ? Player::State::PLAYING : Player::State::ENTERING_SCREEN);
getPlayer(Player::Id::PLAYER2)->setPlayingState(demo_.enabled ? Player::State::PLAYING : Player::State::ENTERING_SCREEN);
} else {
// Activa el jugador elegido
auto player = getPlayer(player_id);
player->setPlayingState(demo_.enabled ? Player::State::PLAYING : Player::State::ENTERING_SCREEN);
sendPlayerToTheFront(player);
}
// Añade los jugadores al vector de forma que el jugador 1 se pinte por delante del jugador 2
players_.push_back(std::move(player2));
players_.push_back(std::move(player1));
// Registra los jugadores en Options
for (const auto &player : players_) {
@@ -1812,6 +1832,19 @@ void Game::checkAndUpdateBalloonSpeed() {
void Game::setState(State state) {
state_ = state;
counter_ = 0;
switch (state) {
case State::COMPLETED: // Para la música y elimina todos los globos e items
stopMusic(); // Detiene la música
balloon_manager_->destroyAllBalloons(); // Destruye a todos los globos
playSound("power_ball_explosion.wav"); // Sonido de destruir todos los globos
destroyAllItems(); // Destruye todos los items
background_->setAlpha(0); // Elimina el tono rojo de las últimas pantallas
tabe_->disableSpawning(); // Deshabilita la creacion de Tabes
break;
default:
break;
}
}
void Game::playSound(const std::string &name) const {
@@ -1873,20 +1906,17 @@ void Game::handleDebugEvents(const SDL_Event &event) {
static int formation_id_ = 0;
if (event.type == SDL_EVENT_KEY_DOWN && static_cast<int>(event.key.repeat) == 0) {
switch (event.key.key) {
case SDLK_1: // Crea una powerball
{
case SDLK_1: { // Crea una powerball
balloon_manager_->createPowerBall();
break;
}
case SDLK_2: // Activa o desactiva la aparición de globos
{
case SDLK_2: { // Activa o desactiva la aparición de globos
static bool deploy_balloons_ = true;
deploy_balloons_ = !deploy_balloons_;
balloon_manager_->enableBalloonDeployment(deploy_balloons_);
break;
}
case SDLK_3: // Activa el modo para pasar el juego automaticamente
{
case SDLK_3: { // Activa el modo para pasar el juego automaticamente
auto_pop_balloons_ = !auto_pop_balloons_;
Notifier::get()->show({"auto advance: " + boolToString(auto_pop_balloons_)});
if (auto_pop_balloons_) {
@@ -1896,24 +1926,20 @@ void Game::handleDebugEvents(const SDL_Event &event) {
balloon_manager_->enableBalloonDeployment(!auto_pop_balloons_);
break;
}
case SDLK_4: // Suelta un item
{
case SDLK_4: { // Suelta un item
createItem(ItemType::CLOCK, players_.at(0)->getPosX(), players_.at(0)->getPosY() - 40);
break;
}
case SDLK_5: // 5.000
{
case SDLK_5: { // 5.000
const int X = players_.at(0)->getPosX() + ((Player::WIDTH - game_text_textures_[3]->getWidth()) / 2);
createItemText(X, game_text_textures_.at(2));
break;
}
case SDLK_6: // Crea un mensaje
{
case SDLK_6: { // Crea un mensaje
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
break;
}
case SDLK_7: // 100.000
{
case SDLK_7: { // 100.000
const int X = players_.at(0)->getPosX() + ((Player::WIDTH - game_text_textures_[3]->getWidth()) / 2);
createItemText(X, game_text_textures_.at(6));
break;

View File

@@ -254,8 +254,8 @@ class Game {
// --- Sistema de globos y enemigos ---
void handleBalloonDestruction(std::shared_ptr<Balloon> balloon, const std::shared_ptr<Player> &player); // Procesa destrucción de globo
void handleTabeHitEffects(); // Gestiona efectos al golpear a Tabe
void checkAndUpdateBalloonSpeed(); // Ajusta velocidad de globos según progreso
void handleTabeHitEffects(); // Gestiona efectos al golpear a Tabe
void checkAndUpdateBalloonSpeed(); // Ajusta velocidad de globos según progreso
// --- Gestión de fases y progresión ---
void updateStage(); // Verifica y actualiza cambio de fase

View File

@@ -29,7 +29,14 @@
// Constructor
HiScoreTable::HiScoreTable()
: renderer_(Screen::get()->getRenderer()), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), fade_(std::make_unique<Fade>()), background_(std::make_unique<Background>()), ticks_(0), view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}), fade_mode_(Fade::Mode::IN), background_fade_color_(Color(0, 0, 0)) {
: renderer_(Screen::get()->getRenderer()),
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
fade_(std::make_unique<Fade>()),
background_(std::make_unique<Background>()),
last_time_(0),
view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}),
fade_mode_(Fade::Mode::IN),
background_fade_color_(Color(0, 0, 0)) {
// Inicializa el resto
Section::name = Section::Name::HI_SCORE_TABLE;
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
@@ -46,17 +53,14 @@ HiScoreTable::~HiScoreTable() {
}
// Actualiza las variables
void HiScoreTable::update() {
if (SDL_GetTicks() - ticks_ > param.game.speed) {
ticks_ = SDL_GetTicks(); // Actualiza el contador de ticks
Screen::get()->update(); // Actualiza el objeto screen
void HiScoreTable::update(float delta_time) {
Screen::get()->update(); // Actualiza el objeto screen
updateSprites(); // Actualiza las posiciones de los sprites de texto
background_->update(); // Actualiza el fondo
updateFade(); // Gestiona el fade
updateCounter(); // Gestiona el contador y sus eventos
fillTexture(); // Dibuja los sprites en la textura
}
updateSprites(delta_time); // Actualiza las posiciones de los sprites de texto
background_->update(delta_time); // Actualiza el fondo
updateFade(delta_time); // Gestiona el fade
updateCounter(); // Gestiona el contador y sus eventos
fillTexture(); // Dibuja los sprites en la textura
Audio::update();
}
@@ -110,20 +114,32 @@ void HiScoreTable::checkInput() {
GlobalInputs::check();
}
// Calcula el tiempo transcurrido desde el último frame
float HiScoreTable::calculateDeltaTime() {
const Uint64 current_time = SDL_GetTicks();
const float delta_time = static_cast<float>(current_time - last_time_);
last_time_ = current_time;
return delta_time;
}
// Bucle para la pantalla de instrucciones
void HiScoreTable::run() {
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("title.ogg");
while (Section::name == Section::Name::HI_SCORE_TABLE) {
const float delta_time = calculateDeltaTime();
checkInput();
update();
update(delta_time);
checkEvents(); // Tiene que ir antes del render
render();
}
}
// Gestiona el fade
void HiScoreTable::updateFade() {
fade_->update();
void HiScoreTable::updateFade(float delta_time) {
fade_->update(delta_time);
if (fade_->hasEnded() && fade_mode_ == Fade::Mode::IN) {
fade_->reset();
@@ -242,7 +258,7 @@ void HiScoreTable::createSprites() {
}
// Actualiza las posiciones de los sprites de texto
void HiScoreTable::updateSprites() {
void HiScoreTable::updateSprites(float delta_time) {
constexpr int INIT_COUNTER = 190;
const int COUNTER_BETWEEN_ENTRIES = 16;
if (counter_ >= INIT_COUNTER) {
@@ -255,7 +271,7 @@ void HiScoreTable::updateSprites() {
}
}
for (auto const &entry : entry_names_) {
entry->update();
entry->update(delta_time);
}
glowEntryNames();

View File

@@ -45,26 +45,27 @@ class HiScoreTable {
// --- Variables ---
Uint16 counter_ = 0; // Contador
Uint64 ticks_; // Contador de ticks para ajustar la velocidad del programa
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
SDL_FRect view_area_; // Parte de la textura que se muestra en pantalla
Fade::Mode fade_mode_; // Modo de fade a utilizar
Color background_fade_color_; // Color de atenuación del fondo
std::vector<Color> entry_colors_; // Colores para destacar las entradas en la tabla
// --- Métodos internos ---
void update(); // Actualiza las variables
void update(float delta_time); // Actualiza las variables
void render(); // Pinta en pantalla
static void checkEvents(); // Comprueba los eventos
static void checkInput(); // Comprueba las entradas
static auto format(int number) -> std::string; // Convierte un entero a un string con separadores de miles
void fillTexture(); // Dibuja los sprites en la textura
void updateFade(); // Gestiona el fade
void updateFade(float delta_time); // Gestiona el fade
void createSprites(); // Crea los sprites con los textos
void updateSprites(); // Actualiza las posiciones de los sprites de texto
void updateSprites(float delta_time); // Actualiza las posiciones de los sprites de texto
void initFade(); // Inicializa el fade
void initBackground(); // Inicializa el fondo
auto getEntryColor(int counter) -> Color; // Obtiene un color del vector de colores de entradas
void iniEntryColors(); // Inicializa los colores de las entradas
void glowEntryNames(); // Hace brillar los nombres de la tabla de records
void updateCounter(); // Gestiona el contador
float calculateDeltaTime(); // Calcula el tiempo transcurrido desde el último frame
};

View File

@@ -26,7 +26,12 @@
// Constructor
Instructions::Instructions()
: renderer_(Screen::get()->getRenderer()), texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), text_(Resource::get()->getText("smb2")), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)), fade_(std::make_unique<Fade>()) {
: renderer_(Screen::get()->getRenderer()),
texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
text_(Resource::get()->getText("smb2")),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)),
fade_(std::make_unique<Fade>()) {
// Configura las texturas
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
@@ -199,18 +204,15 @@ void Instructions::fillBackbuffer() {
}
// Actualiza las variables
void Instructions::update() {
if (SDL_GetTicks() - ticks_ > param.game.speed) {
ticks_ = SDL_GetTicks(); // Actualiza el contador de ticks
Screen::get()->update(); // Actualiza el objeto screen
void Instructions::update(float delta_time) {
Screen::get()->update(); // Actualiza el objeto screen
counter_++; // Incrementa el contador
updateSprites(); // Actualiza los sprites
updateBackbuffer(); // Gestiona la textura con los graficos
tiled_bg_->update(); // Actualiza el mosaico de fondo
fade_->update(); // Actualiza el objeto "fade"
fillBackbuffer(); // Rellena el backbuffer
}
counter_++; // Incrementa el contador
updateSprites(); // Actualiza los sprites
updateBackbuffer(); // Gestiona la textura con los graficos
tiled_bg_->update(delta_time); // Actualiza el mosaico de fondo
fade_->update(delta_time); // Actualiza el objeto "fade"
fillBackbuffer(); // Rellena el backbuffer
Audio::update();
}
@@ -250,12 +252,24 @@ void Instructions::checkInput() {
GlobalInputs::check();
}
// Calcula el tiempo transcurrido desde el último frame
float Instructions::calculateDeltaTime() {
const Uint64 current_time = SDL_GetTicks();
const float delta_time = static_cast<float>(current_time - last_time_);
last_time_ = current_time;
return delta_time;
}
// Bucle para la pantalla de instrucciones
void Instructions::run() {
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("title.ogg");
while (Section::name == Section::Name::INSTRUCTIONS) {
const float delta_time = calculateDeltaTime();
checkInput();
update();
update(delta_time);
checkEvents(); // Tiene que ir antes del render
render();
}

View File

@@ -34,7 +34,9 @@ struct Line { // Almacena información de línea animada
// Constructor de Line
Line(int y, float x, int direction)
: y(y), x(x), direction(direction) {}
: y(y),
x(x),
direction(direction) {}
};
// Clase Instructions
@@ -61,7 +63,7 @@ class Instructions {
// --- Variables ---
int counter_ = 0; // Contador para manejar el progreso en la pantalla de instrucciones
Uint64 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
SDL_FRect view_; // Vista del backbuffer que se va a mostrar por pantalla
SDL_FPoint sprite_pos_ = {0, 0}; // Posición del primer sprite en la lista
float item_space_ = 2.0; // Espacio entre los items en pantalla
@@ -71,7 +73,7 @@ class Instructions {
bool start_delay_triggered_ = false; // Bandera para determinar si el retraso ha comenzado
// --- Métodos internos ---
void update(); // Actualiza las variables
void update(float delta_time); // Actualiza las variables
void render(); // Pinta en pantalla
static void checkEvents(); // Comprueba los eventos
static void checkInput(); // Comprueba las entradas
@@ -80,7 +82,8 @@ class Instructions {
void iniSprites(); // Inicializa los sprites de los items
void updateSprites(); // Actualiza los sprites
static auto initializeLines(int height) -> std::vector<Line>; // Inicializa las líneas animadas
static auto moveLines(std::vector<Line> &lines, int width, float duration, Uint32 start_delay) -> bool; // Mueve las líneas
static auto moveLines(std::vector<Line> &lines, int width, float duration, Uint32 start_delay) -> bool; // Mueve las líneas (ya usa tiempo real)
static void renderLines(SDL_Renderer *renderer, SDL_Texture *texture, const std::vector<Line> &lines); // Renderiza las líneas
void updateBackbuffer(); // Gestiona la textura con los gráficos
float calculateDeltaTime(); // Calcula el tiempo transcurrido desde el último frame
};

View File

@@ -207,24 +207,21 @@ void Intro::switchText(int from_index, int to_index) {
}
// Actualiza las variables del objeto
void Intro::update() {
if (SDL_GetTicks() - ticks_ > param.game.speed) {
ticks_ = SDL_GetTicks(); // Actualiza el contador de ticks
Screen::get()->update(); // Actualiza el objeto screen
void Intro::update(float delta_time) {
Screen::get()->update(); // Actualiza el objeto screen
tiled_bg_->update(); // Actualiza el fondo
tiled_bg_->update(delta_time); // Actualiza el fondo
switch (state_) {
case State::SCENES:
updateSprites();
updateTexts();
updateScenes();
break;
switch (state_) {
case State::SCENES:
updateSprites(delta_time);
updateTexts(delta_time);
updateScenes();
break;
case State::POST:
updatePostState();
break;
}
case State::POST:
updatePostState();
break;
}
Audio::update();
@@ -253,12 +250,24 @@ void Intro::render() {
SCREEN->render(); // Vuelca el contenido del renderizador en pantalla
}
// Calcula el tiempo transcurrido desde el último frame
float Intro::calculateDeltaTime() {
const Uint64 current_time = SDL_GetTicks();
const float delta_time = static_cast<float>(current_time - last_time_);
last_time_ = current_time;
return delta_time;
}
// Bucle principal
void Intro::run() {
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("intro.ogg", 0);
while (Section::name == Section::Name::INTRO) {
const float delta_time = calculateDeltaTime();
checkInput();
update();
update(delta_time);
checkEvents(); // Tiene que ir antes del render
render();
}
@@ -444,20 +453,20 @@ void Intro::initTexts() {
}
// Actualiza los sprites
void Intro::updateSprites() {
void Intro::updateSprites(float delta_time) {
for (auto &sprite : card_sprites_) {
sprite->update();
sprite->update(delta_time);
}
for (auto &sprite : shadow_sprites_) {
sprite->update();
sprite->update(delta_time);
}
}
// Actualiza los textos
void Intro::updateTexts() {
void Intro::updateTexts(float delta_time) {
for (auto &text : texts_) {
text->update();
text->update(delta_time);
}
}

View File

@@ -42,7 +42,7 @@ class Intro {
std::unique_ptr<TiledBG> tiled_bg_; // Fondo en mosaico
// --- Variables ---
Uint64 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
int scene_ = 0; // Indica qué escena está activa
State state_ = State::SCENES; // Estado principal de la intro
PostState post_state_ = PostState::STOP_BG; // Estado POST
@@ -50,19 +50,20 @@ class Intro {
Color bg_color_ = param.intro.bg_color; // Color de fondo
// --- Métodos internos ---
void update(); // Actualiza las variables del objeto
void update(float delta_time); // Actualiza las variables del objeto
void render(); // Dibuja el objeto en pantalla
static void checkInput(); // Comprueba las entradas
static void checkEvents(); // Comprueba los eventos
void updateScenes(); // Actualiza las escenas de la intro
void initSprites(); // Inicializa las imágenes
void initTexts(); // Inicializa los textos
void updateSprites(); // Actualiza los sprites
void updateTexts(); // Actualiza los textos
void updateSprites(float delta_time); // Actualiza los sprites
void updateTexts(float delta_time); // Actualiza los textos
void renderSprites(); // Dibuja los sprites
void renderTexts(); // Dibuja los textos
static void renderTextRect(); // Dibuja el rectangulo de fondo del texto;
void updatePostState(); // Actualiza el estado POST
float calculateDeltaTime(); // Calcula el tiempo transcurrido desde el último frame
// --- Métodos para manejar cada escena individualmente ---
void updateScene0();

View File

@@ -79,21 +79,23 @@ void Logo::checkInput() {
}
// Gestiona el logo de JAILGAMES
void Logo::updateJAILGAMES() {
void Logo::updateJAILGAMES(float delta_time) {
if (counter_ == 30) {
Audio::get()->playSound("logo.wav");
}
if (counter_ > 30) {
const float pixels_to_move = SPEED * delta_time;
for (int i = 0; i < (int)jail_sprite_.size(); ++i) {
if (jail_sprite_[i]->getX() != dest_.x) {
if (i % 2 == 0) {
jail_sprite_[i]->incX(-SPEED);
jail_sprite_[i]->incX(-pixels_to_move);
if (jail_sprite_[i]->getX() < dest_.x) {
jail_sprite_[i]->setX(dest_.x);
}
} else {
jail_sprite_[i]->incX(SPEED);
jail_sprite_[i]->incX(pixels_to_move);
if (jail_sprite_[i]->getX() > dest_.x) {
jail_sprite_[i]->setX(dest_.x);
}
@@ -129,16 +131,21 @@ void Logo::updateTextureColors() {
}
// Actualiza las variables
void Logo::update() {
if (SDL_GetTicks() - ticks_ > param.game.speed) {
ticks_ = SDL_GetTicks(); // Actualiza el contador de ticks
Screen::get()->update(); // Actualiza el objeto screen
void Logo::update(float delta_time) {
static float logic_accumulator = 0.0f;
logic_accumulator += delta_time;
updateJAILGAMES(); // Actualiza el logo de JAILGAMES
// Ejecutar lógica a 60 FPS (cada 16.67ms) para mantener consistencia en counter_ y colores
constexpr float LOGIC_FRAME_TIME = 1000.0f / 60.0f;
if (logic_accumulator >= LOGIC_FRAME_TIME) {
Screen::get()->update(); // Actualiza el objeto screen
updateTextureColors(); // Actualiza los colores de las texturas
++counter_; // Gestiona el contador
logic_accumulator -= LOGIC_FRAME_TIME;
}
updateJAILGAMES(delta_time); // Actualiza el logo de JAILGAMES con delta-time real
Audio::update();
}
@@ -154,11 +161,23 @@ void Logo::render() {
SCREEN->render();
}
// Calcula el tiempo transcurrido desde el último frame
float Logo::calculateDeltaTime() {
const Uint64 current_time = SDL_GetTicks();
const float delta_time = static_cast<float>(current_time - last_time_);
last_time_ = current_time;
return delta_time;
}
// Bucle para el logo del juego
void Logo::run() {
last_time_ = SDL_GetTicks();
while (Section::name == Section::Name::LOGO) {
const float delta_time = calculateDeltaTime();
checkInput();
update();
update(delta_time);
checkEvents(); // Tiene que ir antes del render
render();
}

View File

@@ -31,7 +31,7 @@ class Logo {
static constexpr int INIT_FADE_COUNTER_MARK = 300; // Tiempo del contador cuando inicia el fade a negro
static constexpr int END_LOGO_COUNTER_MARK = 400; // Tiempo del contador para terminar el logo
static constexpr int POST_LOGO_DURATION = 20; // Tiempo que dura el logo con el fade al máximo
static constexpr int SPEED = 8; // Velocidad de desplazamiento de cada línea
static constexpr float SPEED = 8.0f / 15.0f; // Velocidad de desplazamiento de cada línea (píxeles por ms)
// --- Objetos y punteros ---
std::shared_ptr<Texture> since_texture_; // Textura con los gráficos "Since 1998"
@@ -42,15 +42,16 @@ class Logo {
// --- Variables ---
std::vector<Color> color_; // Vector con los colores para el fade
int counter_ = 0; // Contador
Uint64 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
SDL_FPoint dest_; // Posición donde dibujar el logo
// --- Métodos internos ---
void update(); // Actualiza las variables
void update(float delta_time); // Actualiza las variables
void render(); // Dibuja en pantalla
static void checkEvents(); // Comprueba el manejador de eventos
static void checkInput(); // Comprueba las entradas
void updateJAILGAMES(); // Gestiona el logo de JAILGAMES
void updateJAILGAMES(float delta_time); // Gestiona el logo de JAILGAMES
void renderJAILGAMES(); // Renderiza el logo de JAILGAMES
void updateTextureColors(); // Gestiona el color de las texturas
float calculateDeltaTime(); // Calcula el tiempo transcurrido desde el último frame
};

View File

@@ -37,7 +37,13 @@ class Texture;
// Constructor
Title::Title()
: text_(Resource::get()->getText("smb2_grad")), fade_(std::make_unique<Fade>()), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)), game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)), mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))), state_(TitleState::LOGO_ANIMATING), num_controllers_(Input::get()->getNumGamepads()) {
: text_(Resource::get()->getText("smb2_grad")),
fade_(std::make_unique<Fade>()),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)),
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
state_(TitleState::LOGO_ANIMATING),
num_controllers_(Input::get()->getNumGamepads()) {
// Configura objetos
tiled_bg_->setColor(param.title.bg_color);
game_logo_->enable();

View File

@@ -55,9 +55,9 @@ class Sprite {
[[nodiscard]] auto getTexture() const -> std::shared_ptr<Texture> { return textures_.at(texture_index_); }
void setTexture(std::shared_ptr<Texture> texture) { textures_.at(texture_index_) = std::move(texture); }
void addTexture(const std::shared_ptr<Texture>& texture) { textures_.push_back(texture); }
auto setActiveTexture(size_t index) -> bool; // Cambia la textura activa por índice
[[nodiscard]] auto getActiveTexture() const -> size_t { return texture_index_; } // Alias para getActiveTextureIndex
[[nodiscard]] auto getTextureCount() const -> size_t { return textures_.size(); } // Obtiene el número total de texturas
auto setActiveTexture(size_t index) -> bool; // Cambia la textura activa por índice
[[nodiscard]] auto getActiveTexture() const -> size_t { return texture_index_; } // Alias para getActiveTextureIndex
[[nodiscard]] auto getTextureCount() const -> size_t { return textures_.size(); } // Obtiene el número total de texturas
protected:
// --- Métodos internos ---

View File

@@ -210,4 +210,14 @@ void Tabe::disable() {
// Detiene/activa el timer
void Tabe::pauseTimer(bool value) {
timer_.setPaused(value);
}
// Deshabilita el spawning permanentemente
void Tabe::disableSpawning() {
timer_.setSpawnDisabled(true);
}
// Habilita el spawning nuevamente
void Tabe::enableSpawning() {
timer_.setSpawnDisabled(false);
}

View File

@@ -32,6 +32,8 @@ class Tabe {
void setState(State state); // Establece el estado
auto tryToGetBonus() -> bool; // Intenta obtener el bonus
void pauseTimer(bool value); // Detiene/activa el timer
void disableSpawning(); // Deshabilita el spawning permanentemente
void enableSpawning(); // Habilita el spawning nuevamente
// --- Getters ---
auto getCollider() -> SDL_FRect& { return sprite_->getRect(); } // Obtiene el área de colisión
@@ -54,7 +56,8 @@ class Tabe {
Uint32 current_time; // Tiempo actual
Uint32 delta_time; // Diferencia de tiempo desde la última actualización
Uint32 last_time; // Tiempo de la última actualización
bool is_paused{false}; // Indica si el temporizador está pausado
bool is_paused{false}; // Indica si el temporizador está pausado (por pausa de juego)
bool spawn_disabled{false}; // Indica si el spawning está deshabilitado permanentemente
// Constructor - los parámetros min_time y max_time están en mintos
Timer(float min_time, float max_time)
@@ -75,8 +78,8 @@ class Tabe {
void update() {
current_time = SDL_GetTicks();
// Solo actualizar si no está pausado
if (!is_paused) {
// Solo actualizar si no está pausado (ni por juego ni por spawn deshabilitado)
if (!is_paused && !spawn_disabled) {
delta_time = current_time - last_time;
if (time_until_next_spawn > delta_time) {
@@ -101,9 +104,20 @@ class Tabe {
}
}
// Pausa o reanuda el spawning
void setSpawnDisabled(bool disabled) {
if (spawn_disabled != disabled) {
spawn_disabled = disabled;
// Al reactivar, actualizar last_time para evitar saltos
if (!disabled) {
last_time = SDL_GetTicks();
}
}
}
// Indica si el temporizador ha finalizado
[[nodiscard]] auto shouldSpawn() const -> bool {
return time_until_next_spawn == 0 && !is_paused;
return time_until_next_spawn == 0 && !is_paused && !spawn_disabled;
}
};

View File

@@ -4,14 +4,16 @@
#include <fstream> // Para basic_ifstream, basic_istream, basic_ostream, operator<<, endl, ifstream
#include <iostream> // Para cerr
#include <sstream> // Para istringstream
#include <stdexcept> // Para runtime_error
#include <string_view> // Para string_view
#include "color.h" // Para Color
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para getFileName, printWithDots
#include "color.h" // Para Color
#include "resource_helper.h" // Para ResourceHelper
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para getFileName, printWithDots
// Constructor
Text::Text(const std::shared_ptr<Texture> &texture, const std::string &text_file) {
@@ -155,7 +157,7 @@ auto Text::writeToTexture(const std::string &text, int zoom, int kerning, int le
auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, Color text_color, Uint8 shadow_distance, Color shadow_color, int length) -> std::shared_ptr<Texture> {
auto *renderer = Screen::get()->getRenderer();
auto texture = std::make_shared<Texture>(renderer);
// Calcula las dimensiones considerando los efectos
auto base_width = Text::length(text, kerning);
auto base_height = box_height_;
@@ -163,10 +165,10 @@ auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, C
auto height = base_height;
auto offset_x = 0;
auto offset_y = 0;
const auto STROKED = ((flags & Text::STROKE) == Text::STROKE);
const auto SHADOWED = ((flags & Text::SHADOW) == Text::SHADOW);
if (STROKED) {
// Para stroke, el texto se expande en todas las direcciones por shadow_distance
width = base_width + (shadow_distance * 2);
@@ -178,7 +180,7 @@ auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, C
width = base_width + shadow_distance;
height = base_height + shadow_distance;
}
auto *temp = SDL_GetRenderTarget(renderer);
texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
@@ -198,18 +200,18 @@ void Text::writeColored(int x, int y, const std::string &text, Color color, int
}
// Escribe el texto con colores usando un sprite específico
void Text::writeColoredWithSprite(Sprite* sprite, int x, int y, const std::string &text, Color color, int kerning, int length) {
void Text::writeColoredWithSprite(Sprite *sprite, int x, int y, const std::string &text, Color color, int kerning, int length) {
int shift = 0;
const std::string_view VISIBLE_TEXT = (length == -1) ? std::string_view(text) : std::string_view(text).substr(0, length);
auto *texture = sprite->getTexture().get();
// Guarda el alpha original y aplica el nuevo
Uint8 original_alpha;
SDL_GetTextureAlphaMod(texture->getSDLTexture(), &original_alpha);
texture->setAlpha(color.a);
texture->setColor(color.r, color.g, color.b);
sprite->setY(y);
for (const auto CH : VISIBLE_TEXT) {
const auto INDEX = static_cast<unsigned char>(CH);
@@ -221,7 +223,7 @@ void Text::writeColoredWithSprite(Sprite* sprite, int x, int y, const std::strin
shift += offset_[INDEX].w + kerning;
}
}
// Restaura los valores originales
texture->setColor(255, 255, 255);
texture->setAlpha(255);
@@ -231,26 +233,26 @@ void Text::writeColoredWithSprite(Sprite* sprite, int x, int y, const std::strin
void Text::writeStrokeWithAlpha(int x, int y, const std::string &text, int kerning, Color stroke_color, Uint8 shadow_distance, int length) {
auto *renderer = Screen::get()->getRenderer();
auto *original_target = SDL_GetRenderTarget(renderer);
// Calcula dimensiones de la textura temporal
auto text_width = Text::length(text, kerning);
auto text_height = box_height_;
auto temp_width = text_width + (shadow_distance * 2);
auto temp_height = text_height + (shadow_distance * 2);
// Crea textura temporal
auto temp_texture = std::make_shared<Texture>(renderer);
temp_texture->createBlank(temp_width, temp_height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
temp_texture->setBlendMode(SDL_BLENDMODE_BLEND);
// Renderiza el stroke en la textura temporal
temp_texture->setAsRenderTarget(renderer);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Selecciona el sprite apropiado para el stroke
auto *stroke_sprite = white_sprite_ ? white_sprite_.get() : sprite_.get();
// Renderiza stroke sin alpha (sólido) en textura temporal
Color solid_color = Color(stroke_color.r, stroke_color.g, stroke_color.b, 255);
for (int dist = 1; dist <= shadow_distance; ++dist) {
@@ -260,10 +262,10 @@ void Text::writeStrokeWithAlpha(int x, int y, const std::string &text, int kerni
}
}
}
// Restaura render target original
SDL_SetRenderTarget(renderer, original_target);
// Renderiza la textura temporal con el alpha deseado
temp_texture->setAlpha(stroke_color.a);
temp_texture->render(x - shadow_distance, y - shadow_distance);
@@ -372,25 +374,41 @@ auto Text::loadFile(const std::string &file_path) -> std::shared_ptr<Text::File>
tf->box_height = 0;
}
// Abre el fichero para leer los valores
std::ifstream file(file_path);
// Intenta cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
std::istringstream stream;
bool using_resource_data = false;
if (file.is_open() && file.good()) {
if (!resource_data.empty()) {
std::string content(resource_data.begin(), resource_data.end());
stream.str(content);
using_resource_data = true;
}
// Fallback a archivo directo
std::ifstream file;
if (!using_resource_data) {
file.open(file_path);
}
std::istream &input_stream = using_resource_data ? stream : static_cast<std::istream &>(file);
if ((using_resource_data && stream.good()) || (!using_resource_data && file.is_open() && file.good())) {
std::string buffer;
// Lee los dos primeros valores del fichero
std::getline(file, buffer);
std::getline(file, buffer);
std::getline(input_stream, buffer);
std::getline(input_stream, buffer);
tf->box_width = std::stoi(buffer);
std::getline(file, buffer);
std::getline(file, buffer);
std::getline(input_stream, buffer);
std::getline(input_stream, buffer);
tf->box_height = std::stoi(buffer);
// lee el resto de datos del fichero
auto index = 32;
auto line_read = 0;
while (std::getline(file, buffer)) {
while (std::getline(input_stream, buffer)) {
// Almacena solo las lineas impares
if (line_read % 2 == 1) {
tf->offset[index++].w = std::stoi(buffer);
@@ -401,9 +419,11 @@ auto Text::loadFile(const std::string &file_path) -> std::shared_ptr<Text::File>
line_read++;
};
// Cierra el fichero
// Cierra el fichero si se usó
printWithDots("Text File : ", getFileName(file_path), "[ LOADED ]");
file.close();
if (!using_resource_data && file.is_open()) {
file.close();
}
}
// El fichero no se puede abrir

View File

@@ -84,7 +84,7 @@ class Text {
static auto loadFile(const std::string &file_path) -> std::shared_ptr<Text::File>; // Llena una estructura Text::File desde un fichero
// --- Métodos privados ---
void writeColoredWithSprite(Sprite* sprite, int x, int y, const std::string &text, Color color, int kerning = 1, int length = -1); // Escribe con un sprite específico
void writeColoredWithSprite(Sprite *sprite, int x, int y, const std::string &text, Color color, int kerning = 1, int length = -1); // Escribe con un sprite específico
void writeStrokeWithAlpha(int x, int y, const std::string &text, int kerning, Color stroke_color, Uint8 shadow_distance, int length = -1); // Escribe stroke con alpha correcto
private:

View File

@@ -12,9 +12,10 @@
#include <utility>
#include <vector> // Para vector
#include "color.h" // Para getFileName, Color, printWithDots
#include "external/gif.h" // Para Gif
#include "stb_image.h" // Para stbi_image_free, stbi_load, STBI_rgb_alpha
#include "color.h" // Para getFileName, Color, printWithDots
#include "external/gif.h" // Para Gif
#include "resource_helper.h" // Para ResourceHelper
#include "stb_image.h" // Para stbi_image_free, stbi_load, STBI_rgb_alpha
#include "utils.h"
// Constructor
@@ -64,7 +65,19 @@ auto Texture::loadFromFile(const std::string &file_path) -> bool {
int width;
int height;
int orig_format;
unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
unsigned char *data = nullptr;
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
data = stbi_load_from_memory(resource_data.data(), resource_data.size(), &width, &height, &orig_format, req_format);
}
// Fallback a filesystem directo
if (data == nullptr) {
data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
}
if (data == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", getFileName(file_path).c_str());
throw std::runtime_error("Fichero no encontrado: " + getFileName(file_path));
@@ -212,22 +225,30 @@ auto Texture::loadSurface(const std::string &file_path) -> std::shared_ptr<Surfa
// Libera la superficie actual
unloadSurface();
// Abrir el archivo usando std::ifstream para manejo automático del recurso
std::ifstream file(file_path, std::ios::binary | std::ios::ate);
if (!file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);
}
std::vector<Uint8> buffer;
// Obtener el tamaño del archivo
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
buffer = resource_data;
} else {
// Fallback a filesystem directo
std::ifstream file(file_path, std::ios::binary | std::ios::ate);
if (!file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);
}
// Leer el contenido del archivo en un buffer
std::vector<Uint8> buffer(size);
if (!file.read(reinterpret_cast<char *>(buffer.data()), size)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al leer el fichero %s", file_path.c_str());
throw std::runtime_error("Error al leer el fichero: " + file_path);
// Obtener el tamaño del archivo
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
// Leer el contenido del archivo en un buffer
buffer.resize(size);
if (!file.read(reinterpret_cast<char *>(buffer.data()), size)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al leer el fichero %s", file_path.c_str());
throw std::runtime_error("Error al leer el fichero: " + file_path);
}
}
// Crear un objeto Gif y llamar a la función loadGif
@@ -283,24 +304,33 @@ void Texture::setPaletteColor(int palette, int index, Uint32 color) {
auto Texture::loadPaletteFromFile(const std::string &file_path) -> Palette {
Palette palette;
// Abrir el archivo GIF
std::ifstream file(file_path, std::ios::binary | std::ios::ate);
if (!file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);
std::vector<Uint8> buffer;
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
buffer = resource_data;
} else {
// Fallback a filesystem directo
std::ifstream file(file_path, std::ios::binary | std::ios::ate);
if (!file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);
}
// Obtener el tamaño del archivo y leerlo en un buffer
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
buffer.resize(size);
if (!file.read(reinterpret_cast<char *>(buffer.data()), size)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudo leer completamente el fichero %s", file_path.c_str());
throw std::runtime_error("Error al leer el fichero: " + file_path);
}
}
printWithDots("Palette : ", getFileName(file_path), "[ LOADED ]");
// Obtener el tamaño del archivo y leerlo en un buffer
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<Uint8> buffer(size);
if (!file.read(reinterpret_cast<char *>(buffer.data()), size)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudo leer completamente el fichero %s", file_path.c_str());
throw std::runtime_error("Error al leer el fichero: " + file_path);
}
// Usar la nueva función loadPalette, que devuelve un vector<uint32_t>
GIF::Gif gif;
std::vector<uint32_t> pal = gif.loadPalette(buffer.data());
@@ -346,16 +376,33 @@ auto Texture::readPalFile(const std::string &file_path) -> Palette {
Palette palette{};
palette.fill(0); // Inicializar todo con 0 (transparente por defecto)
std::ifstream file(file_path);
if (!file.is_open()) {
throw std::runtime_error("No se pudo abrir el archivo .pal");
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
std::istringstream stream;
bool using_resource_data = false;
if (!resource_data.empty()) {
std::string content(resource_data.begin(), resource_data.end());
stream.str(content);
using_resource_data = true;
}
// Fallback a archivo directo
std::ifstream file;
if (!using_resource_data) {
file.open(file_path);
if (!file.is_open()) {
throw std::runtime_error("No se pudo abrir el archivo .pal");
}
}
std::istream &input_stream = using_resource_data ? stream : static_cast<std::istream &>(file);
std::string line;
int line_number = 0;
int color_index = 0;
while (std::getline(file, line)) {
while (std::getline(input_stream, line)) {
++line_number;
// Ignorar las tres primeras líneas del archivo
@@ -380,6 +427,8 @@ auto Texture::readPalFile(const std::string &file_path) -> Palette {
}
}
file.close();
if (!using_resource_data && file.is_open()) {
file.close();
}
return palette;
}

View File

@@ -21,7 +21,9 @@ struct Surface {
// Constructor
Surface(Uint16 width, Uint16 height, std::shared_ptr<Uint8[]> pixels) // NOLINT(modernize-avoid-c-arrays)
: data(std::move(pixels)), w(width), h(height) {}
: data(std::move(pixels)),
w(width),
h(height) {}
};
// Clase Texture: gestiona texturas, paletas y renderizado

View File

@@ -81,9 +81,15 @@ void TiledBG::render() {
SDL_RenderTexture(renderer_, canvas_, &window_, &pos_);
}
// Actualiza la lógica de la clase
// Actualiza la lógica de la clase (compatibilidad)
void TiledBG::update() {
updateDesp();
constexpr float FRAME_TIME_MS = 1000.0f / 60.0f; // 16.67ms por frame a 60 FPS
update(FRAME_TIME_MS);
}
// Actualiza la lógica de la clase
void TiledBG::update(float delta_time) {
updateDesp(delta_time);
updateStop();
switch (mode_) {

View File

@@ -24,8 +24,9 @@ class TiledBG {
~TiledBG();
// --- Métodos principales ---
void render(); // Pinta la clase en pantalla
void update(); // Actualiza la lógica de la clase
void render(); // Pinta la clase en pantalla
void update(); // Actualiza la lógica de la clase (compatibilidad)
void update(float delta_time); // Actualiza la lógica de la clase
// --- Configuración ---
void setSpeed(float speed) { speed_ = speed; } // Establece la velocidad
@@ -54,7 +55,8 @@ class TiledBG {
bool stopping_ = false; // Indica si se está deteniendo
// --- Métodos internos ---
void fillTexture(); // Rellena la textura con el contenido
void updateDesp() { desp_ += speed_; } // Actualiza el desplazamiento
void updateStop(); // Detiene el desplazamiento de forma ordenada
void fillTexture(); // Rellena la textura con el contenido
void updateDesp() { desp_ += speed_; } // Actualiza el desplazamiento (compatibilidad)
void updateDesp(float delta_time) { desp_ += speed_ * delta_time / (1000.0f / 60.0f); } // Actualiza el desplazamiento
void updateStop(); // Detiene el desplazamiento de forma ordenada
};

View File

@@ -23,7 +23,9 @@ class MenuOption {
// --- Constructor y destructor ---
MenuOption(std::string caption, ServiceMenu::SettingsGroup group, bool hidden = false)
: caption_(std::move(caption)), group_(group), hidden_(hidden) {}
: caption_(std::move(caption)),
group_(group),
hidden_(hidden) {}
virtual ~MenuOption() = default;
// --- Getters ---
@@ -52,7 +54,8 @@ class MenuOption {
class BoolOption : public MenuOption {
public:
BoolOption(const std::string &cap, ServiceMenu::SettingsGroup grp, bool *var)
: MenuOption(cap, grp), linked_variable_(var) {}
: MenuOption(cap, grp),
linked_variable_(var) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; }
[[nodiscard]] auto getValueAsString() const -> std::string override {
@@ -74,7 +77,11 @@ class BoolOption : public MenuOption {
class IntOption : public MenuOption {
public:
IntOption(const std::string &cap, ServiceMenu::SettingsGroup grp, int *var, int min, int max, int step)
: MenuOption(cap, grp), linked_variable_(var), min_value_(min), max_value_(max), step_value_(step) {}
: MenuOption(cap, grp),
linked_variable_(var),
min_value_(min),
max_value_(max),
step_value_(step) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; }
[[nodiscard]] auto getValueAsString() const -> std::string override { return std::to_string(*linked_variable_); }
@@ -150,7 +157,8 @@ class ListOption : public MenuOption {
class FolderOption : public MenuOption {
public:
FolderOption(const std::string &cap, ServiceMenu::SettingsGroup grp, ServiceMenu::SettingsGroup target)
: MenuOption(cap, grp), target_group_(target) {}
: MenuOption(cap, grp),
target_group_(target) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::SELECT; }
[[nodiscard]] auto getTargetGroup() const -> ServiceMenu::SettingsGroup override { return target_group_; }
@@ -162,7 +170,8 @@ class FolderOption : public MenuOption {
class ActionOption : public MenuOption {
public:
ActionOption(const std::string &cap, ServiceMenu::SettingsGroup grp, std::function<void()> action, bool hidden = false)
: MenuOption(cap, grp, hidden), action_(std::move(action)) {}
: MenuOption(cap, grp, hidden),
action_(std::move(action)) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::SELECT; }
void executeAction() override {
@@ -183,7 +192,11 @@ class ActionListOption : public MenuOption {
using ActionExecutor = std::function<void()>;
ActionListOption(const std::string &caption, ServiceMenu::SettingsGroup group, std::vector<std::string> options, ValueGetter getter, ValueSetter setter, ActionExecutor action_executor, bool hidden = false)
: MenuOption(caption, group, hidden), options_(std::move(options)), value_getter_(std::move(getter)), value_setter_(std::move(setter)), action_executor_(std::move(action_executor)) {
: MenuOption(caption, group, hidden),
options_(std::move(options)),
value_getter_(std::move(getter)),
value_setter_(std::move(setter)),
action_executor_(std::move(action_executor)) {
updateCurrentIndex();
}

View File

@@ -44,7 +44,8 @@ void MenuRenderer::ShowHideAnimation::stop() {
}
MenuRenderer::MenuRenderer(const ServiceMenu *menu_state, std::shared_ptr<Text> element_text, std::shared_ptr<Text> title_text)
: element_text_(std::move(element_text)), title_text_(std::move(title_text)) {
: element_text_(std::move(element_text)),
title_text_(std::move(title_text)) {
initializeMaxSizes();
setPosition(param.game.game_area.center_x, param.game.game_area.center_y, PositionMode::CENTERED);
}

View File

@@ -69,7 +69,9 @@ class Notifier {
// Constructor
explicit Notification()
: texture(nullptr), sprite(nullptr), rect{0, 0, 0, 0} {}
: texture(nullptr),
sprite(nullptr),
rect{0, 0, 0, 0} {}
};
// --- Objetos y punteros ---

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