225 Commits

Author SHA1 Message Date
c610065fe0 Actualizar README.md 2025-11-01 20:09:34 +01:00
d2be113c4e corregit makefile 2025-10-25 09:29:01 +02:00
052bb063df Corregit resource_helper i millora DMG amb create-dmg 2025-10-25 00:20:35 +02:00
9d974438b3 millorat makefile per a que el dmg es veja millor 2025-10-24 23:31:30 +02:00
b9fe376f2a eliminat el fallback a disc en les versions de release 2025-10-24 23:21:27 +02:00
0c05f6d5b6 corregida la versio release de macos per a funcionar correctament amb resources.pack 2025-10-24 23:11:48 +02:00
39125ee57c nou icon 2025-10-24 21:17:29 +02:00
7ebeeebaaf arreglat include en pack_resources.cpp 2025-10-24 18:38:02 +02:00
c6c7b63f6d ultim linter 2025-10-24 18:36:00 +02:00
7959baeed9 linter 2025-10-24 18:22:15 +02:00
5d1c6c6d99 linter 2025-10-24 18:11:51 +02:00
145d1e3fc0 canvis en run_clang-tidy.sh 2025-10-24 17:58:53 +02:00
4679255d60 linter 2025-10-24 17:50:31 +02:00
3cfb65320c linter: opengl_shader.cpp 2025-10-24 17:21:17 +02:00
636e4d932a linter: varios 2025-10-24 17:12:57 +02:00
9979f31b4a linter: manage_hiscore_table 2025-10-24 14:10:38 +02:00
6190b35349 integrat jail_audio en la carrega de resources.pack 2025-10-24 13:59:03 +02:00
fd4136a882 linter: varios 2025-10-24 13:45:56 +02:00
5362c5b022 linter; manage_hiscore i resource_loader 2025-10-24 12:06:53 +02:00
357b5d5977 linter: renombrar variables 2025-10-24 10:33:18 +02:00
f50ad68f10 linter: resource_pack 2025-10-24 10:27:56 +02:00
155a7d038d ajustades constants en credits.cpp 2025-10-24 10:13:10 +02:00
4b732c189c migrat correctament a delta_time credits.cpp i eliminat un bug que feia que si no pasaves a ma el final, no acabara mai 2025-10-24 10:10:55 +02:00
1c3d59d678 migrat hiscore_table a delta_time de manera correcta
corregida deformació subpixel de la textura en instructions i hiscore_table
2025-10-24 08:49:09 +02:00
1acbe1d097 migrat instructions a delta_time pur 2025-10-23 18:59:37 +02:00
245524c021 fix: detecta fitxers de puntuació corruptes 2025-10-23 18:47:38 +02:00
b4624a9223 arreglos en makefiles i cmakes 2025-10-23 18:32:17 +02:00
28e3e1ee0a style: si ja havies posat nom, el carrusel apareix directament en el caracter d'acabar 2025-10-23 17:46:06 +02:00
e250ca048f calibrats els pulsos al gust 2025-10-23 14:56:33 +02:00
5bf96b9aba afegit "pulsos" a scoreboard 2025-10-23 14:44:51 +02:00
ac6f521288 fix: la logica de Rects dels credits 2025-10-22 21:02:09 +02:00
5a5c06efd1 fix: si vas a posar nom i el nom ja està ple, ja aplica les restriccions i posa el carrusel com toca 2025-10-22 19:58:47 +02:00
ef1a514c9b style: ja pots mouret pel carrusel de posar nom mantenint la direccio apretada (ja no vas lletra a lletra) 2025-10-22 19:55:02 +02:00
ce54b10abb afegida classe Cooldown 2025-10-22 19:54:27 +02:00
40538eaa28 el carrusel ja s'anima supersucosetment cap al OK de manera automática 2025-10-22 18:56:59 +02:00
88d814f371 Visualment, el carrusel ja salta al ultim caracter (instantani)
Si no hi ha lletres per a borrar, no fa roidet
2025-10-22 18:47:42 +02:00
b933ceee63 Traslladada logica de clavar nom de game a player
Si no caben mes lletres, salta a l'ultim caracter i bloqueja el carrusel
2025-10-22 18:36:32 +02:00
75ccddbaa1 style: ja hi ha un caracter per acabar de posar el nom 2025-10-22 18:17:58 +02:00
fde77affdf fix: ja no s'escolta el time stopper al passar-se el joc
style: ja no ix el lletrero de gameover al passar-se el joc
2025-10-22 17:05:38 +02:00
52a387463d fix: Fade Type::FULLSCREEN no iniciava correctament i el primer frame de un fade_in mostrava el contingut 2025-10-22 15:40:17 +02:00
5a0fc9330d fix: splash.png corregit 2025-10-22 15:25:57 +02:00
66661036a4 fix: en Player::handleRecoverMovement() es reproduía voice_recover.wav constantment 2025-10-22 15:17:05 +02:00
bb132aade2 afegit caracter de acabar de posar el nom (no en us encara)
corregida la logica de animacio i desplaçament del carrusel de posar nom
2025-10-22 15:05:57 +02:00
d4e09e1e88 gameplay: canviat text de SuperPoder per Automatic 2025-10-22 13:03:16 +02:00
866f464d37 gameplay: la maquina de café ja no tapa els globos (al reves) 2025-10-22 12:58:53 +02:00
da9f3c1e02 refeta la classe Fade perque nomes havia un tipo de fade migrat a time based. ara ja estan tots correctes 2025-10-21 21:12:29 +02:00
9b8fdf289f animacions noves per al jugador2,
cada jugador te el seu fitxer d'animacions per separat
2025-10-21 20:42:17 +02:00
bf12c1664a fix: nou metode per ordenar i dibuixar els jugadors ordenats en l'eix Z
codi: eliminat tot el codi mort de Hit
2025-10-21 09:30:31 +02:00
d7836eedd7 canvi de pc (treballant en el z-order dels jugadors per evitar reordenar el vector) 2025-10-20 21:41:23 +02:00
4bac816e37 style: meeees retocs a la pantalla de càrrega 2025-10-20 21:07:22 +02:00
67f9103b96 fix: updateAlphaColorTexture() en Background class per a utilitzar delta_time 2025-10-20 20:54:34 +02:00
8ddee66304 fix: el cicle de color de credits.cpp 2025-10-20 20:36:33 +02:00
4fb6a9999f animacions noves dels jugadors per al final 2025-10-20 20:06:32 +02:00
794dcf83f6 style: toquejant mes la pantalla de carrega 2025-10-20 18:11:39 +02:00
9fe73ed8e4 style: toquejant la pantalla de càrrega 2025-10-20 14:07:14 +02:00
e99b2abd7d style: canviat un ifndef per un pragma once 2025-10-20 13:18:09 +02:00
b128b285ed fix: alguns logs de consola
fix: alguns .h s'havien canviat a .hpp per error
2025-10-20 12:43:43 +02:00
c8bf9640cf corregits bugs de toquetechar vectors i merdes i passats a lists 2025-10-20 12:29:37 +02:00
2b4523d644 linter 2025-10-19 22:01:31 +02:00
16306f2325 els items començen a parpadejar quan ja estan quets a terra 2025-10-19 19:51:07 +02:00
d7c3ea7f69 corregit el pixelart dels logos de JAILGAMES 2025-10-19 18:25:00 +02:00
413c3c30a6 afegit el namespace Logger 2025-10-19 18:10:55 +02:00
df6e7e5155 eliminat el cadaver que havia de jail_shader.cpp per ahi 2025-10-17 21:58:12 +02:00
46974ef2eb renombrades extensions .h a .hpp 2025-10-17 21:45:19 +02:00
50ccb2ccc2 commit pollós 2025-10-17 21:09:08 +02:00
9b966a260c fix: el fitxer de config el trobava i despres deia que no el trobava 2025-10-17 20:48:47 +02:00
49ea56f5e2 fix: WARNING: Parámetro desconocido: game.item_size 2025-10-17 20:33:02 +02:00
300edc90b5 PathSprite: ja permet createPath amb temps o frames 2025-10-17 14:02:40 +02:00
5ff33ca6ca fix: ja es mou la herbeta 2025-10-16 20:43:48 +02:00
6dc6d8fc24 fix: Dejar que SDL elija OpenGL automáticamente en Linux
- Windows: opengl + 3.3 Core Profile explícito
- Linux: opengl sin atributos, SDL elige:
  * Desktop 3.3 en PC con GPU normal
  * ES 3.0 en RPi automáticamente

Resuelve problema de colores invertidos (azul->naranja) causado
por forzar opengles2.
2025-10-02 22:05:18 +02:00
8d94ed516c fix: Renderizar textura antes de inicializar shaders
En constructor: SDL_RenderTexture() antes de initShaders()
Esto asegura que la textura tiene contenido válido.

Revertido lazy initialization que no funcionaba.
Vuelta a la solución original que sí funcionaba.
2025-10-02 22:00:30 +02:00
ba0b0930b0 fix: Mejorar obtención de texture ID en OpenGL ES
- Probar SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER para ES
- Probar SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER para Desktop
- Añadir logs detallados para debug
- No intentar bind si texture_id es 0 (prevenir GL_INVALID_ENUM)

Refs: Error 0x500 en glBindTexture en RPi
2025-10-02 21:55:49 +02:00
29e76b1ddd feat: Forzar OpenGL ES en Linux/RPi mediante SDL hint
- Windows: hint 'opengl' + OpenGL 3.3 Core Profile
- Linux/RPi: hint 'opengles2,opengl' (intenta ES, fallback a Desktop)
- SDL_WINDOW_OPENGL flag es genérico, funciona con ambos

También lazy initialization de shaders para evitar textura vacía.
2025-10-02 21:48:57 +02:00
54ceaa3042 debug: Añadir logs en inicialización de shaders
Para debuggear problema de pantalla negra en RPi al iniciar con shaders activos.
Logs muestran tamaños de ventana/textura y configuración de uniforms.
2025-10-02 21:40:12 +02:00
dcc223d287 fix: Cambiar shaders ES de 3.1 a 3.0 para Raspberry Pi
RPi 5 solo soporta OpenGL ES 3.0, no 3.1.
Cambiada versión de #version 310 es a #version 300 es
2025-10-02 21:22:14 +02:00
7187412a45 feat: Soporte OpenGL ES 3.1 para Raspberry Pi
- Creados shaders GLSL ES 3.1 (crtpi_*_es.glsl)
- Detección automática: intenta cargar ES primero, fallback a Desktop
- Windows: pide OpenGL 3.3 Core Profile explícitamente
- Linux/RPi: deja que SDL elija (usará OpenGL ES si está disponible)
- assets.txt actualizado con shaders ES como opcionales

Resuelve problema en RPi 5 donde OpenGL 3.3 Core no está soportado
pero OpenGL ES 3.1 sí lo está mediante drivers Mesa/VideoCore.
2025-10-02 21:12:08 +02:00
ff7aef827c migracio a OpenGL 3.3 Core Profile completada 2025-10-02 18:24:18 +02:00
6ff7ccf69a migrat a OpenGL 3.3 Core Profile 2025-10-02 18:15:39 +02:00
e347e04d33 fix: arreglat bug en jail_shader.cpp que no aplicava be el tamany de la textura amb filtros al canviar el tamany de la finestra si arrancaves el joc sense filtros activats 2025-10-02 17:24:40 +02:00
7946ea54a6 unificats els shaders glsl en un sol fitxer
corregida la inicialització de opengl i shaders
2025-10-02 17:11:38 +02:00
79033346c0 migrat fitxer de config a v2 2025-10-02 16:35:11 +02:00
62b73d6f41 bug fix: si desapareixia la maquina de cafe, ja no eixia mes 2025-10-02 12:04:17 +02:00
218ddabb5e bug fix: no eixien pacos 2025-10-02 08:28:15 +02:00
427f40632a scoreboard.cpp: animació de SCORE a ENTER_NAME 2025-10-01 21:31:42 +02:00
a29b4d4379 scoreboard.cpp: modificada la easing function de desplaçament vertical a easeInOutSine 2025-10-01 20:10:42 +02:00
d851cdd2fe scoreboard.cpp: afegit un setMode() com deu mana 2025-10-01 20:06:08 +02:00
3354d00814 Transició acabada, encara que hi ha un desfase de 1 pixel 2025-10-01 19:34:23 +02:00
7bd7ba84e0 scoreboard.cpp: treballant en transicio de ENTER_NAME a SHOW_NAME 2025-10-01 19:11:58 +02:00
6ad34eaf57 finalitzada la implementació del carrusel 2025-10-01 18:49:11 +02:00
b4f2251508 animacio al pixel del carrusel feta, falla el color que no transiciona 2025-10-01 18:36:14 +02:00
473a52f986 treballant en la animacio alpixel del carrusel 2025-10-01 18:05:00 +02:00
bcdd48d622 carrusel funcional i acabat 2025-10-01 17:49:29 +02:00
6985569573 el carrusel ara es mou amb esquerra i dreta en lloc de amb amunt i avall 2025-10-01 17:13:52 +02:00
5db43e674d Color: afegit metode LERP() 2025-10-01 14:11:32 +02:00
34baa3c97d treballan en el carrusel per a posar el nom 2025-10-01 14:00:56 +02:00
bddb790fe2 creat bullet_manager.cpp 2025-09-30 20:41:35 +02:00
6fae12ba02 fix: la ultima tarjeta de la intro no tenia temps de repos 2025-09-30 19:59:38 +02:00
4e083a8cdb item.cpp: afegida rotació 2025-09-30 14:16:25 +02:00
cbe4315701 moving_sprite.cpp: afegit umbral a stopRotate() 2025-09-30 14:11:58 +02:00
49d561b583 moving_sprite.cpp: afegida funcio per a escalar la velocitat de rotacio 2025-09-30 13:59:13 +02:00
6e56a6fd79 moving_sprite.cpp: afegits nous metodes per controlar la rotació 2025-09-30 13:47:48 +02:00
267d9647e0 moving_sprite.cpp: la variable rotate.speed ja no es gastava 2025-09-30 13:38:06 +02:00
13b3702d00 eliminat param.game.item_size 2025-09-30 13:23:50 +02:00
4500845dcd muguda la logica de demo de utils.cpp a demo.cpp 2025-09-30 12:58:32 +02:00
a4abc02f88 nou: modificat el valor de velocitat en la creació dels globos verds. i tornat a deixar com estava 2025-09-30 12:42:38 +02:00
a0fb6934b0 corregit: en el mode demo no calculava correctament el estat del fondo 2025-09-30 09:56:32 +02:00
19645445b2 corregit: els fills dels globos verds eixien taronja 2025-09-30 08:47:49 +02:00
efe8628a3c corregit: el log de CREATING PLAYER TEXTURES en resource.cpp 2025-09-29 14:22:44 +02:00
c98cb0d29f repensada la forma d'asignar fitxers de demo als jugadors
refets els fitxers de demo i afegit un tercer fitxer
2025-09-29 14:00:10 +02:00
c16fc1bae5 corregit: el mode demo ja funciona correctament 2025-09-29 12:47:13 +02:00
fa0af1179a corregit: no trobava version.h 2025-09-29 07:54:46 +02:00
d1e4a5eb07 eliminat tot el define NO_AUDIO del codi 2025-09-27 00:33:05 +02:00
e18d1b186a player.h: eliminat codi mort 2025-09-27 00:22:46 +02:00
d056a5e336 nou: afegida versió de git en la pantalla de carrega 2025-09-27 00:20:46 +02:00
b9e26aa755 corregit: flags estatics en credits.cpp i title.cpp 2025-09-26 23:48:08 +02:00
b2afef2226 corregit: flags estatics en hiscore_tale.cpp 2025-09-26 23:40:37 +02:00
c400aa96c0 corregit: flags estatics en game.cpp 2025-09-26 23:36:49 +02:00
8818954dcd afegit define rapidet per a renderer metal basic en macos 2025-09-26 22:45:14 +02:00
b92e5df98b nou: sonidos de bala diferent per a cada jugador 2025-09-26 20:48:22 +02:00
83871273ec nou: bales de colors diferents per a cada jugador 2025-09-26 20:37:00 +02:00
0459b39366 screen.cpp: getDisplayInfo()
resource.cpp: afegida info del display en la pantalla de carrega
2025-09-26 19:42:39 +02:00
5bb0ff19bc corregit: asset::checkFile() fallava desde fora del directori 2025-09-26 19:16:25 +02:00
a867b3cf4d integrat empaquetador de recursos en el makefile 2025-09-26 18:16:48 +02:00
8a6ce8e66d organitzat player.h 2025-09-26 17:37:29 +02:00
a40f04a739 nou: musiqueta i veu per al game over i timings ajustats 2025-09-26 17:20:35 +02:00
0c670fd344 novetat: canvi de color de les bales quan queda poc powerUp 2025-09-26 14:13:52 +02:00
35f4bf690c corregit: bug en Audio::fadeOutMusic quan la musica no es reproduia en bucle 2025-09-25 21:21:39 +02:00
abeaf47f96 corregit: timing de les celebracions del final 2025-09-25 19:48:58 +02:00
6498c35628 corregit audio i timing del game over 2025-09-25 19:36:40 +02:00
d1c6af02db corregit: la musica del joc soles sonava la primera volta 2025-09-25 19:19:46 +02:00
5edef17d84 nou: musica al completar el joc 2025-09-25 19:10:46 +02:00
e4532fcef2 nou: ruidet per a quan acabes de posar el nom 2025-09-25 18:18:39 +02:00
7a8d66c29d nou: quan arribes a la maxima puntuació, posa un lletreret 2025-09-25 17:52:49 +02:00
54292c9f8f fix: warning de override 2025-09-25 16:58:01 +02:00
3897553704 eliminat el vector precalculat en tiled_bg per al moviment circular 2025-09-25 08:08:29 +02:00
308f5c20fb corregit en background.cpp la desaceleració final, millorada amb funció de suavitzat i arreglades les velocitats dels nuvols que no variaven amb el pas del joc 2025-09-24 21:54:38 +02:00
987dcd0205 fix: el audio del logo.cpp soles sonava la primera volta 2025-09-24 20:54:45 +02:00
d56f23544c corregit menu_renderer.cpp, de vegades es modificava el ample del menu al canviar les opcions 2025-09-24 20:46:07 +02:00
c79a846b29 migrat service_menu.cpp a deltaTime 2025-09-24 19:34:08 +02:00
ad39d55e79 style: static auto *const SCREEN = Screen::get(); 2025-09-24 18:57:10 +02:00
853ef426f0 corregit el START PROMPT en title.cpp que no resetejava el contador de parpadeig 2025-09-24 18:51:36 +02:00
cadf7de3d8 tiled_bg.cpp, afegit changeSpeedTo() 2025-09-24 18:44:37 +02:00
ec65ff9acb corregit audio de timeStopItem 2025-09-24 18:26:39 +02:00
d077374883 migrat a deltaTime screen.cpp i notifier.cpp 2025-09-24 18:08:50 +02:00
40a2b2cc00 afegit TODO per al proxim dia 2025-09-24 14:02:30 +02:00
b3f3f151da corregits alguns parametres de ms a s 2025-09-24 13:56:12 +02:00
3fdd61655a corregit throwCoffee() i el rolling del jugador 2025-09-24 13:24:05 +02:00
504727b95f corregit del delay entre formacions 2025-09-24 13:09:54 +02:00
ff5446fcdf corregit createItemText() 2025-09-24 12:41:41 +02:00
545eb70082 corregida la creacio de globos 2025-09-24 12:37:21 +02:00
232a23a5dd corregida velocitat_y en createChild() 2025-09-24 11:42:48 +02:00
c9a29e26dd revisant la seccio game: bales, items e inici 2025-09-24 11:37:23 +02:00
2977869ab5 revisat tabe.cpp, item.cpp i game.cpp 2025-09-24 09:37:23 +02:00
6a223b68ba revisant title.cpp (falla el jugador) 2025-09-23 14:13:48 +02:00
3fafff026b revisat balloon_formationc.cpp i credits.cpp 2025-09-23 14:03:07 +02:00
159528adc9 revisat credits.cpp, player.cpp, balloon.cpp i balloon_manager.cpp 2025-09-23 13:42:09 +02:00
6c8f231b34 revisat instructions.cpp 2025-09-23 12:10:16 +02:00
c5d6d77ebf revisat hiscore_table.cpp 2025-09-23 11:24:29 +02:00
5e73327b2f revisat intro.cpp, path_sprite i writer.cpp 2025-09-23 11:13:15 +02:00
720d286dcf revisat logo.cpp 2025-09-23 09:11:29 +02:00
dd13a2bd7c revisat background, game_logo, smart sprite, tiled_bg 2025-09-23 09:00:00 +02:00
1a6ef79466 revisat moving i animated sprite 2025-09-23 08:29:29 +02:00
8f83a1d13e magic numbers: moving_sprite.cpp i game_logo.cpp 2025-09-22 13:57:58 +02:00
9edfe6877f magic numbers: item.cpp 2025-09-22 13:14:23 +02:00
91b26631c6 magic numbers: bullet.cpp 2025-09-22 12:14:09 +02:00
331a690b78 fix: balloon_manager.cpp conflicto al crear los globos y detener el tiempo 2025-09-22 10:13:12 +02:00
5e3946e28b fix: no inicialitzava be animated_sprite 2025-09-22 10:03:38 +02:00
d4a0189dc8 arreglant balloon.cpp per a deltaTime pur 2025-09-19 14:15:44 +02:00
568b941990 eliminats metodes frame-based obsolets 2025-09-19 09:56:25 +02:00
49a3989ecf magic numbers: game.cpp 2025-09-19 09:11:10 +02:00
af7cb01ead magic numbers: game.cpp 2025-09-19 07:33:27 +02:00
5c82916650 magic numbers: game.cpp i player.cpp 2025-09-18 14:17:54 +02:00
0c0518adac magic numbers: game.cpp i player.cpp (en progres) 2025-09-18 13:15:43 +02:00
cb7b290818 magic numbers: game.cpp 2025-09-17 14:20:13 +02:00
ae30c9b34f magic numbers: title.cpp 2025-09-17 13:53:31 +02:00
9acd9aa631 magic numbers: intro.cpp 2025-09-17 13:25:16 +02:00
577510ff8c magic numbers: logo.cpp 2025-09-17 13:01:43 +02:00
66566913f6 delta-time: game.cpp (funciona pero va un poc massa ràpid) 2025-09-16 22:56:00 +02:00
3e6cc9dfab delta-time: explosions.cpp 2025-09-16 22:43:16 +02:00
a15e29344f delta-time: balloon.cpp
delta-time: balloon_manager.cpp
delta-time: credits.cpp
2025-09-16 22:38:48 +02:00
a96a17e11b delta-time: tabe.cpp 2025-09-16 20:29:35 +02:00
e0f6a424a9 delta-time: bullet.cpp 2025-09-16 20:26:22 +02:00
49e30f947a delta-time: title.cpp 2025-09-16 20:23:10 +02:00
470a07d28c delta-time: player.cpp 2025-09-16 19:21:44 +02:00
65716fce20 delta-time: tiled_bg.cpp 2025-09-16 17:35:03 +02:00
dfa66b0e95 delta-time: game_logo.cpp
delta-time: smart_sprite.cpp
2025-09-16 17:19:05 +02:00
3d9ffe356e Elimina .claude 2025-09-16 17:18:39 +02:00
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
249 changed files with 12560 additions and 7603 deletions

View File

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

7
.gitignore vendored
View File

@@ -1,4 +1,5 @@
.vscode .vscode
.claude
build/ build/
data/config/config.txt data/config/config.txt
*.DS_Store *.DS_Store
@@ -17,3 +18,9 @@ debug.txt
cppcheck-result* cppcheck-result*
desktop.ini desktop.ini
ccae_release/ ccae_release/
Frameworks/
resources.pack
# Herramienta pack_resources (todas las plataformas)
tools/pack_resources
tools/pack_resources.exe

View File

@@ -14,6 +14,22 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
cmake_policy(SET CMP0072 NEW) cmake_policy(SET CMP0072 NEW)
set(OpenGL_GL_PREFERENCE GLVND) set(OpenGL_GL_PREFERENCE GLVND)
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE GIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
else()
set(GIT_HASH "unknown")
endif()
# Configurar archivo de versión
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
# --- 1. LISTA EXPLÍCITA DE FUENTES --- # --- 1. LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES set(APP_SOURCES
@@ -28,6 +44,9 @@ set(APP_SOURCES
source/main.cpp source/main.cpp
source/param.cpp source/param.cpp
source/resource.cpp source/resource.cpp
source/resource_helper.cpp
source/resource_loader.cpp
source/resource_pack.cpp
source/screen.cpp source/screen.cpp
source/text.cpp source/text.cpp
source/writer.cpp source/writer.cpp
@@ -45,6 +64,7 @@ set(APP_SOURCES
source/balloon_manager.cpp source/balloon_manager.cpp
source/balloon.cpp source/balloon.cpp
source/bullet.cpp source/bullet.cpp
source/bullet_manager.cpp
source/enter_name.cpp source/enter_name.cpp
source/explosions.cpp source/explosions.cpp
source/game_logo.cpp source/game_logo.cpp
@@ -76,6 +96,7 @@ set(APP_SOURCES
# --- Otros --- # --- Otros ---
source/color.cpp source/color.cpp
source/demo.cpp
source/define_buttons.cpp source/define_buttons.cpp
source/difficulty.cpp source/difficulty.cpp
source/input_types.cpp source/input_types.cpp
@@ -89,28 +110,29 @@ set(APP_SOURCES
# Fuentes de librerías de terceros # Fuentes de librerías de terceros
set(EXTERNAL_SOURCES set(EXTERNAL_SOURCES
source/external/jail_shader.cpp source/external/jail_audio.cpp
source/external/json.hpp source/external/json.hpp
source/external/gif.cpp source/external/gif.cpp
) )
# Añadir jail_audio.cpp solo si el audio está habilitado # Fuentes del sistema de renderizado
if(NOT DISABLE_AUDIO) set(RENDERING_SOURCES
list(APPEND EXTERNAL_SOURCES source/external/jail_audio.cpp) source/rendering/opengl/opengl_shader.cpp
endif() )
# Configuración de SDL3 # Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}") message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
# --- 2. AÑADIR EJECUTABLE --- # --- 2. AÑADIR EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES}) add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
# --- 3. DIRECTORIOS DE INCLUSIÓN --- # --- 3. DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source" "${CMAKE_SOURCE_DIR}/source"
"${CMAKE_SOURCE_DIR}/source/external" "${CMAKE_SOURCE_DIR}/source/external"
"${CMAKE_SOURCE_DIR}/source/rendering"
"${CMAKE_BINARY_DIR}"
) )
# Enlazar la librería SDL3 # Enlazar la librería SDL3
@@ -125,16 +147,9 @@ target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunctio
# Definir _DEBUG en modo Debug # Definir _DEBUG en modo Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>) target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
# Opción para habilitar/deshabilitar audio # Descomentar la siguiente línea para activar el modo grabación de demos
option(DISABLE_AUDIO "Disable audio system" OFF) # target_compile_definitions(${PROJECT_NAME} PRIVATE RECORDING)
# Definir NO_AUDIO si la opción está activada
if(DISABLE_AUDIO)
target_compile_definitions(${PROJECT_NAME} PRIVATE NO_AUDIO)
message(STATUS "Audio deshabilitado - NO_AUDIO definido")
else()
message(STATUS "Audio habilitado")
endif()
# Configuración específica para cada plataforma # Configuración específica para cada plataforma
if(WIN32) if(WIN32)

22
LICENSE
View File

@@ -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.

201
Makefile
View File

@@ -3,6 +3,7 @@ DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source) DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
DIR_BIN := $(addsuffix /, $(DIR_ROOT)) DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build) DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# Variables # Variables
TARGET_NAME := coffee_crisis_arcade_edition TARGET_NAME := coffee_crisis_arcade_edition
@@ -12,6 +13,17 @@ RELEASE_FOLDER := ccae_release
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME) RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
RESOURCE_FILE := release/coffee.res RESOURCE_FILE := release/coffee.res
# Variables para herramienta de empaquetado
ifeq ($(OS),Windows_NT)
PACK_TOOL := $(DIR_TOOLS)pack_resources.exe
PACK_CXX := $(CXX)
else
PACK_TOOL := $(DIR_TOOLS)pack_resources
PACK_CXX := $(CXX)
endif
PACK_SOURCES := $(DIR_TOOLS)pack_resources.cpp $(DIR_SOURCES)resource_pack.cpp
PACK_INCLUDES := -I$(DIR_ROOT) -I$(DIR_BUILD)
# Versión automática basada en la fecha actual (específica por SO) # Versión automática basada en la fecha actual (específica por SO)
ifeq ($(OS),Windows_NT) ifeq ($(OS),Windows_NT)
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'") VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
@@ -37,42 +49,41 @@ RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz
# Lista completa de archivos fuente (basada en CMakeLists.txt) # Lista completa de archivos fuente (basada en CMakeLists.txt)
APP_SOURCES := \ APP_SOURCES := \
source/animated_sprite.cpp \
source/asset.cpp \ source/asset.cpp \
source/audio.cpp \ source/audio.cpp \
source/background.cpp \ source/director.cpp \
source/global_events.cpp \
source/global_inputs.cpp \
source/input.cpp \
source/lang.cpp \
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 \
source/ui/menu_option.cpp \
source/ui/menu_renderer.cpp \
source/ui/notifier.cpp \
source/ui/service_menu.cpp \
source/ui/ui_message.cpp \
source/ui/window_message.cpp \
source/balloon_formations.cpp \ source/balloon_formations.cpp \
source/balloon_manager.cpp \ source/balloon_manager.cpp \
source/balloon.cpp \ source/balloon.cpp \
source/bullet.cpp \ source/bullet.cpp \
source/color.cpp \ source/bullet_manager.cpp \
source/define_buttons.cpp \
source/difficulty.cpp \
source/director.cpp \
source/enter_name.cpp \ source/enter_name.cpp \
source/explosions.cpp \ source/explosions.cpp \
source/external/gif.cpp \
source/external/jail_audio.cpp \
source/external/jail_shader.cpp \
source/fade.cpp \
source/game_logo.cpp \ source/game_logo.cpp \
source/global_events.cpp \
source/global_inputs.cpp \
source/input_types.cpp \
source/input.cpp \
source/item.cpp \ source/item.cpp \
source/lang.cpp \
source/main.cpp \
source/manage_hiscore_table.cpp \ source/manage_hiscore_table.cpp \
source/mouse.cpp \
source/moving_sprite.cpp \
source/options.cpp \
source/param.cpp \
source/path_sprite.cpp \
source/player.cpp \ source/player.cpp \
source/resource.cpp \
source/scoreboard.cpp \ source/scoreboard.cpp \
source/screen.cpp \ source/tabe.cpp \
source/sections/credits.cpp \ source/sections/credits.cpp \
source/sections/game.cpp \ source/sections/game.cpp \
source/sections/hiscore_table.cpp \ source/sections/hiscore_table.cpp \
@@ -80,31 +91,37 @@ APP_SOURCES := \
source/sections/intro.cpp \ source/sections/intro.cpp \
source/sections/logo.cpp \ source/sections/logo.cpp \
source/sections/title.cpp \ source/sections/title.cpp \
source/shutdown.cpp \ source/animated_sprite.cpp \
source/background.cpp \
source/fade.cpp \
source/moving_sprite.cpp \
source/path_sprite.cpp \
source/smart_sprite.cpp \ source/smart_sprite.cpp \
source/sprite.cpp \ source/sprite.cpp \
source/stage.cpp \
source/system_utils.cpp \
source/tabe.cpp \
source/text.cpp \
source/texture.cpp \ source/texture.cpp \
source/tiled_bg.cpp \ source/tiled_bg.cpp \
source/ui/menu_option.cpp \ source/color.cpp \
source/ui/menu_renderer.cpp \ source/demo.cpp \
source/ui/notifier.cpp \ source/define_buttons.cpp \
source/ui/service_menu.cpp \ source/difficulty.cpp \
source/ui/ui_message.cpp \ source/input_types.cpp \
source/ui/window_message.cpp \ source/mouse.cpp \
source/options.cpp \
source/shutdown.cpp \
source/stage.cpp \
source/system_utils.cpp \
source/utils.cpp \ source/utils.cpp \
source/writer.cpp source/external/jail_audio.cpp \
source/external/gif.cpp \
source/rendering/opengl/opengl_shader.cpp
# Includes # Includes
INCLUDES := -Isource -Isource/external INCLUDES := -Isource -Isource/external -Isource/rendering -I$(DIR_BUILD)
# Variables según el sistema operativo # Variables según el sistema operativo
ifeq ($(OS),Windows_NT) ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\\,$1) 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 CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32 LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
RM := del /Q RM := del /Q
@@ -132,6 +149,19 @@ else
endif endif
endif endif
# Reglas para herramienta de empaquetado y resources.pack
$(PACK_TOOL): FORCE
@echo "Compilando herramienta de empaquetado..."
$(PACK_CXX) -std=c++20 -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL)
@echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)"
pack_tool: $(PACK_TOOL)
resources.pack: $(PACK_TOOL)
@echo "Generando resources.pack desde directorio data/..."
$(PACK_TOOL) data resources.pack
@echo "✓ resources.pack generado exitosamente"
# Reglas para compilación # Reglas para compilación
windows: windows:
@echo off @echo off
@@ -151,6 +181,8 @@ windows_debug:
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe" $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
windows_release: windows_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo off @echo off
@echo Creando release para Windows - Version: $(VERSION) @echo Creando release para Windows - Version: $(VERSION)
@@ -158,8 +190,9 @@ windows_release:
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force} powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory} powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
# Copia la carpeta 'data' # Copia la carpeta 'config' y el archivo 'resources.pack'
powershell Copy-Item -Path "data" -Destination "$(RELEASE_FOLDER)" -recurse -Force 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 # Copia los ficheros que estan en la raíz del proyecto
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
@@ -168,7 +201,7 @@ windows_release:
# Compila # Compila
windres release/coffee.rc -O coff -o $(RESOURCE_FILE) windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe" $(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip # Crea el fichero .zip
@@ -188,7 +221,13 @@ macos_debug:
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
macos_release: macos_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release para macOS - Version: $(VERSION)" @echo "Creando release para macOS - Version: $(VERSION)"
# Verificar e instalar create-dmg si es necesario
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
# Elimina datos de compilaciones anteriores # Elimina datos de compilaciones anteriores
$(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) Frameworks $(RMDIR) Frameworks
@@ -203,7 +242,8 @@ macos_release:
$(MKDIR) Frameworks $(MKDIR) Frameworks
# Copia carpetas y ficheros # Copia carpetas y ficheros
cp -R data "$(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)/$(APP_NAME).app/Contents/Frameworks" cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp -R release/frameworks/SDL3.xcframework Frameworks cp -R release/frameworks/SDL3.xcframework Frameworks
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@@ -211,33 +251,52 @@ macos_release:
cp LICENSE "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)"
# Crea enlaces
ln -s /Applications "$(RELEASE_FOLDER)"/Applications
# Compila la versión para procesadores Intel # Compila la versión para procesadores Intel
ifdef ENABLE_MACOS_X86_64 ifdef ENABLE_MACOS_X86_64
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15 $(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
# Firma la aplicación # Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg de la versión Intel # Empaqueta el .dmg de la versión Intel con create-dmg
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)" @echo "Creando DMG Intel con iconos de 96x96..."
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)" create-dmg \
$(RMFILE) tmp.dmg --volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(APP_NAME).app" 278 102 \
--icon "LICENSE" 441 102 \
--icon "README.md" 604 102 \
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_INTEL_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)" @echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
endif endif
# Compila la versión para procesadores Apple Silicon # Compila la versión para procesadores Apple Silicon
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11 $(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Firma la aplicación # Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg de la versión Apple Silicon # Empaqueta el .dmg de la versión Apple Silicon con create-dmg
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)" @echo "Creando DMG Apple Silicon con iconos de 96x96..."
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)" create-dmg \
$(RMFILE) tmp.dmg --volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(APP_NAME).app" 278 102 \
--icon "LICENSE" 441 102 \
--icon "README.md" 604 102 \
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_APPLE_SILICON_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)" @echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
# Elimina las carpetas temporales # Elimina las carpetas temporales
@@ -254,6 +313,8 @@ linux_debug:
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
linux_release: linux_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release para Linux - Version: $(VERSION)" @echo "Creando release para Linux - Version: $(VERSION)"
# Elimina carpetas previas # Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) "$(RELEASE_FOLDER)"
@@ -262,12 +323,13 @@ linux_release:
$(MKDIR) "$(RELEASE_FOLDER)" $(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros # Copia ficheros
cp -R data "$(RELEASE_FOLDER)" cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)"
# Compila # Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)" $(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros # Empaqueta ficheros
@@ -279,6 +341,8 @@ linux_release:
$(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) "$(RELEASE_FOLDER)"
linux_release_desktop: linux_release_desktop:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)" @echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
# Elimina carpetas previas # Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) "$(RELEASE_FOLDER)"
@@ -291,12 +355,13 @@ linux_release_desktop:
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)" $(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
# Copia ficheros del juego # 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)/$(TARGET_NAME)/" cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/" cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
# Compila el ejecutable # Compila el ejecutable
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" $(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
# Crea el archivo .desktop # Crea el archivo .desktop
@@ -383,6 +448,8 @@ raspi_debug:
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" $(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
raspi_release: raspi_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release para Raspberry Pi - Version: $(VERSION)" @echo "Creando release para Raspberry Pi - Version: $(VERSION)"
# Elimina carpetas previas # Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) "$(RELEASE_FOLDER)"
@@ -391,12 +458,13 @@ raspi_release:
$(MKDIR) "$(RELEASE_FOLDER)" $(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros # Copia ficheros
cp -R data "$(RELEASE_FOLDER)" cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)"
# Compila # Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)" $(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros # Empaqueta ficheros
@@ -408,6 +476,8 @@ raspi_release:
$(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) "$(RELEASE_FOLDER)"
anbernic: anbernic:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Compilando para Anbernic: $(TARGET_NAME)" @echo "Compilando para Anbernic: $(TARGET_NAME)"
# Elimina carpetas previas # Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic $(RMDIR) "$(RELEASE_FOLDER)"_anbernic
@@ -416,10 +486,11 @@ anbernic:
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic $(MKDIR) "$(RELEASE_FOLDER)"_anbernic
# Copia ficheros # Copia ficheros
cp -R data "$(RELEASE_FOLDER)"_anbernic cp -R config "$(RELEASE_FOLDER)"_anbernic
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
# Compila # Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME) $(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
# Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake) # Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake)
no_audio: no_audio:
@@ -448,7 +519,11 @@ help:
@echo " raspi_release - Crear release completo para Raspberry Pi" @echo " raspi_release - Crear release completo para Raspberry Pi"
@echo " anbernic - Compilar para Anbernic" @echo " anbernic - Compilar para Anbernic"
@echo " no_audio - Compilar sin sistema de audio" @echo " no_audio - Compilar sin sistema de audio"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " resources.pack - Generar pack de recursos desde data/"
@echo " show_version - Mostrar version actual ($(VERSION))" @echo " show_version - Mostrar version actual ($(VERSION))"
@echo " help - Mostrar esta ayuda" @echo " help - Mostrar esta ayuda"
.PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help .PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help pack_tool resources.pack
FORCE:

View File

@@ -1,6 +1,8 @@
# Coffee Crisis Arcade Edition <div align="center">
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="600" alt="Coffee Crisis Cover">
</div>
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="300" align="left" style="margin-right: 20px; margin-bottom: 10px;" alt="Coffee Crisis Cover"> # Coffee Crisis Arcade Edition
## ¡La batalla definitiva pel cafè està ací! ## ¡La batalla definitiva pel cafè està ací!
@@ -35,10 +37,7 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
> Nota: El joc suporta nomes un jugador amb teclat. > Nota: El joc suporta nomes un jugador amb teclat.
<p align="center"> ![Coffee Crisis Arcade Edition - Gameplay](https://php.sustancia.synology.me/images/ccae/ccae1.png)
<img src="https://php.sustancia.synology.me/images/ccae/ccae1.png" alt="Joc" width="45%" />
<img src="https://php.sustancia.synology.me/images/ccae/ccae3.png" alt="Joc" width="45%" />
</p>
## Altres tecles ## Altres tecles
@@ -64,6 +63,8 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
2. Descomprimix i executa l'arxiu `coffee_crisis_arcade_edition.exe`. 2. Descomprimix i executa l'arxiu `coffee_crisis_arcade_edition.exe`.
3. Gaudeix del joc! 3. Gaudeix del joc!
![Coffee Crisis Arcade Edition - Gameplay](https://php.sustancia.synology.me/images/ccae/ccae3.png)
## Agraïments ## Agraïments
Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc! Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc!

208
config/assets.txt Normal file
View File

@@ -0,0 +1,208 @@
# Coffee Crisis Arcade Edition - Asset Configuration
# Formato: TIPO|RUTA [|OPCIONES]
# Opciones: optional, absolute (separadas por comas)
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
# Archivos de configuración del sistema (absolutos y opcionales)
DATA|${SYSTEM_FOLDER}/config_v2.txt|optional,absolute
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
# Archivos de configuración del juego
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|/data/demo/demo1.bin
DEMODATA|/data/demo/demo2.bin
DEMODATA|/data/demo/demo3.bin
# Música
MUSIC|/data/music/congratulations.ogg
MUSIC|/data/music/credits.ogg
MUSIC|/data/music/intro.ogg
MUSIC|/data/music/playing.ogg
MUSIC|/data/music/title.ogg
# Sonidos
SOUND|/data/sound/balloon_bounce0.wav
SOUND|/data/sound/balloon_bounce1.wav
SOUND|/data/sound/balloon_bounce2.wav
SOUND|/data/sound/balloon_bounce3.wav
SOUND|/data/sound/balloon_pop0.wav
SOUND|/data/sound/balloon_pop1.wav
SOUND|/data/sound/balloon_pop2.wav
SOUND|/data/sound/balloon_pop3.wav
SOUND|/data/sound/bullet1p.wav
SOUND|/data/sound/bullet2p.wav
SOUND|/data/sound/clock.wav
SOUND|/data/sound/coffee_out.wav
SOUND|/data/sound/continue_clock.wav
SOUND|/data/sound/credit.wav
SOUND|/data/sound/debian_drop.wav
SOUND|/data/sound/debian_pickup.wav
SOUND|/data/sound/hi_score_achieved.wav
SOUND|/data/sound/item_drop.wav
SOUND|/data/sound/item_pickup.wav
SOUND|/data/sound/jump.wav
SOUND|/data/sound/logo.wav
SOUND|/data/sound/name_input_accept.wav
SOUND|/data/sound/notify.wav
SOUND|/data/sound/player_collision.wav
SOUND|/data/sound/power_ball_explosion.wav
SOUND|/data/sound/service_menu_adjust.wav
SOUND|/data/sound/service_menu_back.wav
SOUND|/data/sound/service_menu_move.wav
SOUND|/data/sound/service_menu_select.wav
SOUND|/data/sound/stage_change.wav
SOUND|/data/sound/tabe_hit.wav
SOUND|/data/sound/tabe.wav
SOUND|/data/sound/title.wav
SOUND|/data/sound/voice_aw_aw_aw.wav
SOUND|/data/sound/voice_coffee.wav
SOUND|/data/sound/voice_credit_thankyou.wav
SOUND|/data/sound/voice_game_over.wav
SOUND|/data/sound/voice_get_ready.wav
SOUND|/data/sound/voice_no.wav
SOUND|/data/sound/voice_power_up.wav
SOUND|/data/sound/voice_recover.wav
SOUND|/data/sound/voice_thankyou.wav
SOUND|/data/sound/walk.wav
# Shaders OpenGL Desktop 3.3 (Windows/Linux)
DATA|/data/shaders/crtpi_vertex.glsl
DATA|/data/shaders/crtpi_fragment.glsl
# Shaders OpenGL ES 3.0 (Raspberry Pi) - opcionales
DATA|/data/shaders/crtpi_vertex_es.glsl|optional
DATA|/data/shaders/crtpi_fragment_es.glsl|optional
# Texturas - Balloons
ANIMATION|/data/gfx/balloon/balloon0.ani
ANIMATION|/data/gfx/balloon/balloon1.ani
ANIMATION|/data/gfx/balloon/balloon2.ani
ANIMATION|/data/gfx/balloon/balloon3.ani
BITMAP|/data/gfx/balloon/balloon0.png
BITMAP|/data/gfx/balloon/balloon1.png
BITMAP|/data/gfx/balloon/balloon2.png
BITMAP|/data/gfx/balloon/balloon3.png
# Texturas - Explosiones
ANIMATION|/data/gfx/balloon/explosion0.ani
ANIMATION|/data/gfx/balloon/explosion1.ani
ANIMATION|/data/gfx/balloon/explosion2.ani
ANIMATION|/data/gfx/balloon/explosion3.ani
BITMAP|/data/gfx/balloon/explosion0.png
BITMAP|/data/gfx/balloon/explosion1.png
BITMAP|/data/gfx/balloon/explosion2.png
BITMAP|/data/gfx/balloon/explosion3.png
# Texturas - Power Ball
ANIMATION|/data/gfx/balloon/powerball.ani
BITMAP|/data/gfx/balloon/powerball.png
# Texturas - Bala
ANIMATION|/data/gfx/bullet/bullet.ani
BITMAP|/data/gfx/bullet/bullet.png
# Texturas - Tabe
ANIMATION|/data/gfx/tabe/tabe.ani
BITMAP|/data/gfx/tabe/tabe.png
# Texturas - Juego
BITMAP|/data/gfx/game/game_buildings.png
BITMAP|/data/gfx/game/game_clouds1.png
BITMAP|/data/gfx/game/game_clouds2.png
ANIMATION|/data/gfx/game/game_grass.ani
BITMAP|/data/gfx/game/game_grass.png
BITMAP|/data/gfx/game/game_moon.png
BITMAP|/data/gfx/game/game_power_meter.png
BITMAP|/data/gfx/game/game_sky_colors.png
BITMAP|/data/gfx/game/game_sun.png
# Texturas - Intro
BITMAP|/data/gfx/intro/intro1.png
BITMAP|/data/gfx/intro/intro2.png
BITMAP|/data/gfx/intro/intro3.png
BITMAP|/data/gfx/intro/intro4.png
BITMAP|/data/gfx/intro/intro5.png
BITMAP|/data/gfx/intro/intro6.png
# Texturas - Logo
BITMAP|/data/gfx/logo/logo_jailgames_mini.png
BITMAP|/data/gfx/logo/logo_jailgames.png
BITMAP|/data/gfx/logo/logo_since_1998.png
# Texturas - Items
ANIMATION|/data/gfx/item/item_clock.ani
ANIMATION|/data/gfx/item/item_coffee_machine.ani
ANIMATION|/data/gfx/item/item_coffee.ani
ANIMATION|/data/gfx/item/item_debian.ani
ANIMATION|/data/gfx/item/item_points1_disk.ani
ANIMATION|/data/gfx/item/item_points2_gavina.ani
ANIMATION|/data/gfx/item/item_points3_pacmar.ani
BITMAP|/data/gfx/item/item_clock.png
BITMAP|/data/gfx/item/item_coffee_machine.png
BITMAP|/data/gfx/item/item_coffee.png
BITMAP|/data/gfx/item/item_debian.png
BITMAP|/data/gfx/item/item_points1_disk.png
BITMAP|/data/gfx/item/item_points2_gavina.png
BITMAP|/data/gfx/item/item_points3_pacmar.png
# Texturas - Titulo
ANIMATION|/data/gfx/title/title_dust.ani
BITMAP|/data/gfx/title/title_arcade_edition.png
BITMAP|/data/gfx/title/title_bg_tile.png
BITMAP|/data/gfx/title/title_coffee.png
BITMAP|/data/gfx/title/title_crisis.png
BITMAP|/data/gfx/title/title_dust.png
# Texturas - Jugador 1
BITMAP|/data/gfx/player/player1_power.png
BITMAP|/data/gfx/player/player1.gif
PALETTE|/data/gfx/player/player1_coffee1.pal
PALETTE|/data/gfx/player/player1_coffee2.pal
PALETTE|/data/gfx/player/player1_invencible.pal
# Texturas - Jugador 2
BITMAP|/data/gfx/player/player2_power.png
BITMAP|/data/gfx/player/player2.gif
PALETTE|/data/gfx/player/player2_coffee1.pal
PALETTE|/data/gfx/player/player2_coffee2.pal
PALETTE|/data/gfx/player/player2_invencible.pal
# Animaciones del jugador
ANIMATION|/data/gfx/player/player_power.ani
ANIMATION|/data/gfx/player/player1.ani
ANIMATION|/data/gfx/player/player2.ani
# Fuentes de texto
BITMAP|/data/font/04b_25_2x.png
BITMAP|/data/font/04b_25_2x_white.png
BITMAP|/data/font/04b_25_flat_2x.png
BITMAP|/data/font/04b_25_flat.png
BITMAP|/data/font/04b_25_grey.png
BITMAP|/data/font/04b_25_metal.png
BITMAP|/data/font/04b_25_reversed_2x.png
BITMAP|/data/font/04b_25_reversed.png
BITMAP|/data/font/04b_25_white.png
BITMAP|/data/font/04b_25.png
BITMAP|/data/font/8bithud.png
BITMAP|/data/font/aseprite.png
BITMAP|/data/font/smb2_grad.png
BITMAP|/data/font/smb2.png
FONT|/data/font/04b_25_2x.txt
FONT|/data/font/04b_25.txt
FONT|/data/font/8bithud.txt
FONT|/data/font/aseprite.txt
FONT|/data/font/smb2.txt
# Idiomas
LANG|/data/lang/ba_BA.json
LANG|/data/lang/en_UK.json
LANG|/data/lang/es_ES.json

277
config/formations.txt Normal file
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@@ -0,0 +1,277 @@
# Coffee Crisis Arcade Edition - Archivo de configuración de formaciones de globos
# Formato por línea: x, desp, y, vel_x, tipo, tamaño, retraso_tiempo_creacion
# Variables disponibles:
# X0_0, X0_50, X0_100, X1_0, X1_100, X2_0, X2_100, X3_0, X3_100
# X3_25, X3_75, DEFAULT_POS_Y
# SMALL, MEDIUM, LARGE, EXTRALARGE
# RIGHT, LEFT
formation: 0
# Dos enemigos BALLOON3 uno a cada extremo
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
formation: 1
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
formation: 2
# Cuatro enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
formation: 3
# Cuatro enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
formation: 4
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
formation: 5
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 6
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
formation: 7
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 8
# Seis enemigos BALLOON0. 0, 0, 0, 0, 0, 0. Hacia la derecha
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
formation: 9
# Seis enemigos BALLOON0. 100, 100, 100, 100, 100, 100. Hacia la izquierda
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
formation: 10
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.5000
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.2500
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
formation: 11
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.5000
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.2500
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
formation: 12
# Seis enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.8333
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.6667
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
formation: 13
# Seis enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.8333
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.6667
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
formation: 14
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
formation: 15
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 16
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
formation: 17
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 18
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.8333
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.6667
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.5000
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.3333
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
formation: 19
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.8333
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.6667
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.5000
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.3333
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
formation: 20
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
formation: 21
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.2000
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1500
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1000
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0500
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.2000
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1500
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1000
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0500
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
formation: 22
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 23
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
formation: 24
# Treinta enemigos BALLOON0. Del centro hacia los extremos. Juntos. Simétricos
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
formation: 25
# Treinta enemigos BALLOON0. Del centro hacia adentro. Juntos. Simétricos
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000

View File

@@ -2,7 +2,6 @@
# Formato: PARAMETRO VALOR # Formato: PARAMETRO VALOR
# --- GAME --- # --- GAME ---
game.item_size 20 # Tamaño de los items del juego (en píxeles)
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex) game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
game.width 320 # Ancho de la resolución nativa del juego (en píxeles) game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
game.height 240 # Alto de la resolución nativa del juego (en píxeles) game.height 240 # Alto de la resolución nativa del juego (en píxeles)
@@ -12,8 +11,6 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
game.play_area.rect.h 200 # Alto de la zona jugable game.play_area.rect.h 200 # Alto de la zona jugable
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
# --- FADE --- # --- FADE ---
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
@@ -39,24 +36,24 @@ scoreboard.text_color2 FFFFFF # Color secundario del texto del marca
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos) scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
# --- TITLE --- # --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start" title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 800 # Duración de la pantalla de título (frames) title.title_duration 14 # Duración de la pantalla de título (segundos)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition" title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo title.bg_color 41526F # Color de fondo en la sección titulo
# --- BACKGROUND --- # --- BACKGROUND ---
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal) background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
# --- BALLOONS --- # --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1 balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1 balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2 balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2 balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3 balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3 balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4 balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4 balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
balloon.color[0] blue # Color de creación del globo normal balloon.color[0] blue # Color de creación del globo normal
balloon.color[1] orange # Color del globo normal balloon.color[1] orange # Color del globo normal

View File

@@ -2,7 +2,6 @@
# Formato: PARAMETRO VALOR # Formato: PARAMETRO VALOR
# --- GAME --- # --- GAME ---
game.item_size 20 # Tamaño de los items del juego (en píxeles)
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex) game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
game.width 320 # Ancho de la resolución nativa del juego (en píxeles) game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
game.height 256 # Alto de la resolución nativa del juego (en píxeles) game.height 256 # Alto de la resolución nativa del juego (en píxeles)
@@ -12,8 +11,6 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
game.play_area.rect.h 216 # Alto de la zona jugable game.play_area.rect.h 216 # Alto de la zona jugable
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
# --- FADE --- # --- FADE ---
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
@@ -39,24 +36,24 @@ scoreboard.text_color2 FFFFFF # Color secundario del texto del marca
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos) scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
# --- TITLE --- # --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start" title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 800 # Duración de la pantalla de título (frames) title.title_duration 14 # Duración de la pantalla de título (segundos)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition" title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo title.bg_color 41526F # Color de fondo en la sección titulo
# --- BACKGROUND --- # --- BACKGROUND ---
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal) background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
# --- BALLOONS --- # --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1 balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1 balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2 balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2 balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3 balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3 balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4 balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4 balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
balloon.color[0] blue # Color de creación del globo normal balloon.color[0] blue # Color de creación del globo normal
balloon.color[1] orange # Color del globo normal balloon.color[1] orange # Color del globo normal

View File

@@ -4,13 +4,13 @@
# Los pools no necesitan estar ordenados ni ser consecutivos # Los pools no necesitan estar ordenados ni ser consecutivos
# Pool para la fase 1 # Pool para la fase 1
POOL: 0 FORMATIONS: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 POOL: 0 FORMATIONS: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
# Pool para la fase 2 # Pool para la fase 2
POOL: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 POOL: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
# Pool para la fase 3 # Pool para la fase 3
POOL: 2 FORMATIONS: 0, 1, 2, 3, 4, 55, 56, 57, 58, 59 POOL: 2 FORMATIONS: 0, 1, 2, 3, 4, 55, 56, 57, 58, 59
# Pool para la fase 4 # Pool para la fase 4
POOL: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9 POOL: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9

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# Coffee Crisis Arcade Edition - Asset Configuration
# Formato: TIPO|RUTA [|OPCIONES]
# Opciones: optional, absolute (separadas por comas)
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
# Archivos de configuración del sistema (absolutos y opcionales)
DATA|${SYSTEM_FOLDER}/config.txt|optional,absolute
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|${PREFIX}/data/config/demo2.bin
# Música
MUSIC|${PREFIX}/data/music/credits.ogg
MUSIC|${PREFIX}/data/music/intro.ogg
MUSIC|${PREFIX}/data/music/playing.ogg
MUSIC|${PREFIX}/data/music/title.ogg
# Sonidos
SOUND|${PREFIX}/data/sound/balloon_bounce0.wav
SOUND|${PREFIX}/data/sound/balloon_bounce1.wav
SOUND|${PREFIX}/data/sound/balloon_bounce2.wav
SOUND|${PREFIX}/data/sound/balloon_bounce3.wav
SOUND|${PREFIX}/data/sound/balloon_pop0.wav
SOUND|${PREFIX}/data/sound/balloon_pop1.wav
SOUND|${PREFIX}/data/sound/balloon_pop2.wav
SOUND|${PREFIX}/data/sound/balloon_pop3.wav
SOUND|${PREFIX}/data/sound/bullet.wav
SOUND|${PREFIX}/data/sound/clock.wav
SOUND|${PREFIX}/data/sound/coffee_out.wav
SOUND|${PREFIX}/data/sound/continue_clock.wav
SOUND|${PREFIX}/data/sound/credit.wav
SOUND|${PREFIX}/data/sound/debian_drop.wav
SOUND|${PREFIX}/data/sound/debian_pickup.wav
SOUND|${PREFIX}/data/sound/hi_score_achieved.wav
SOUND|${PREFIX}/data/sound/item_drop.wav
SOUND|${PREFIX}/data/sound/item_pickup.wav
SOUND|${PREFIX}/data/sound/jump.wav
SOUND|${PREFIX}/data/sound/logo.wav
SOUND|${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_move.wav
SOUND|${PREFIX}/data/sound/service_menu_select.wav
SOUND|${PREFIX}/data/sound/stage_change.wav
SOUND|${PREFIX}/data/sound/tabe_hit.wav
SOUND|${PREFIX}/data/sound/tabe.wav
SOUND|${PREFIX}/data/sound/title.wav
SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav
SOUND|${PREFIX}/data/sound/voice_coffee.wav
SOUND|${PREFIX}/data/sound/voice_credit_thankyou.wav
SOUND|${PREFIX}/data/sound/voice_get_ready.wav
SOUND|${PREFIX}/data/sound/voice_no.wav
SOUND|${PREFIX}/data/sound/voice_power_up.wav
SOUND|${PREFIX}/data/sound/voice_recover.wav
SOUND|${PREFIX}/data/sound/voice_thankyou.wav
SOUND|${PREFIX}/data/sound/walk.wav
# Shaders
DATA|${PREFIX}/data/shaders/crtpi_240.glsl
DATA|${PREFIX}/data/shaders/crtpi_256.glsl
# Texturas - Balloons
ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani
ANIMATION|${PREFIX}/data/gfx/balloon/balloon2.ani
ANIMATION|${PREFIX}/data/gfx/balloon/balloon3.ani
BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png
# Texturas - Explosiones
ANIMATION|${PREFIX}/data/gfx/balloon/explosion0.ani
ANIMATION|${PREFIX}/data/gfx/balloon/explosion1.ani
ANIMATION|${PREFIX}/data/gfx/balloon/explosion2.ani
ANIMATION|${PREFIX}/data/gfx/balloon/explosion3.ani
BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png
# Texturas - Power Ball
ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani
BITMAP|${PREFIX}/data/gfx/balloon/powerball.png
# Texturas - Bala
ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani
BITMAP|${PREFIX}/data/gfx/bullet/bullet.png
# Texturas - Tabe
ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani
BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
# Texturas - Juego
BITMAP|${PREFIX}/data/gfx/game/game_buildings.png
BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png
BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png
BITMAP|${PREFIX}/data/gfx/game/game_grass.png
BITMAP|${PREFIX}/data/gfx/game/game_moon.png
BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png
BITMAP|${PREFIX}/data/gfx/game/game_sky_colors.png
BITMAP|${PREFIX}/data/gfx/game/game_sun.png
# Texturas - Intro
BITMAP|${PREFIX}/data/gfx/intro/intro1.png
BITMAP|${PREFIX}/data/gfx/intro/intro2.png
BITMAP|${PREFIX}/data/gfx/intro/intro3.png
BITMAP|${PREFIX}/data/gfx/intro/intro4.png
BITMAP|${PREFIX}/data/gfx/intro/intro5.png
BITMAP|${PREFIX}/data/gfx/intro/intro6.png
# Texturas - Logo
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames_mini.png
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png
BITMAP|${PREFIX}/data/gfx/logo/logo_since_1998.png
# Texturas - Items
ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani
ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani
ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani
ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani
ANIMATION|${PREFIX}/data/gfx/item/item_points1_disk.ani
ANIMATION|${PREFIX}/data/gfx/item/item_points2_gavina.ani
ANIMATION|${PREFIX}/data/gfx/item/item_points3_pacmar.ani
BITMAP|${PREFIX}/data/gfx/item/item_clock.png
BITMAP|${PREFIX}/data/gfx/item/item_coffee_machine.png
BITMAP|${PREFIX}/data/gfx/item/item_coffee.png
BITMAP|${PREFIX}/data/gfx/item/item_debian.png
BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png
BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png
BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png
# Texturas - Titulo
ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani
BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png
BITMAP|${PREFIX}/data/gfx/title/title_bg_tile.png
BITMAP|${PREFIX}/data/gfx/title/title_coffee.png
BITMAP|${PREFIX}/data/gfx/title/title_crisis.png
BITMAP|${PREFIX}/data/gfx/title/title_dust.png
# Texturas - Jugador 1
BITMAP|${PREFIX}/data/gfx/player/player1_power.png
BITMAP|${PREFIX}/data/gfx/player/player1.gif
PALETTE|${PREFIX}/data/gfx/player/player1_coffee1.pal
PALETTE|${PREFIX}/data/gfx/player/player1_coffee2.pal
PALETTE|${PREFIX}/data/gfx/player/player1_invencible.pal
# Texturas - Jugador 2
BITMAP|${PREFIX}/data/gfx/player/player2_power.png
BITMAP|${PREFIX}/data/gfx/player/player2.gif
PALETTE|${PREFIX}/data/gfx/player/player2_coffee1.pal
PALETTE|${PREFIX}/data/gfx/player/player2_coffee2.pal
PALETTE|${PREFIX}/data/gfx/player/player2_invencible.pal
# Animaciones del jugador
ANIMATION|${PREFIX}/data/gfx/player/player_power.ani
ANIMATION|${PREFIX}/data/gfx/player/player.ani
# Texturas - Golpe del jugador
BITMAP|${PREFIX}/data/gfx/player/hit.png
# Fuentes de texto
BITMAP|${PREFIX}/data/font/04b_25_2x.png
BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png
BITMAP|${PREFIX}/data/font/04b_25_flat.png
BITMAP|${PREFIX}/data/font/04b_25_grey.png
BITMAP|${PREFIX}/data/font/04b_25_metal.png
BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png
BITMAP|${PREFIX}/data/font/04b_25_reversed.png
BITMAP|${PREFIX}/data/font/04b_25_white.png
BITMAP|${PREFIX}/data/font/04b_25.png
BITMAP|${PREFIX}/data/font/8bithud.png
BITMAP|${PREFIX}/data/font/aseprite.png
BITMAP|${PREFIX}/data/font/smb2_grad.png
BITMAP|${PREFIX}/data/font/smb2.png
FONT|${PREFIX}/data/font/04b_25_2x.txt
FONT|${PREFIX}/data/font/04b_25.txt
FONT|${PREFIX}/data/font/8bithud.txt
FONT|${PREFIX}/data/font/aseprite.txt
FONT|${PREFIX}/data/font/smb2.txt
# Idiomas
LANG|${PREFIX}/data/lang/ba_BA.json
LANG|${PREFIX}/data/lang/en_UK.json
LANG|${PREFIX}/data/lang/es_ES.json

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# Coffee Crisis Arcade Edition - Archivo de configuración de formaciones de globos
# Formato por línea: x, desp, y, vel_x, tipo, tamaño, retraso_tiempo_creacion
# Variables disponibles:
# X0_0, X0_50, X0_100, X1_0, X1_100, X2_0, X2_100, X3_0, X3_100
# X3_25, X3_75, DEFAULT_POS_Y
# SMALL, MEDIUM, LARGE, EXTRALARGE
# RIGHT, LEFT
formation: 0
# Dos enemigos BALLOON3 uno a cada extremo
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 1
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 2
# Cuatro enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
formation: 3
# Cuatro enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 4
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 5
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 6
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 7
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 8
# Seis enemigos BALLOON0. 0, 0, 0, 0, 0, 0. Hacia la derecha
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
formation: 9
# Seis enemigos BALLOON0. 100, 100, 100, 100, 100, 100. Hacia la izquierda
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
formation: 10
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 30
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 15
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
formation: 11
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 30
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 15
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 12
# Seis enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 50
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 40
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
formation: 13
# Seis enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 50
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 40
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 14
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 15
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 16
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 17
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 18
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 110
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 100
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 90
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 80
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
formation: 19
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 110
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 100
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 90
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 80
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
formation: 20
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 21
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 12
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 9
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 6
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 3
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 12
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 9
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 6
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 3
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 22
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 23
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 24
# Treinta enemigos BALLOON0. Del centro hacia los extremos. Juntos. Simétricos
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
formation: 25
# Treinta enemigos BALLOON0. Del centro hacia adentro. Juntos. Simétricos
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0

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@@ -185,7 +185,7 @@
# 122 z # 122 z
5 5
# 123 { # 123 {
3 7
# 124 | # 124 |
2 2
# 125 } # 125 }

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@@ -3,28 +3,28 @@ frame_height=10
[animation] [animation]
name=orange name=orange
speed=10 speed=0.1667
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]
[animation] [animation]
name=blue name=blue
speed=20 speed=0.3333
loop=0 loop=0
frames=10,11,12,13,14,15,16,17,18,19 frames=10,11,12,13,14,15,16,17,18,19
[/animation] [/animation]
[animation] [animation]
name=green name=green
speed=10 speed=0.1667
loop=0 loop=0
frames=20,21,22,23,24,25,26,27,28,29 frames=20,21,22,23,24,25,26,27,28,29
[/animation] [/animation]
[animation] [animation]
name=red name=red
speed=20 speed=0.3333
loop=0 loop=0
frames=30,31,32,33,34,35,36,37,38,39 frames=30,31,32,33,34,35,36,37,38,39
[/animation] [/animation]

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@@ -3,28 +3,28 @@ frame_height=16
[animation] [animation]
name=orange name=orange
speed=10 speed=0.1667
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]
[animation] [animation]
name=blue name=blue
speed=20 speed=0.3333
loop=0 loop=0
frames=10,11,12,13,14,15,16,17,18,19 frames=10,11,12,13,14,15,16,17,18,19
[/animation] [/animation]
[animation] [animation]
name=green name=green
speed=10 speed=0.1667
loop=0 loop=0
frames=20,21,22,23,24,25,26,27,28,29 frames=20,21,22,23,24,25,26,27,28,29
[/animation] [/animation]
[animation] [animation]
name=red name=red
speed=20 speed=0.3333
loop=0 loop=0
frames=30,31,32,33,34,35,36,37,38,39 frames=30,31,32,33,34,35,36,37,38,39
[/animation] [/animation]

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@@ -3,28 +3,28 @@ frame_height=26
[animation] [animation]
name=orange name=orange
speed=10 speed=0.1667
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]
[animation] [animation]
name=blue name=blue
speed=20 speed=0.3333
loop=0 loop=0
frames=10,11,12,13,14,15,16,17,18,19 frames=10,11,12,13,14,15,16,17,18,19
[/animation] [/animation]
[animation] [animation]
name=green name=green
speed=10 speed=0.1667
loop=0 loop=0
frames=20,21,22,23,24,25,26,27,28,29 frames=20,21,22,23,24,25,26,27,28,29
[/animation] [/animation]
[animation] [animation]
name=red name=red
speed=20 speed=0.3333
loop=0 loop=0
frames=30,31,32,33,34,35,36,37,38,39 frames=30,31,32,33,34,35,36,37,38,39
[/animation] [/animation]

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@@ -3,28 +3,28 @@ frame_height=48
[animation] [animation]
name=orange name=orange
speed=10 speed=0.1667
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]
[animation] [animation]
name=blue name=blue
speed=20 speed=0.3333
loop=0 loop=0
frames=10,11,12,13,14,15,16,17,18,19 frames=10,11,12,13,14,15,16,17,18,19
[/animation] [/animation]
[animation] [animation]
name=green name=green
speed=10 speed=0.1667
loop=0 loop=0
frames=20,21,22,23,24,25,26,27,28,29 frames=20,21,22,23,24,25,26,27,28,29
[/animation] [/animation]
[animation] [animation]
name=red name=red
speed=20 speed=0.3333
loop=0 loop=0
frames=30,31,32,33,34,35,36,37,38,39 frames=30,31,32,33,34,35,36,37,38,39
[/animation] [/animation]

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@@ -3,7 +3,7 @@ frame_height=10
[animation] [animation]
name=default name=default
speed=5 speed=0.0833
loop=-1 loop=-1
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]

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@@ -3,7 +3,7 @@ frame_height=16
[animation] [animation]
name=default name=default
speed=5 speed=0.0833
loop=-1 loop=-1
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]

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@@ -3,7 +3,7 @@ frame_height=26
[animation] [animation]
name=default name=default
speed=5 speed=0.0833
loop=-1 loop=-1
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]

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@@ -3,7 +3,7 @@ frame_height=48
[animation] [animation]
name=default name=default
speed=5 speed=0.0833
loop=-1 loop=-1
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]

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@@ -3,7 +3,7 @@ frame_height=49
[animation] [animation]
name=powerball name=powerball
speed=10 speed=0.0167
loop=-1 loop=-1
frames=1 frames=1
[/animation] [/animation]

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@@ -2,43 +2,85 @@ frame_width=12
frame_height=12 frame_height=12
[animation] [animation]
name=normal_up name=yellow_up
speed=5 speed=20
loop=0 loop=-1
frames=0,1,2 frames=0
[/animation] [/animation]
[animation] [animation]
name=normal_left name=yellow_left
speed=5 speed=20
loop=0 loop=-1
frames=3,4,5,5,4,3 frames=1
[/animation] [/animation]
[animation] [animation]
name=normal_right name=yellow_right
speed=5 speed=20
loop=0 loop=-1
frames=6,7,8,8,7,6 frames=2
[/animation] [/animation]
[animation] [animation]
name=powered_up name=green_up
speed=5 speed=20
loop=0 loop=-1
frames=9,10,11,11,10,9 frames=3
[/animation] [/animation]
[animation] [animation]
name=powered_left name=green_left
speed=5 speed=20
loop=0 loop=-1
frames=12,13,14,14,13,12 frames=4
[/animation] [/animation]
[animation] [animation]
name=powered_right name=green_right
speed=5 speed=20
loop=0 loop=-1
frames=15,16,17,17,26,15 frames=5
[/animation]
[animation]
name=red_up
speed=20
loop=-1
frames=6
[/animation]
[animation]
name=red_left
speed=20
loop=-1
frames=7
[/animation]
[animation]
name=red_right
speed=20
loop=-1
frames=8
[/animation]
[animation]
name=purple_up
speed=20
loop=-1
frames=9
[/animation]
[animation]
name=purple_left
speed=20
loop=-1
frames=10
[/animation]
[animation]
name=purple_right
speed=20
loop=-1
frames=11
[/animation] [/animation]

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frame_width=320
frame_height=10
[animation]
name=default
speed=0.2
loop=0
frames=0,1,2,1
[/animation]

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frame_height=20 frame_height=20
[animation] [animation]
name=default name=blink
speed=8 speed=0.2
loop=0 loop=0
frames=0,0,1 frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
[/animation] [/animation]

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@@ -2,8 +2,15 @@ frame_width=20
frame_height=20 frame_height=20
[animation] [animation]
name=default name=blink
speed=8 speed=0.2
loop=0 loop=0
frames=0,0,1 frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
[/animation] [/animation]

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@@ -3,7 +3,7 @@ frame_height=39
[animation] [animation]
name=default name=default
speed=6 speed=0.1
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8 frames=0,1,2,3,4,5,6,7,8
[/animation] [/animation]

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@@ -2,8 +2,15 @@ frame_width=20
frame_height=20 frame_height=20
[animation] [animation]
name=default name=blink
speed=8 speed=0.2
loop=0 loop=0
frames=0,0,1 frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
[/animation] [/animation]

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@@ -2,8 +2,15 @@ frame_width=20
frame_height=20 frame_height=20
[animation] [animation]
name=default name=blink
speed=8 speed=0.2
loop=0 loop=0
frames=0,0,1 frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
[/animation] [/animation]

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@@ -2,8 +2,15 @@ frame_width=20
frame_height=20 frame_height=20
[animation] [animation]
name=default name=blink
speed=8 speed=0.2
loop=0 loop=0
frames=0,0,1 frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
[/animation] [/animation]

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@@ -2,8 +2,15 @@ frame_width=20
frame_height=20 frame_height=20
[animation] [animation]
name=default name=blink
speed=8 speed=0.2
loop=0 loop=0
frames=0,0,1 frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
[/animation] [/animation]

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@@ -3,133 +3,133 @@ frame_height=32
[animation] [animation]
name=walk name=walk
speed=5 speed=0.0833
loop=0 loop=0
frames=0,1,2,3 frames=0,1,2,3
[/animation] [/animation]
[animation] [animation]
name=stand name=stand
speed=10 speed=0.167
loop=0 loop=0
frames=4,5,6,7 frames=4,5,6,7
[/animation] [/animation]
[animation] [animation]
name=walk-fire-side name=walk-fire-side
speed=5 speed=0.0833
loop=0 loop=0
frames=8,9,10,11 frames=8,9,10,11
[/animation] [/animation]
[animation] [animation]
name=walk-recoil-side name=walk-recoil-side
speed=5 speed=0.0833
loop=0 loop=0
frames=12,13,14,15 frames=12,13,14,15
[/animation] [/animation]
[animation] [animation]
name=walk-cool-side name=walk-cool-side
speed=5 speed=0.0833
loop=0 loop=0
frames=16,17,18,19 frames=16,17,18,19
[/animation] [/animation]
[animation] [animation]
name=stand-fire-side name=stand-fire-side
speed=5 speed=0.0833
loop=0 loop=0
frames=20 frames=20
[/animation] [/animation]
[animation] [animation]
name=stand-recoil-side name=stand-recoil-side
speed=5 speed=0.0833
loop=0 loop=0
frames=21 frames=21
[/animation] [/animation]
[animation] [animation]
name=stand-cool-side name=stand-cool-side
speed=5 speed=0.0833
loop=0 loop=0
frames=22 frames=22
[/animation] [/animation]
[animation] [animation]
name=walk-fire-center name=walk-fire-center
speed=5 speed=0.0833
loop=0 loop=0
frames=23,24,25,26 frames=23,24,25,26
[/animation] [/animation]
[animation] [animation]
name=walk-recoil-center name=walk-recoil-center
speed=5 speed=0.0833
loop=0 loop=0
frames=27,28,29,30 frames=27,28,29,30
[/animation] [/animation]
[animation] [animation]
name=walk-cool-center name=walk-cool-center
speed=5 speed=0.0833
loop=0 loop=0
frames=31,32,33,34 frames=31,32,33,34
[/animation] [/animation]
[animation] [animation]
name=stand-fire-center name=stand-fire-center
speed=5 speed=0.0833
loop=0 loop=0
frames=35 frames=35
[/animation] [/animation]
[animation] [animation]
name=stand-recoil-center name=stand-recoil-center
speed=5 speed=0.0833
loop=0 loop=0
frames=36 frames=36
[/animation] [/animation]
[animation] [animation]
name=stand-cool-center name=stand-cool-center
speed=5 speed=0.0833
loop=0 loop=0
frames=37 frames=37
[/animation] [/animation]
[animation] [animation]
name=rolling name=rolling
speed=10 speed=0.167
loop=0 loop=0
frames=38,39,40,41 frames=38,39,40,41
[/animation] [/animation]
[animation] [animation]
name=celebration name=celebration
speed=10 speed=0.167
loop=-1 loop=0
frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42 frames=42,42,42,43,44,45,44,43,42,43,44,45,44,43,42,43,44,45,44,43,42,46,46,46,46,46,46,47,48,49,50,50,50,50,50,50,49,49,49,50,50,50,49,49,49,48,47,46,46,46
[/animation] [/animation]
[animation] [animation]
name=dizzy name=dizzy
speed=5 speed=0.0833
loop=0 loop=0
frames=47,48,49,50,51,52,53 frames=51,52,53,54,55,56,57
[/animation] [/animation]
[animation] [animation]
name=recover name=recover
speed=3 speed=0.05
loop=-1 loop=-1
frames=54,54,54,54,55,56,57,58,58,58,59,60,61,58,59,60,61,58,59,60,61,62,62,62,62 frames=58,58,58,58,59,60,61,62,62,62,63,64,65,62,63,64,65,62,63,64,65,66,66,66,66
[/animation] [/animation]
[animation] [animation]
name=hello name=hello
speed=3 speed=0.05
loop=-1 loop=-1
frames=63,64,65,66,67,68,69,70,71,72,73,73,73,73,73,73,73,73,73,73,73,73,73,74,75,76,77,78,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67,66,65,64,63 frames=67,68,69,70,71,72,73,74,75,76,77,77,77,77,77,77,77,77,77,77,77,77,77,78,79,80,81,82,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67
[/animation] [/animation]

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135
data/gfx/player/player2.ani Normal file
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@@ -0,0 +1,135 @@
frame_width=32
frame_height=32
[animation]
name=walk
speed=0.0833
loop=0
frames=0,1,2,3
[/animation]
[animation]
name=stand
speed=0.167
loop=0
frames=4,5,6,7
[/animation]
[animation]
name=walk-fire-side
speed=0.0833
loop=0
frames=8,9,10,11
[/animation]
[animation]
name=walk-recoil-side
speed=0.0833
loop=0
frames=12,13,14,15
[/animation]
[animation]
name=walk-cool-side
speed=0.0833
loop=0
frames=16,17,18,19
[/animation]
[animation]
name=stand-fire-side
speed=0.0833
loop=0
frames=20
[/animation]
[animation]
name=stand-recoil-side
speed=0.0833
loop=0
frames=21
[/animation]
[animation]
name=stand-cool-side
speed=0.0833
loop=0
frames=22
[/animation]
[animation]
name=walk-fire-center
speed=0.0833
loop=0
frames=23,24,25,26
[/animation]
[animation]
name=walk-recoil-center
speed=0.0833
loop=0
frames=27,28,29,30
[/animation]
[animation]
name=walk-cool-center
speed=0.0833
loop=0
frames=31,32,33,34
[/animation]
[animation]
name=stand-fire-center
speed=0.0833
loop=0
frames=35
[/animation]
[animation]
name=stand-recoil-center
speed=0.0833
loop=0
frames=36
[/animation]
[animation]
name=stand-cool-center
speed=0.0833
loop=0
frames=37
[/animation]
[animation]
name=rolling
speed=0.167
loop=0
frames=38,39,40,41
[/animation]
[animation]
name=celebration
speed=0.167
loop=0
frames=47,47,47,47,47,47,48,49,50,51,51,51,51,51,51,50,50,50,51,51,51,50,50,50,49,48,47,47,47,42,42,42,43,44,45,46,45,46,45,46,45,46,45,46,45,46,45,44,43,42
[/animation]
[animation]
name=dizzy
speed=0.0833
loop=0
frames=52,53,54,55,56,57,58
[/animation]
[animation]
name=recover
speed=0.05
loop=-1
frames=59,59,59,59,60,61,62,63,63,63,64,65,66,63,64,65,66,63,64,65,66,67,67,67,67
[/animation]
[animation]
name=hello
speed=0.05
loop=-1
frames=68,69,70,71,72,73,74,75,76,77,78,78,78,78,78,78,78,78,78,78,78,78,78,79,80,81,82,83,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68
[/animation]

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@@ -3,7 +3,7 @@ frame_height=44
[animation] [animation]
name=default name=default
speed=5 speed=0.0833
loop=0 loop=0
frames=0,1,2,3 frames=0,1,2,3
[/animation] [/animation]

View File

@@ -3,14 +3,14 @@ frame_height=32
[animation] [animation]
name=fly name=fly
speed=2 speed=0.0333
loop=0 loop=0
frames=0,1 frames=0,1
[/animation] [/animation]
[animation] [animation]
name=hit name=hit
speed=2 speed=0.0333
loop=0 loop=0
frames=2,3 frames=2,3
[/animation] [/animation]

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@@ -3,7 +3,7 @@ frame_height=16
[animation] [animation]
name=default name=default
speed=8 speed=0.1333
loop=-1 loop=-1
frames=0,1,2,3,4,5,6 frames=0,1,2,3,4,5,6
[/animation] [/animation]

View File

@@ -21,12 +21,13 @@
"[GAME_TEXT] 2": "Queden ", "[GAME_TEXT] 2": "Queden ",
"[GAME_TEXT] 2A": " fases mes!", "[GAME_TEXT] 2A": " fases mes!",
"[GAME_TEXT] 3": "Ultima fase!", "[GAME_TEXT] 3": "Ultima fase!",
"[GAME_TEXT] 4": "SuperPoder!", "[GAME_TEXT] 4": "Automatic!",
"[GAME_TEXT] 5": "+1 Colp", "[GAME_TEXT] 5": "+1 Colp",
"[GAME_TEXT] 6": "Temps!", "[GAME_TEXT] 6": "Temps!",
"[GAME_TEXT] 7": "Endavant!", "[GAME_TEXT] 7": "Endavant!",
"[GAME_TEXT] 8": "1.000.000 de punts!", "[GAME_TEXT] 8": "1.000.000 de punts!",
"[GAME_TEXT] THANK_YOU": "Gracies!", "[GAME_TEXT] THANK_YOU": "Gracies!",
"[GAME_TEXT] NEW_RECORD": "Nou record!",
"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions", "[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",

View File

@@ -20,12 +20,13 @@
"[GAME_TEXT] 2": "", "[GAME_TEXT] 2": "",
"[GAME_TEXT] 2A": " stages left!", "[GAME_TEXT] 2A": " stages left!",
"[GAME_TEXT] 3": "Last stage!", "[GAME_TEXT] 3": "Last stage!",
"[GAME_TEXT] 4": "PowerUp", "[GAME_TEXT] 4": "AutoFire!",
"[GAME_TEXT] 5": "+1 Hit", "[GAME_TEXT] 5": "+1 Hit",
"[GAME_TEXT] 6": "Stop!", "[GAME_TEXT] 6": "Stop!",
"[GAME_TEXT] 7": "Get Ready!", "[GAME_TEXT] 7": "Get Ready!",
"[GAME_TEXT] 8": "1,000,000 points!", "[GAME_TEXT] 8": "1,000,000 points!",
"[GAME_TEXT] THANK_YOU": "Thank you!", "[GAME_TEXT] THANK_YOU": "Thank you!",
"[GAME_TEXT] NEW_RECORD": "New record!",
"[HIGHSCORE_TABLE] CAPTION": "Best scores", "[HIGHSCORE_TABLE] CAPTION": "Best scores",

View File

@@ -20,12 +20,13 @@
"[GAME_TEXT] 2": "!Quedan ", "[GAME_TEXT] 2": "!Quedan ",
"[GAME_TEXT] 2A": " fases!", "[GAME_TEXT] 2A": " fases!",
"[GAME_TEXT] 3": "Ultima fase!", "[GAME_TEXT] 3": "Ultima fase!",
"[GAME_TEXT] 4": "Potenciador", "[GAME_TEXT] 4": "Automatico!",
"[GAME_TEXT] 5": "+1 Golpe", "[GAME_TEXT] 5": "+1 Golpe",
"[GAME_TEXT] 6": "Tiempo!", "[GAME_TEXT] 6": "Tiempo!",
"[GAME_TEXT] 7": "Adelante!", "[GAME_TEXT] 7": "Adelante!",
"[GAME_TEXT] 8": "1.000.000 de puntos!", "[GAME_TEXT] 8": "1.000.000 de puntos!",
"[GAME_TEXT] THANK_YOU": "Gracias!", "[GAME_TEXT] THANK_YOU": "Gracias!",
"[GAME_TEXT] NEW_RECORD": "Nuevo record!",
"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones", "[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",

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@@ -1,234 +0,0 @@
/*
crt-pi - A Raspberry Pi friendly CRT shader.
Copyright (C) 2015-2016 davej
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
Notes:
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
BLOOM_FACTOR controls the increase in width for bright scanlines.
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
*/
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
// Haven't put these as parameters as it would slow the code down.
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
#define MASK_TYPE 2
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CURVATURE_X;
uniform COMPAT_PRECISION float CURVATURE_Y;
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
uniform COMPAT_PRECISION float BLOOM_FACTOR;
uniform COMPAT_PRECISION float INPUT_GAMMA;
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
#else
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
#endif
/* COMPATIBILITY
- GLSL compilers
*/
//uniform vec2 TextureSize;
#if defined(CURVATURE)
varying vec2 screenScale;
#endif
varying vec2 TEX0;
varying float filterWidth;
#if defined(VERTEX)
//uniform mat4 MVPMatrix;
//attribute vec4 VertexCoord;
//attribute vec2 TexCoord;
//uniform vec2 InputSize;
//uniform vec2 OutputSize;
void main()
{
#if defined(CURVATURE)
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
#endif
filterWidth = (768.0 / 240.0) / 3.0;
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
uniform sampler2D Texture;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= screenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
coord /= screenScale;
}
return coord;
}
#endif
float CalcScanLineWeight(float dist)
{
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
float CalcScanLine(float dy)
{
float scanLineWeight = CalcScanLineWeight(dy);
#if defined(MULTISAMPLE)
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
vec2 TextureSize = vec2(320.0, 240.0);
#if defined(CURVATURE)
vec2 texcoord = Distort(TEX0);
if (texcoord.x < 0.0)
gl_FragColor = vec4(0.0);
else
#else
vec2 texcoord = TEX0;
#endif
{
vec2 texcoordInPixels = texcoord * TextureSize;
#if defined(SHARPER)
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
vec2 coord = tempCoord / TextureSize;
vec2 deltas = texcoordInPixels - tempCoord;
float scanLineWeight = CalcScanLine(deltas.y);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= TextureSize;
deltas *= signs;
vec2 tc = coord + deltas;
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= TextureSize.y;
dy *= signY;
vec2 tc = vec2(texcoord.x, yCoord + dy);
#endif
vec3 colour = texture2D(Texture, tc).rgb;
#if defined(SCANLINES)
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = colour * colour;
#else
colour = pow(colour, vec3(INPUT_GAMMA));
#endif
#endif
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = sqrt(colour);
#else
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
#endif
#endif
#endif
#if MASK_TYPE == 0
gl_FragColor = vec4(colour, 1.0);
#else
#if MASK_TYPE == 1
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
vec3 mask;
if (whichMask < 0.5)
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
else
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
#endif
gl_FragColor = vec4(colour * mask, 1.0);
#endif
}
}
#endif

View File

@@ -1,234 +0,0 @@
/*
crt-pi - A Raspberry Pi friendly CRT shader.
Copyright (C) 2015-2016 davej
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
Notes:
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
BLOOM_FACTOR controls the increase in width for bright scanlines.
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
*/
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
// Haven't put these as parameters as it would slow the code down.
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
#define MASK_TYPE 2
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CURVATURE_X;
uniform COMPAT_PRECISION float CURVATURE_Y;
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
uniform COMPAT_PRECISION float BLOOM_FACTOR;
uniform COMPAT_PRECISION float INPUT_GAMMA;
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
#else
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
#endif
/* COMPATIBILITY
- GLSL compilers
*/
//uniform vec2 TextureSize;
#if defined(CURVATURE)
varying vec2 screenScale;
#endif
varying vec2 TEX0;
varying float filterWidth;
#if defined(VERTEX)
//uniform mat4 MVPMatrix;
//attribute vec4 VertexCoord;
//attribute vec2 TexCoord;
//uniform vec2 InputSize;
//uniform vec2 OutputSize;
void main()
{
#if defined(CURVATURE)
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
#endif
filterWidth = (768.0 / 256.0) / 3.0;
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
uniform sampler2D Texture;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= screenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
coord /= screenScale;
}
return coord;
}
#endif
float CalcScanLineWeight(float dist)
{
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
float CalcScanLine(float dy)
{
float scanLineWeight = CalcScanLineWeight(dy);
#if defined(MULTISAMPLE)
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
vec2 TextureSize = vec2(320.0, 256.0);
#if defined(CURVATURE)
vec2 texcoord = Distort(TEX0);
if (texcoord.x < 0.0)
gl_FragColor = vec4(0.0);
else
#else
vec2 texcoord = TEX0;
#endif
{
vec2 texcoordInPixels = texcoord * TextureSize;
#if defined(SHARPER)
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
vec2 coord = tempCoord / TextureSize;
vec2 deltas = texcoordInPixels - tempCoord;
float scanLineWeight = CalcScanLine(deltas.y);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= TextureSize;
deltas *= signs;
vec2 tc = coord + deltas;
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= TextureSize.y;
dy *= signY;
vec2 tc = vec2(texcoord.x, yCoord + dy);
#endif
vec3 colour = texture2D(Texture, tc).rgb;
#if defined(SCANLINES)
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = colour * colour;
#else
colour = pow(colour, vec3(INPUT_GAMMA));
#endif
#endif
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = sqrt(colour);
#else
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
#endif
#endif
#endif
#if MASK_TYPE == 0
gl_FragColor = vec4(colour, 1.0);
#else
#if MASK_TYPE == 1
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
vec3 mask;
if (whichMask < 0.5)
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
else
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
#endif
gl_FragColor = vec4(colour * mask, 1.0);
#endif
}
}
#endif

View File

@@ -0,0 +1,157 @@
#version 330 core
// Configuración
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
#define MASK_TYPE 2
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
// Inputs desde vertex shader
in vec2 vTexCoord;
in float vFilterWidth;
#if defined(CURVATURE)
in vec2 vScreenScale;
#endif
// Output
out vec4 FragColor;
// Uniforms
uniform sampler2D Texture;
uniform vec2 TextureSize;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= vScreenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0);
else
{
coord += vec2(0.5);
coord /= vScreenScale;
}
return coord;
}
#endif
float CalcScanLineWeight(float dist)
{
return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
float CalcScanLine(float dy)
{
float scanLineWeight = CalcScanLineWeight(dy);
#if defined(MULTISAMPLE)
scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
#if defined(CURVATURE)
vec2 texcoord = Distort(vTexCoord);
if (texcoord.x < 0.0) {
FragColor = vec4(0.0);
return;
}
#else
vec2 texcoord = vTexCoord;
#endif
vec2 texcoordInPixels = texcoord * TextureSize;
#if defined(SHARPER)
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
vec2 coord = tempCoord / TextureSize;
vec2 deltas = texcoordInPixels - tempCoord;
float scanLineWeight = CalcScanLine(deltas.y);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= TextureSize;
deltas *= signs;
vec2 tc = coord + deltas;
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= TextureSize.y;
dy *= signY;
vec2 tc = vec2(texcoord.x, yCoord + dy);
#endif
vec3 colour = texture(Texture, tc).rgb;
#if defined(SCANLINES)
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = colour * colour;
#else
colour = pow(colour, vec3(INPUT_GAMMA));
#endif
#endif
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = sqrt(colour);
#else
colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA));
#endif
#endif
#endif
#if MASK_TYPE == 0
FragColor = vec4(colour, 1.0);
#elif MASK_TYPE == 1
float whichMask = fract(gl_FragCoord.x * 0.5);
vec3 mask;
if (whichMask < 0.5)
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
else
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
FragColor = vec4(colour * mask, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract(gl_FragCoord.x * 0.3333333);
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
FragColor = vec4(colour * mask, 1.0);
#endif
}

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#version 300 es
// OpenGL ES 3.0 - Compatible con Raspberry Pi 5
precision highp float;
// Configuración
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
#define MASK_TYPE 2
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
// Inputs desde vertex shader
in vec2 vTexCoord;
in float vFilterWidth;
#if defined(CURVATURE)
in vec2 vScreenScale;
#endif
// Output
out vec4 FragColor;
// Uniforms
uniform sampler2D Texture;
uniform vec2 TextureSize;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
vec2 barrelScale = vec2(1.0) - (0.23 * CURVATURE_DISTORTION);
coord *= vScreenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0);
else
{
coord += vec2(0.5);
coord /= vScreenScale;
}
return coord;
}
#endif
float CalcScanLineWeight(float dist)
{
return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
float CalcScanLine(float dy)
{
float scanLineWeight = CalcScanLineWeight(dy);
#if defined(MULTISAMPLE)
scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
#if defined(CURVATURE)
vec2 texcoord = Distort(vTexCoord);
if (texcoord.x < 0.0) {
FragColor = vec4(0.0);
return;
}
#else
vec2 texcoord = vTexCoord;
#endif
vec2 texcoordInPixels = texcoord * TextureSize;
#if defined(SHARPER)
vec2 tempCoord = floor(texcoordInPixels) + vec2(0.5);
vec2 coord = tempCoord / TextureSize;
vec2 deltas = texcoordInPixels - tempCoord;
float scanLineWeight = CalcScanLine(deltas.y);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= TextureSize;
deltas *= signs;
vec2 tc = coord + deltas;
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= TextureSize.y;
dy *= signY;
vec2 tc = vec2(texcoord.x, yCoord + dy);
#endif
vec3 colour = texture(Texture, tc).rgb;
#if defined(SCANLINES)
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = colour * colour;
#else
colour = pow(colour, vec3(INPUT_GAMMA));
#endif
#endif
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = sqrt(colour);
#else
colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA));
#endif
#endif
#endif
#if MASK_TYPE == 0
FragColor = vec4(colour, 1.0);
#elif MASK_TYPE == 1
float whichMask = fract(gl_FragCoord.x * 0.5);
vec3 mask;
if (whichMask < 0.5)
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
else
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
FragColor = vec4(colour * mask, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract(gl_FragCoord.x * 0.3333333);
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
FragColor = vec4(colour * mask, 1.0);
#endif
}

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#version 330 core
// Configuración
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
#define MASK_TYPE 2
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
// Inputs (desde VAO)
layout(location = 0) in vec2 aPosition;
layout(location = 1) in vec2 aTexCoord;
// Outputs al fragment shader
out vec2 vTexCoord;
out float vFilterWidth;
#if defined(CURVATURE)
out vec2 vScreenScale;
#endif
// Uniforms
uniform vec2 TextureSize;
void main()
{
#if defined(CURVATURE)
vScreenScale = vec2(1.0, 1.0);
#endif
// Calcula filterWidth dinámicamente basándose en la altura de la textura
vFilterWidth = (768.0 / TextureSize.y) / 3.0;
// Pasar coordenadas de textura (invertir Y para SDL)
vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001;
// Posición del vértice (ya en espacio de clip [-1, 1])
gl_Position = vec4(aPosition, 0.0, 1.0);
}

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#version 300 es
// OpenGL ES 3.0 - Compatible con Raspberry Pi 5
precision highp float;
// Configuración
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
#define MASK_TYPE 2
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
// Inputs (desde VAO)
layout(location = 0) in vec2 aPosition;
layout(location = 1) in vec2 aTexCoord;
// Outputs al fragment shader
out vec2 vTexCoord;
out float vFilterWidth;
#if defined(CURVATURE)
out vec2 vScreenScale;
#endif
// Uniforms
uniform vec2 TextureSize;
void main()
{
#if defined(CURVATURE)
vScreenScale = vec2(1.0, 1.0);
#endif
// Calcula filterWidth dinámicamente basándose en la altura de la textura
vFilterWidth = (768.0 / TextureSize.y) / 3.0;
// Pasar coordenadas de textura (invertir Y para SDL)
vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001;
// Posición del vértice (ya en espacio de clip [-1, 1])
gl_Position = vec4(aPosition, 0.0, 1.0);
}

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553
linux_utils/iwyu_tool.py Executable file
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#!/usr/bin/env python3
##===--- iwyu_tool.py -----------------------------------------------------===##
#
# The LLVM Compiler Infrastructure
#
# This file is distributed under the University of Illinois Open Source
# License. See LICENSE.TXT for details.
#
##===----------------------------------------------------------------------===##
""" Driver to consume a Clang compilation database and invoke IWYU.
Example usage with CMake:
# Unix systems
$ mkdir build && cd build
$ CC="clang" CXX="clang++" cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON ...
$ iwyu_tool.py -p .
# Windows systems
$ mkdir build && cd build
$ cmake -DCMAKE_CXX_COMPILER="%VCINSTALLDIR%/bin/cl.exe" \
-DCMAKE_C_COMPILER="%VCINSTALLDIR%/VC/bin/cl.exe" \
-DCMAKE_EXPORT_COMPILE_COMMANDS=ON \
-G Ninja ...
$ python3 iwyu_tool.py -p .
See iwyu_tool.py -h for more details on command-line arguments.
"""
from __future__ import print_function
import os
import re
import sys
import json
import time
import shlex
import shutil
import argparse
import tempfile
import subprocess
CORRECT_RE = re.compile(r'^\((.*?) has correct #includes/fwd-decls\)$')
SHOULD_ADD_RE = re.compile(r'^(.*?) should add these lines:$')
ADD_RE = re.compile('^(.*?) +// (.*)$')
SHOULD_REMOVE_RE = re.compile(r'^(.*?) should remove these lines:$')
FULL_LIST_RE = re.compile(r'The full include-list for (.*?):$')
END_RE = re.compile(r'^---$')
LINES_RE = re.compile(r'^- (.*?) // lines ([0-9]+)-[0-9]+$')
GENERAL, ADD, REMOVE, LIST = range(4)
def clang_formatter(output, style):
""" Process iwyu's output into something clang-like. """
formatted = []
state = (GENERAL, None)
for line in output.splitlines():
match = CORRECT_RE.match(line)
if match:
# See PR#1806 for more info
continue
match = SHOULD_ADD_RE.match(line)
if match:
state = (ADD, match.group(1))
continue
match = SHOULD_REMOVE_RE.match(line)
if match:
state = (REMOVE, match.group(1))
continue
match = FULL_LIST_RE.match(line)
if match:
state = (LIST, match.group(1))
elif END_RE.match(line):
state = (GENERAL, None)
elif not line.strip():
continue
elif state[0] == GENERAL:
formatted.append(line)
elif state[0] == ADD:
match = ADD_RE.match(line)
if match:
formatted.append("%s:1:1: %s: add '%s' (%s)" %
(state[1],
style,
match.group(1),
match.group(2)))
else:
formatted.append("%s:1:1: %s: add '%s'" %
(state[1], style, line))
elif state[0] == REMOVE:
match = LINES_RE.match(line)
line_no = match.group(2) if match else '1'
formatted.append("%s:%s:1: %s: superfluous '%s'" %
(state[1], line_no, style, match.group(1)))
return os.linesep.join(formatted)
DEFAULT_FORMAT = 'iwyu'
FORMATTERS = {
'iwyu': lambda output: output,
'clang': lambda output: clang_formatter(output, style="error"),
'clang-warning': lambda output: clang_formatter(output, style="warning"),
}
if sys.platform.startswith('win'):
# Case-insensitive match on Windows
def normcase(s):
return s.lower()
else:
def normcase(s):
return s
def is_subpath_of(path, parent):
""" Return True if path is equal to or fully contained within parent.
Assumes both paths are canonicalized with os.path.realpath.
"""
parent = normcase(parent)
path = normcase(path)
if path == parent:
return True
if not path.startswith(parent):
return False
# Now we know parent is a prefix of path, but they only share lineage if the
# difference between them starts with a path separator, e.g. /a/b/c/file
# is not a parent of /a/b/c/file.cpp, but /a/b/c and /a/b/c/ are.
parent = parent.rstrip(os.path.sep)
suffix = path[len(parent):]
return suffix.startswith(os.path.sep)
def is_msvc_driver(compile_command):
""" Return True if compile_command matches an MSVC CL-style driver. """
compile_command = normcase(compile_command)
if compile_command.endswith('cl.exe'):
# Native MSVC compiler or clang-cl.exe
return True
if compile_command.endswith('clang-cl'):
# Cross clang-cl on non-Windows
return True
return False
def win_split(cmdline):
""" Minimal implementation of shlex.split for Windows following
https://msdn.microsoft.com/en-us/library/windows/desktop/17w5ykft.aspx.
"""
def split_iter(cmdline):
in_quotes = False
backslashes = 0
arg = ''
for c in cmdline:
if c == '\\':
# MSDN: Backslashes are interpreted literally, unless they
# immediately precede a double quotation mark.
# Buffer them until we know what comes next.
backslashes += 1
elif c == '"':
# Quotes can either be an escaped quote or the start of a quoted
# string. Paraphrasing MSDN:
# Before quotes, place one backslash in the arg for every pair
# of leading backslashes. If the number of backslashes is odd,
# retain the double quotation mark, otherwise interpret it as a
# string delimiter and switch state.
arg += '\\' * (backslashes // 2)
if backslashes % 2 == 1:
arg += c
else:
in_quotes = not in_quotes
backslashes = 0
elif c in (' ', '\t') and not in_quotes:
# MSDN: Arguments are delimited by white space, which is either
# a space or a tab [but only outside of a string].
# Flush any buffered backslashes and yield arg, unless empty.
arg += '\\' * backslashes
if arg:
yield arg
arg = ''
backslashes = 0
else:
# Flush buffered backslashes and append.
arg += '\\' * backslashes
arg += c
backslashes = 0
if arg:
arg += '\\' * backslashes
yield arg
return list(split_iter(cmdline))
def split_command(cmdstr):
""" Split a command string into a list, respecting shell quoting. """
if sys.platform.startswith('win'):
# shlex.split does not work for Windows command-lines, so special-case
# to our own implementation.
cmd = win_split(cmdstr)
else:
cmd = shlex.split(cmdstr)
return cmd
def find_include_what_you_use():
""" Find IWYU executable and return its full pathname. """
env_iwyu_path = os.environ.get('IWYU_BINARY')
if env_iwyu_path:
return os.path.realpath(env_iwyu_path)
# Search in same dir as this script.
iwyu_path = shutil.which('include-what-you-use',
path=os.path.dirname(__file__))
if iwyu_path:
return os.path.realpath(iwyu_path)
# Search the system PATH.
iwyu_path = shutil.which('include-what-you-use')
if iwyu_path:
return os.path.realpath(iwyu_path)
return None
IWYU_EXECUTABLE = find_include_what_you_use()
class Process(object):
""" Manages an IWYU process in flight """
def __init__(self, proc, outfile):
self.proc = proc
self.outfile = outfile
self.output = None
def poll(self):
""" Return the exit code if the process has completed, None otherwise.
"""
return self.proc.poll()
@property
def returncode(self):
return self.proc.returncode
def get_output(self):
""" Return stdout+stderr output of the process.
This call blocks until the process is complete, then returns the output.
"""
if not self.output:
self.proc.wait()
self.outfile.seek(0)
self.output = self.outfile.read().decode("utf-8")
self.outfile.close()
return self.output
@classmethod
def start(cls, invocation):
""" Start a Process for the invocation and capture stdout+stderr. """
outfile = tempfile.TemporaryFile(prefix='iwyu')
process = subprocess.Popen(
invocation.command,
cwd=invocation.cwd,
stdout=outfile,
stderr=subprocess.STDOUT)
return cls(process, outfile)
KNOWN_COMPILER_WRAPPERS=frozenset([
"ccache"
])
class Invocation(object):
""" Holds arguments of an IWYU invocation. """
def __init__(self, command, cwd):
self.command = command
self.cwd = cwd
def __str__(self):
return ' '.join(self.command)
@classmethod
def from_compile_command(cls, entry, extra_args):
""" Parse a JSON compilation database entry into new Invocation. """
if 'arguments' in entry:
# arguments is a command-line in list form.
command = entry['arguments']
elif 'command' in entry:
# command is a command-line in string form, split to list.
command = split_command(entry['command'])
else:
raise ValueError('Invalid compilation database entry: %s' % entry)
if command[0] in KNOWN_COMPILER_WRAPPERS:
# Remove the compiler wrapper from the command.
command = command[1:]
# Rewrite the compile command for IWYU
compile_command, compile_args = command[0], command[1:]
if is_msvc_driver(compile_command):
# If the compiler is cl-compatible, let IWYU be cl-compatible.
extra_args = ['--driver-mode=cl'] + extra_args
command = [IWYU_EXECUTABLE] + extra_args + compile_args
return cls(command, entry['directory'])
def start(self, verbose):
""" Run invocation and collect output. """
if verbose:
print('# %s' % self, file=sys.stderr)
return Process.start(self)
def fixup_compilation_db(compilation_db):
""" Canonicalize paths in JSON compilation database. """
for entry in compilation_db:
# Convert relative paths to absolute ones if possible, based on the entry's directory.
if 'directory' in entry and not os.path.isabs(entry['file']):
entry['file'] = os.path.join(entry['directory'], entry['file'])
# Expand relative paths and symlinks
entry['file'] = os.path.realpath(entry['file'])
return compilation_db
def select_compilation_db(compilation_db, selection):
""" Return a new compilation database reduced to the paths in selection. """
if not selection:
return compilation_db
# Canonicalize selection paths to match compilation database.
selection = [os.path.realpath(p) for p in selection]
new_db = []
for path in selection:
if not os.path.exists(path):
print('warning: \'%s\' not found on disk.' % path, file=sys.stderr)
continue
found = [e for e in compilation_db if is_subpath_of(e['file'], path)]
if not found:
print('warning: \'%s\' not found in compilation database.' % path,
file=sys.stderr)
continue
new_db.extend(found)
return new_db
def slice_compilation_db(compilation_db, selection, exclude):
""" Return a new compilation database with filtered entries. """
new_db = select_compilation_db(compilation_db, selection)
# Canonicalize selection paths to match compilation database.
exclude = [os.path.realpath(p) for p in exclude]
for path in exclude:
if not os.path.exists(path):
print('warning: excluded path \'%s\' not found on disk.' % path,
file=sys.stderr)
continue
new_db = [e for e in new_db if not is_subpath_of(e['file'], path)]
return new_db
def worst_exit_code(worst, cur):
"""Return the most extreme exit code of two.
Negative exit codes occur if the program exits due to a signal (Unix) or
structured exception (Windows). If we've seen a negative one before, keep
it, as it usually indicates a critical error.
Otherwise return the biggest positive exit code.
"""
if cur < 0:
# Negative results take precedence, return the minimum
return min(worst, cur)
elif worst < 0:
# We know cur is non-negative, negative worst must be minimum
return worst
else:
# We know neither are negative, return the maximum
return max(worst, cur)
def execute(invocations, verbose, formatter, jobs, max_load_average=0):
""" Launch processes described by invocations. """
exit_code = 0
if jobs == 1:
for invocation in invocations:
proc = invocation.start(verbose)
print(formatter(proc.get_output()))
exit_code = worst_exit_code(exit_code, proc.returncode)
return exit_code
pending = []
while invocations or pending:
# Collect completed IWYU processes and print results.
complete = [proc for proc in pending if proc.poll() is not None]
for proc in complete:
pending.remove(proc)
print(formatter(proc.get_output()))
exit_code = worst_exit_code(exit_code, proc.returncode)
# Schedule new processes if there's room.
capacity = jobs - len(pending)
if max_load_average > 0:
one_min_load_average, _, _ = os.getloadavg()
load_capacity = max_load_average - one_min_load_average
if load_capacity < 0:
load_capacity = 0
if load_capacity < capacity:
capacity = int(load_capacity)
if not capacity and not pending:
# Ensure there is at least one job running.
capacity = 1
pending.extend(i.start(verbose) for i in invocations[:capacity])
invocations = invocations[capacity:]
# Yield CPU.
time.sleep(0.0001)
return exit_code
def main(compilation_db_path, source_files, exclude, verbose, formatter, jobs,
max_load_average, extra_args):
""" Entry point. """
if not IWYU_EXECUTABLE:
print('error: include-what-you-use executable not found',
file=sys.stderr)
return 1
try:
if os.path.isdir(compilation_db_path):
compilation_db_path = os.path.join(compilation_db_path,
'compile_commands.json')
# Read compilation db from disk.
compilation_db_path = os.path.realpath(compilation_db_path)
with open(compilation_db_path, 'r') as fileobj:
compilation_db = json.load(fileobj)
except IOError as why:
print('error: failed to parse compilation database: %s' % why,
file=sys.stderr)
return 1
compilation_db = fixup_compilation_db(compilation_db)
compilation_db = slice_compilation_db(compilation_db, source_files, exclude)
# Transform compilation db entries into a list of IWYU invocations.
invocations = [
Invocation.from_compile_command(e, extra_args) for e in compilation_db
]
return execute(invocations, verbose, formatter, jobs, max_load_average)
def _bootstrap(sys_argv):
""" Parse arguments and dispatch to main(). """
# This hackery is necessary to add the forwarded IWYU args to the
# usage and help strings.
def customize_usage(parser):
""" Rewrite the parser's format_usage. """
original_format_usage = parser.format_usage
parser.format_usage = lambda: original_format_usage().rstrip() + \
' -- [<IWYU args>]' + os.linesep
def customize_help(parser):
""" Rewrite the parser's format_help. """
original_format_help = parser.format_help
def custom_help():
""" Customized help string, calls the adjusted format_usage. """
helpmsg = original_format_help()
helplines = helpmsg.splitlines()
helplines[0] = parser.format_usage().rstrip()
return os.linesep.join(helplines) + os.linesep
parser.format_help = custom_help
# Parse arguments.
parser = argparse.ArgumentParser(
description='Include-what-you-use compilation database driver.',
epilog='Assumes include-what-you-use is available on the PATH.')
customize_usage(parser)
customize_help(parser)
parser.add_argument('-v', '--verbose', action='store_true',
help='Print IWYU commands')
parser.add_argument('-o', '--output-format', type=str,
choices=FORMATTERS.keys(), default=DEFAULT_FORMAT,
help='Output format (default: %s)' % DEFAULT_FORMAT)
parser.add_argument('-j', '--jobs', type=int, default=1,
nargs='?', const=0,
help=('Number of concurrent subprocesses. If zero, '
'will try to match the logical cores of the '
'system.'))
parser.add_argument('-l', '--load', type=float, default=0,
help=('Do not start new jobs if the 1min load average '
'is greater than the provided value'))
parser.add_argument('-p', metavar='<build-path>', required=True,
help='Compilation database path', dest='dbpath')
parser.add_argument('-e', '--exclude', action='append', default=[],
help=('Do not run IWYU on source files (or directories) '
'below this path.'))
parser.add_argument('source', nargs='*',
help=('Zero or more source files (or directories) to '
'run IWYU on. Defaults to all in compilation '
'database.'))
def partition_args(argv):
""" Split around '--' into driver args and IWYU args. """
try:
double_dash = argv.index('--')
return argv[:double_dash], argv[double_dash+1:]
except ValueError:
return argv, []
argv, extra_args = partition_args(sys_argv[1:])
args = parser.parse_args(argv)
jobs = args.jobs
if jobs == 0:
jobs = os.cpu_count() or 1
return main(args.dbpath, args.source, args.exclude, args.verbose,
FORMATTERS[args.output_format], jobs, args.load, extra_args)
if __name__ == '__main__':
sys.exit(_bootstrap(sys.argv))

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@@ -1,11 +1,24 @@
#!/bin/bash #!/bin/bash
# Script para ejecutar clang-tidy en múltiples directorios # Script para ejecutar clang-tidy en múltiples directorios
# Uso: ./run_clang-tidy.sh # Uso: ./run_clang-tidy.sh [--fix]
# --fix: Aplica las correcciones automáticamente (opcional)
# Detectar si se pasó el parámetro --fix
FIX_FLAG=""
if [[ "$1" == "--fix" ]]; then
FIX_FLAG="--fix"
echo "Modo: Aplicando correcciones automáticamente (--fix)"
else
echo "Modo: Solo análisis (sin --fix)"
fi
echo
# Lista de rutas donde ejecutar clang-tidy # Lista de rutas donde ejecutar clang-tidy
PATHS=( PATHS=(
"/home/sergio/gitea/coffee_crisis_arcade_edition/source" "/home/sergio/gitea/coffee_crisis_arcade_edition/source"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering/opengl"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections" "/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui" "/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
) )
@@ -29,8 +42,8 @@ process_directory() {
cd "$dir" || return 1 cd "$dir" || return 1
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios) # Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \ find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) -print0 | \
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' --fix' xargs -0 -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' '"$FIX_FLAG"
echo "=== Completado: $dir ===" echo "=== Completado: $dir ==="
echo echo

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@@ -15,8 +15,8 @@ cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
# 🛠️ Ejecutar IWYU con fix_includes.py # 🛠️ Ejecutar IWYU con fix_includes.py
echo "🚀 Ejecutando IWYU..." echo "🚀 Ejecutando IWYU..."
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \ ./iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers | fix_include --update_comments --reorder --nosafe_headers
# 🧹 Reemplazar // for por // Para en líneas de #include # 🧹 Reemplazar // for por // Para en líneas de #include
echo "✍️ Corrigiendo comentarios en includes..." echo "✍️ Corrigiendo comentarios en includes..."

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@@ -1,30 +1,52 @@
#include "animated_sprite.h" #include "animated_sprite.hpp"
#include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError, SDL_FRect #include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError, SDL_FRect
#include <algorithm> // Para min, max #include <algorithm> // Para min
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <fstream> // Para basic_istream, basic_ifstream, basic_ios, ifstream, stringstream #include <fstream> // Para basic_istream, basic_ifstream, istream, basic_ios, ifstream, istringstream, stringstream
#include <sstream> // Para basic_stringstream #include <sstream> // Para basic_istringstream, basic_stringstream
#include <stdexcept> // Para runtime_error #include <stdexcept> // Para runtime_error
#include <utility> // Para pair #include <utility> // Para move, pair
#include "texture.h" // Para Texture #include "resource_helper.hpp" // Para loadFile
#include "utils.h" // Para printWithDots #include "texture.hpp" // Para Texture
#include "ui/logger.hpp" // Para dots
// Carga las animaciones en un vector(Animations) desde un fichero // Carga las animaciones en un vector(Animations) desde un fichero
auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer { auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer {
std::ifstream file(file_path); // Intentar cargar desde ResourceHelper primero
if (!file) { auto resource_data = ResourceHelper::loadFile(file_path);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str()); std::istringstream stream;
throw std::runtime_error("Fichero no encontrado: " + file_path); 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;
} }
printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]"); // 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);
Logger::dots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
std::vector<std::string> buffer; std::vector<std::string> buffer;
std::string line; 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()) { if (!line.empty()) {
buffer.push_back(line); buffer.push_back(line);
} }
@@ -64,33 +86,33 @@ auto AnimatedSprite::getAnimationIndex(const std::string& name) -> int {
return -1; return -1;
} }
// Calcula el frame correspondiente a la animación // Calcula el frame correspondiente a la animación (time-based)
void AnimatedSprite::animate() { void AnimatedSprite::animate(float delta_time) {
if (animations_[current_animation_].speed == 0 || animations_[current_animation_].paused) { if (animations_[current_animation_].speed == 0 || animations_[current_animation_].paused) {
return; return;
} }
// Calcula el frame actual a partir del contador // Acumular tiempo transcurrido
animations_[current_animation_].current_frame = animations_[current_animation_].counter / animations_[current_animation_].speed; animations_[current_animation_].time_accumulator += delta_time;
// Si alcanza el final de la animación, reinicia el contador de la animación // Verificar si es momento de cambiar frame
// en función de la variable loop y coloca el nuevo frame if (animations_[current_animation_].time_accumulator >= animations_[current_animation_].speed) {
if (animations_[current_animation_].current_frame >= animations_[current_animation_].frames.size()) { animations_[current_animation_].time_accumulator -= animations_[current_animation_].speed;
if (animations_[current_animation_].loop == -1) { // Si no hay loop, deja el último frame animations_[current_animation_].current_frame++;
animations_[current_animation_].current_frame = animations_[current_animation_].frames.size();
animations_[current_animation_].completed = true; // Si alcanza el final de la animación
} else { // Si hay loop, vuelve al frame indicado if (animations_[current_animation_].current_frame >= animations_[current_animation_].frames.size()) {
animations_[current_animation_].counter = 0; if (animations_[current_animation_].loop == -1) { // Si no hay loop, deja el último frame
animations_[current_animation_].current_frame = animations_[current_animation_].loop; 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;
}
} }
}
// En caso contrario
else {
// Escoge el frame correspondiente de la animación
updateSpriteClip();
// Incrementa el contador de la animacion // Actualizar el sprite clip
animations_[current_animation_].counter++; updateSpriteClip();
} }
} }
@@ -107,11 +129,11 @@ void AnimatedSprite::setCurrentAnimation(const std::string& name, bool reset) {
current_animation_ = NEW_ANIMATION; current_animation_ = NEW_ANIMATION;
if (reset) { if (reset) {
animations_[current_animation_].current_frame = 0; 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_].completed = false;
} else { } else {
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size() - 1); 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; animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
} }
updateSpriteClip(); updateSpriteClip();
@@ -126,27 +148,27 @@ void AnimatedSprite::setCurrentAnimation(int index, bool reset) {
current_animation_ = NEW_ANIMATION; current_animation_ = NEW_ANIMATION;
if (reset) { if (reset) {
animations_[current_animation_].current_frame = 0; 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_].completed = false;
} else { } else {
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size()); 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; animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
} }
updateSpriteClip(); updateSpriteClip();
} }
} }
// Actualiza las variables del objeto // Actualiza las variables del objeto (time-based)
void AnimatedSprite::update() { void AnimatedSprite::update(float delta_time) {
animate(); animate(delta_time);
MovingSprite::update(); MovingSprite::update(delta_time);
} }
// Reinicia la animación // Reinicia la animación
void AnimatedSprite::resetAnimation() { void AnimatedSprite::resetAnimation() {
animations_[current_animation_].current_frame = 0; 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_].completed = false;
animations_[current_animation_].paused = false; animations_[current_animation_].paused = false;
updateSpriteClip(); updateSpriteClip();
@@ -172,6 +194,12 @@ void AnimatedSprite::loadFromAnimationsFileBuffer(const AnimationsFileBuffer& so
// Pone un valor por defecto // Pone un valor por defecto
setWidth(config.frame_width); setWidth(config.frame_width);
setHeight(config.frame_height); setHeight(config.frame_height);
// Establece el primer frame inmediatamente si hay animaciones
if (!animations_.empty()) {
current_animation_ = 0;
updateSpriteClip();
}
} }
// Procesa una línea de configuración // Procesa una línea de configuración
@@ -241,7 +269,7 @@ void AnimatedSprite::processAnimationParameter(const std::string& line, Animatio
if (key == "name") { if (key == "name") {
animation.name = value; animation.name = value;
} else if (key == "speed") { } else if (key == "speed") {
animation.speed = std::stoi(value); animation.speed = std::stof(value);
} else if (key == "loop") { } else if (key == "loop") {
animation.loop = std::stoi(value); animation.loop = std::stoi(value);
} else if (key == "frames") { } else if (key == "frames") {
@@ -268,7 +296,7 @@ void AnimatedSprite::parseFramesParameter(const std::string& frames_str, Animati
} }
// Establece la velocidad de la animación // Establece la velocidad de la animación
void AnimatedSprite::setAnimationSpeed(size_t value) { void AnimatedSprite::setAnimationSpeed(float value) {
animations_[current_animation_].speed = value; animations_[current_animation_].speed = value;
} }

View File

@@ -2,30 +2,29 @@
#include <SDL3/SDL.h> // Para SDL_FRect #include <SDL3/SDL.h> // Para SDL_FRect
#include <algorithm> // Para max
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <memory> // Para allocator, shared_ptr #include <memory> // Para shared_ptr
#include <string> // Para string, hash #include <string> // Para basic_string, string, hash
#include <unordered_map> // Para unordered_map #include <unordered_map> // Para unordered_map
#include <utility> #include <utility> // Para move
#include <vector> // Para vector #include <vector> // Para vector
#include "moving_sprite.h" // Para MovingSprite #include "moving_sprite.hpp" // for MovingSprite
// Declaración adelantada // Declaración adelantada
class Texture; class Texture;
// --- Estructuras --- // --- Estructuras ---
struct Animation { struct Animation {
static constexpr int DEFAULT_SPEED = 5; static constexpr float DEFAULT_SPEED = 80.0F;
std::string name; // Nombre de la animación std::string name; // Nombre de la animación
std::vector<SDL_FRect> frames; // Frames que componen la animación std::vector<SDL_FRect> frames; // Frames que componen la animación
int speed{DEFAULT_SPEED}; // Velocidad de reproducción float speed{DEFAULT_SPEED}; // Velocidad de reproducción (ms entre frames)
int loop{0}; // Frame de vuelta al terminar (-1 para no repetir) int loop{0}; // Frame de vuelta al terminar (-1 para no repetir)
bool completed{false}; // Indica si la animación ha finalizado bool completed{false}; // Indica si la animación ha finalizado
size_t current_frame{0}; // Frame actual en reproducción size_t current_frame{0}; // Frame actual en reproducción
int counter{0}; // Contador para la animación float time_accumulator{0.0F}; // Acumulador de tiempo para animaciones time-based
bool paused{false}; // La animación no avanza bool paused{false}; // La animación no avanza
Animation() = default; Animation() = default;
@@ -50,18 +49,19 @@ class AnimatedSprite : public MovingSprite {
// --- Constructores y destructor --- // --- Constructores y destructor ---
AnimatedSprite(std::shared_ptr<Texture> texture, const std::string& file_path); AnimatedSprite(std::shared_ptr<Texture> texture, const std::string& file_path);
AnimatedSprite(std::shared_ptr<Texture> texture, const AnimationsFileBuffer& animations); 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; ~AnimatedSprite() override = default;
// --- Métodos principales --- // --- Métodos principales ---
void update() override; // Actualiza la animación void update(float delta_time) override; // Actualiza la animación (time-based)
// --- Control de animaciones --- // --- Control de animaciones ---
void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre
void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice
void resetAnimation(); // Reinicia la animación actual void resetAnimation(); // Reinicia la animación actual
void setAnimationSpeed(size_t value); // Establece la velocidad de la animación void setAnimationSpeed(float value); // Establece la velocidad de la animación
auto getAnimationSpeed() const -> size_t { return animations_[current_animation_].speed; } // Obtiene la velocidad de la animación actual auto getAnimationSpeed() const -> float { return animations_[current_animation_].speed; } // Obtiene la velocidad de la animación actual
void animtionPause() { animations_[current_animation_].paused = true; } // Detiene la animación void animtionPause() { animations_[current_animation_].paused = true; } // Detiene la animación
void animationResume() { animations_[current_animation_].paused = false; } // Reanuda la animación void animationResume() { animations_[current_animation_].paused = false; } // Reanuda la animación
auto getCurrentAnimationFrame() const -> size_t { return animations_[current_animation_].current_frame; } // Obtiene el numero de frame de la animación actual auto getCurrentAnimationFrame() const -> size_t { return animations_[current_animation_].current_frame; } // Obtiene el numero de frame de la animación actual
@@ -77,7 +77,7 @@ class AnimatedSprite : public MovingSprite {
int current_animation_ = 0; // Índice de la animación activa int current_animation_ = 0; // Índice de la animación activa
// --- Métodos internos --- // --- Métodos internos ---
void animate(); // Calcula el frame correspondiente a la animación void animate(float delta_time); // Calcula el frame correspondiente a la animación (time-based)
void loadFromAnimationsFileBuffer(const AnimationsFileBuffer& source); // Carga la animación desde un vector de cadenas 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 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 void updateFrameCalculations(AnimationConfig& config); // Actualiza los cálculos basados en las dimensiones del frame

View File

@@ -1,19 +1,24 @@
#include "asset.h" #include "asset.hpp"
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogInfo, SDL_LogError, SDL_LogWarn #include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError
#include <cstddef> // Para size_t #include <algorithm> // Para sort
#include <exception> // Para exception #include <cstddef> // Para size_t
#include <fstream> // Para basic_istream, basic_ifstream, ifstream, istringstream #include <exception> // Para exception
#include <sstream> // Para basic_istringstream #include <filesystem> // Para exists, path
#include <stdexcept> // Para runtime_error #include <fstream> // Para basic_ifstream, basic_istream, basic_ostream, operator<<, ifstream, istringstream, endl
#include <iostream> // Para cout
#include <sstream> // Para basic_istringstream
#include <stdexcept> // Para runtime_error
#include "utils.h" // Para getFileName #include "resource_helper.hpp" // Para loadFile
#include "ui/logger.hpp" // Para info, section, CYAN
#include "utils.hpp" // Para getFileName
// Singleton // Singleton
Asset *Asset::instance = nullptr; Asset* Asset::instance = nullptr;
void Asset::init(const std::string &executable_path) { void Asset::init(const std::string& executable_path) {
Asset::instance = new Asset(executable_path); Asset::instance = new Asset(executable_path);
} }
@@ -21,12 +26,12 @@ void Asset::destroy() {
delete Asset::instance; delete Asset::instance;
} }
auto Asset::get() -> Asset * { auto Asset::get() -> Asset* {
return Asset::instance; return Asset::instance;
} }
// Añade un elemento al mapa (función auxiliar) // Añade un elemento al mapa (función auxiliar)
void Asset::addToMap(const std::string &file_path, Type type, bool required, bool absolute) { void Asset::addToMap(const std::string& file_path, Type type, bool required, bool absolute) {
std::string full_path = absolute ? file_path : executable_path_ + file_path; std::string full_path = absolute ? file_path : executable_path_ + file_path;
std::string filename = getFileName(full_path); std::string filename = getFileName(full_path);
@@ -41,13 +46,12 @@ void Asset::addToMap(const std::string &file_path, Type type, bool required, boo
} }
// Añade un elemento a la lista // Añade un elemento a la lista
void Asset::add(const std::string &file_path, Type type, bool required, bool absolute) { void Asset::add(const std::string& file_path, Type type, bool required, bool absolute) {
addToMap(file_path, type, required, absolute); addToMap(file_path, type, required, absolute);
} }
// Carga recursos desde un archivo de configuración con soporte para variables // Carga recursos desde un archivo de configuración con soporte para variables
// Carga recursos desde un archivo de configuración con soporte para variables void Asset::loadFromFile(const std::string& config_file_path, const std::string& prefix, const std::string& system_folder) {
void Asset::loadFromFile(const std::string &config_file_path, const std::string &prefix, const std::string &system_folder) {
std::ifstream file(config_file_path); std::ifstream file(config_file_path);
if (!file.is_open()) { if (!file.is_open()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -92,7 +96,7 @@ void Asset::loadFromFile(const std::string &config_file_path, const std::string
} }
try { try {
const std::string &type_str = parts[0]; const std::string& type_str = parts[0];
std::string path = parts[1]; std::string path = parts[1];
// Valores por defecto // Valores por defecto
@@ -113,7 +117,7 @@ void Asset::loadFromFile(const std::string &config_file_path, const std::string
// Añadir al mapa // Añadir al mapa
addToMap(path, type, required, absolute); addToMap(path, type, required, absolute);
} catch (const std::exception &e) { } catch (const std::exception& e) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error parsing line %d in config file: %s", "Error parsing line %d in config file: %s",
line_number, line_number,
@@ -121,15 +125,12 @@ void Asset::loadFromFile(const std::string &config_file_path, const std::string
} }
} }
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, std::cout << "Loaded " << file_list_.size() << " assets from config file" << '\n';
"Loaded %d assets from config file",
static_cast<int>(file_list_.size()));
file.close(); file.close();
} }
// Devuelve la ruta completa a un fichero (búsqueda O(1)) // Devuelve la ruta completa a un fichero (búsqueda O(1))
auto Asset::get(const std::string &filename) const -> std::string { auto Asset::get(const std::string& filename) const -> std::string {
auto it = file_list_.find(filename); auto it = file_list_.find(filename);
if (it != file_list_.end()) { if (it != file_list_.end()) {
return it->second.file; return it->second.file;
@@ -139,8 +140,19 @@ auto Asset::get(const std::string &filename) const -> std::string {
return ""; 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 // Verifica si un recurso existe
auto Asset::exists(const std::string &filename) const -> bool { auto Asset::exists(const std::string& filename) const -> bool {
return file_list_.find(filename) != file_list_.end(); return file_list_.find(filename) != file_list_.end();
} }
@@ -148,12 +160,13 @@ auto Asset::exists(const std::string &filename) const -> bool {
auto Asset::check() const -> bool { auto Asset::check() const -> bool {
bool success = true; bool success = true;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES"); // SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES");
Logger::section("CHECKING FILES", Logger::CYAN);
// Agrupar por tipo para mostrar organizado // Agrupar por tipo para mostrar organizado
std::unordered_map<Type, std::vector<const Item *>> by_type; std::unordered_map<Type, std::vector<const Item*>> by_type;
for (const auto &[filename, item] : file_list_) { for (const auto& [filename, item] : file_list_) {
if (item.required) { if (item.required) {
by_type[item.type].push_back(&item); by_type[item.type].push_back(&item);
} }
@@ -164,12 +177,10 @@ auto Asset::check() const -> bool {
Type asset_type = static_cast<Type>(type); Type asset_type = static_cast<Type>(type);
if (by_type.find(asset_type) != by_type.end()) { if (by_type.find(asset_type) != by_type.end()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, Logger::info(getTypeName(asset_type) + " FILES");
"\n>> %s FILES",
getTypeName(asset_type).c_str());
bool type_success = true; bool type_success = true;
for (const auto *item : by_type[asset_type]) { for (const auto* item : by_type[asset_type]) {
if (!checkFile(item->file)) { if (!checkFile(item->file)) {
success = false; success = false;
type_success = false; type_success = false;
@@ -177,38 +188,43 @@ auto Asset::check() const -> bool {
} }
if (type_success) { if (type_success) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, " All files are OK."); Logger::info("All files are OK.\n");
} }
} }
} }
// Resultado
if (success) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES COMPLETED.\n");
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES FAILED.\n");
}
return success; return success;
} }
// Comprueba que existe un fichero // Comprueba que existe un fichero
auto Asset::checkFile(const std::string &path) -> bool { auto Asset::checkFile(const std::string& path) const -> bool {
// Construir ruta del pack usando executable_path_ (misma lógica que Director::init)
#ifdef MACOS_BUNDLE
std::string pack_path = executable_path_ + "../Resources/resources.pack";
#else
std::string pack_path = executable_path_ + "resources.pack";
#endif
bool pack_exists = std::filesystem::exists(pack_path);
if (pack_exists) {
// MODO PACK: Usar ResourceHelper (igual que la carga real)
auto data = ResourceHelper::loadFile(path);
return !data.empty();
} // MODO FILESYSTEM: Verificación directa (modo desarrollo)
std::ifstream file(path); std::ifstream file(path);
bool success = file.good(); bool success = file.good();
file.close(); file.close();
if (!success) { if (!success) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Checking file: %s [ ERROR ]", "Error: Could not open file: %s",
getFileName(path).c_str()); path.c_str());
} }
return success; return success;
} }
// Parsea string a Type // Parsea string a Type
auto Asset::parseAssetType(const std::string &type_str) -> Type { auto Asset::parseAssetType(const std::string& type_str) -> Type {
if (type_str == "BITMAP") { if (type_str == "BITMAP") {
return Type::BITMAP; return Type::BITMAP;
} }
@@ -270,17 +286,20 @@ auto Asset::getTypeName(Type type) -> std::string {
auto Asset::getListByType(Type type) const -> std::vector<std::string> { auto Asset::getListByType(Type type) const -> std::vector<std::string> {
std::vector<std::string> list; std::vector<std::string> list;
for (const auto &[filename, item] : file_list_) { for (const auto& [filename, item] : file_list_) {
if (item.type == type) { if (item.type == type) {
list.push_back(item.file); list.push_back(item.file);
} }
} }
// Ordenar alfabéticamente para garantizar orden consistente
std::ranges::sort(list);
return list; return list;
} }
// Reemplaza variables en las rutas // Reemplaza variables en las rutas
auto Asset::replaceVariables(const std::string &path, const std::string &prefix, const std::string &system_folder) -> std::string { auto Asset::replaceVariables(const std::string& path, const std::string& prefix, const std::string& system_folder) -> std::string {
std::string result = path; std::string result = path;
// Reemplazar ${PREFIX} // Reemplazar ${PREFIX}
@@ -301,7 +320,7 @@ auto Asset::replaceVariables(const std::string &path, const std::string &prefix,
} }
// Parsea las opciones de una línea de configuración // Parsea las opciones de una línea de configuración
auto Asset::parseOptions(const std::string &options, bool &required, bool &absolute) -> void { auto Asset::parseOptions(const std::string& options, bool& required, bool& absolute) -> void {
if (options.empty()) { if (options.empty()) {
return; return;
} }

View File

@@ -1,5 +1,6 @@
#pragma once #pragma once
#include <cstdint> // Para uint8_t
#include <string> // Para string #include <string> // Para string
#include <unordered_map> // Para unordered_map #include <unordered_map> // Para unordered_map
#include <utility> // Para move #include <utility> // Para move
@@ -23,19 +24,20 @@ class Asset {
}; };
// --- Métodos de singleton --- // --- Métodos de singleton ---
static void init(const std::string &executable_path); static void init(const std::string& executable_path);
static void destroy(); static void destroy();
static auto get() -> Asset *; static auto get() -> Asset*;
Asset(const Asset &) = delete; Asset(const Asset&) = delete;
auto operator=(const Asset &) -> Asset & = delete; auto operator=(const Asset&) -> Asset& = delete;
// --- Métodos para la gestión de recursos --- // --- Métodos para la gestión de recursos ---
void add(const std::string &file_path, Type type, bool required = true, bool absolute = false); 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 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 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 check() const -> bool;
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>; [[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
[[nodiscard]] auto exists(const std::string &filename) const -> bool; // Nueva función para verificar existencia [[nodiscard]] auto exists(const std::string& filename) const -> bool; // Nueva función para verificar existencia
private: private:
// --- Estructuras privadas --- // --- Estructuras privadas ---
@@ -45,7 +47,9 @@ class Asset {
bool required; // Indica si el archivo es obligatorio bool required; // Indica si el archivo es obligatorio
Item(std::string path, Type asset_type, bool is_required) 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 --- // --- Variables internas ---
@@ -53,12 +57,12 @@ class Asset {
std::string executable_path_; // Ruta del ejecutable std::string executable_path_; // Ruta del ejecutable
// --- Métodos internos --- // --- Métodos internos ---
[[nodiscard]] static auto checkFile(const std::string &path) -> bool; // Verifica si un archivo existe [[nodiscard]] auto checkFile(const std::string& path) const -> bool; // Verifica si un archivo existe
[[nodiscard]] static auto getTypeName(Type type) -> std::string; // Obtiene el nombre del tipo [[nodiscard]] static auto getTypeName(Type type) -> std::string; // Obtiene el nombre del tipo
[[nodiscard]] static auto parseAssetType(const std::string &type_str) -> Type; // Convierte string a tipo [[nodiscard]] static auto parseAssetType(const std::string& type_str) -> Type; // Convierte string a tipo
void addToMap(const std::string &file_path, Type type, bool required, bool absolute); // Añade archivo al mapa void addToMap(const std::string& file_path, Type type, bool required, bool absolute); // Añade archivo al mapa
[[nodiscard]] static auto replaceVariables(const std::string &path, const std::string &prefix, const std::string &system_folder) -> std::string; // Reemplaza variables en la ruta [[nodiscard]] static auto replaceVariables(const std::string& path, const std::string& prefix, const std::string& system_folder) -> std::string; // Reemplaza variables en la ruta
static auto parseOptions(const std::string &options, bool &required, bool &absolute) -> void; // Parsea opciones static auto parseOptions(const std::string& options, bool& required, bool& absolute) -> void; // Parsea opciones
// --- Constructores y destructor privados (singleton) --- // --- Constructores y destructor privados (singleton) ---
explicit Asset(std::string executable_path) // Constructor privado explicit Asset(std::string executable_path) // Constructor privado
@@ -66,5 +70,5 @@ class Asset {
~Asset() = default; // Destructor privado ~Asset() = default; // Destructor privado
// --- Instancia singleton --- // --- Instancia singleton ---
static Asset *instance; // Instancia única de Asset static Asset* instance; // Instancia única de Asset
}; };

106
source/asset_integrated.cpp Normal file
View File

@@ -0,0 +1,106 @@
#include "asset_integrated.hpp"
#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 << '\n';
} else {
resource_pack_enabled = false;
std::cout << "Asset system initialized in fallback mode (filesystem)" << '\n';
}
}
auto AssetIntegrated::loadFile(const std::string& filename) -> std::vector<uint8_t> {
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 relative_path = filename;
// Si la ruta contiene "data/", extraer la parte relativa
size_t data_pos = filename.find("data/");
if (data_pos != std::string::npos) {
relative_path = filename.substr(data_pos + 5); // +5 para saltar "data/"
}
auto data = loader.loadResource(relative_path);
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 << '\n';
return {};
}
std::streamsize file_size = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(file_size);
if (!file.read(reinterpret_cast<char*>(data.data()), file_size)) {
std::cerr << "Error: Could not read file: " << filename << '\n';
return {};
}
return data;
}
auto AssetIntegrated::fileExists(const std::string& filename) -> bool {
if (shouldUseResourcePack(filename) && resource_pack_enabled) {
auto& loader = ResourceLoader::getInstance();
// Convertir ruta completa a ruta relativa para el pack
std::string relative_path = filename;
size_t data_pos = filename.find("data/");
if (data_pos != std::string::npos) {
relative_path = filename.substr(data_pos + 5);
}
if (loader.resourceExists(relative_path)) {
return true;
}
}
// Verificar en filesystem
return std::filesystem::exists(filename);
}
auto AssetIntegrated::getSystemPath(const std::string& filename) -> std::string {
// Los archivos de sistema/config siempre van al filesystem
return filename;
}
auto AssetIntegrated::shouldUseResourcePack(const std::string& filepath) -> bool {
// 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.starts_with("config/")) {
return false;
}
if (filepath.find("/data/") != std::string::npos ||
filepath.starts_with("data/")) {
return true;
}
return false;
}

View File

@@ -0,0 +1,29 @@
#pragma once
#include <memory>
#include "asset.hpp"
#include "resource_loader.hpp"
// 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
static auto loadFile(const std::string& filename) -> std::vector<uint8_t>;
// Verifica si un archivo existe (pack o filesystem)
static auto fileExists(const std::string& filename) -> bool;
// Obtiene la ruta completa para archivos del sistema/config
static auto getSystemPath(const std::string& filename) -> std::string;
private:
static bool resource_pack_enabled;
// Determina si un archivo debe cargarse del pack o del filesystem
static auto shouldUseResourcePack(const std::string& filepath) -> bool;
};

View File

@@ -1,17 +1,16 @@
#include "audio.h" #include "audio.hpp"
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G... #include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
#include <algorithm> // Para clamp #include <algorithm> // Para clamp
#ifndef NO_AUDIO
#include "external/jail_audio.h" // Para JA_FadeOutMusic, JA_Init, JA_PauseM... #include "external/jail_audio.h" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
#endif #include "options.hpp" // Para AudioOptions, audio, MusicOptions
#include "options.h" // Para AudioOptions, audio, MusicOptions #include "resource.hpp" // Para Resource
#include "resource.h" // Para Resource #include "ui/logger.hpp" // Para logger
// Singleton // Singleton
Audio *Audio::instance = nullptr; Audio* Audio::instance = nullptr;
// Inicializa la instancia única del singleton // Inicializa la instancia única del singleton
void Audio::init() { Audio::instance = new Audio(); } void Audio::init() { Audio::instance = new Audio(); }
@@ -20,16 +19,14 @@ void Audio::init() { Audio::instance = new Audio(); }
void Audio::destroy() { delete Audio::instance; } void Audio::destroy() { delete Audio::instance; }
// Obtiene la instancia // Obtiene la instancia
auto Audio::get() -> Audio * { return Audio::instance; } auto Audio::get() -> Audio* { return Audio::instance; }
// Constructor // Constructor
Audio::Audio() { initSDLAudio(); } Audio::Audio() { initSDLAudio(); }
// Destructor // Destructor
Audio::~Audio() { Audio::~Audio() {
#ifndef NO_AUDIO
JA_Quit(); JA_Quit();
#endif
} }
// Método principal // Método principal
@@ -38,14 +35,12 @@ void Audio::update() {
} }
// Reproduce la música // Reproduce la música
void Audio::playMusic(const std::string &name, const int loop) { void Audio::playMusic(const std::string& name, const int loop) {
music_.name = name; music_.name = name;
music_.loop = (loop != 0); music_.loop = (loop != 0);
if (music_enabled_ && music_.state != MusicState::PLAYING) { if (music_enabled_ && music_.state != MusicState::PLAYING) {
#ifndef NO_AUDIO
JA_PlayMusic(Resource::get()->getMusic(name), loop); JA_PlayMusic(Resource::get()->getMusic(name), loop);
#endif
music_.state = MusicState::PLAYING; music_.state = MusicState::PLAYING;
} }
} }
@@ -53,9 +48,7 @@ void Audio::playMusic(const std::string &name, const int loop) {
// Pausa la música // Pausa la música
void Audio::pauseMusic() { void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) { if (music_enabled_ && music_.state == MusicState::PLAYING) {
#ifndef NO_AUDIO
JA_PauseMusic(); JA_PauseMusic();
#endif
music_.state = MusicState::PAUSED; music_.state = MusicState::PAUSED;
} }
} }
@@ -63,9 +56,7 @@ void Audio::pauseMusic() {
// Continua la música pausada // Continua la música pausada
void Audio::resumeMusic() { void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) { if (music_enabled_ && music_.state == MusicState::PAUSED) {
#ifndef NO_AUDIO
JA_ResumeMusic(); JA_ResumeMusic();
#endif
music_.state = MusicState::PLAYING; music_.state = MusicState::PLAYING;
} }
} }
@@ -73,37 +64,45 @@ void Audio::resumeMusic() {
// Detiene la música // Detiene la música
void Audio::stopMusic() { void Audio::stopMusic() {
if (music_enabled_) { if (music_enabled_) {
#ifndef NO_AUDIO
JA_StopMusic(); JA_StopMusic();
#endif
music_.state = MusicState::STOPPED; music_.state = MusicState::STOPPED;
} }
} }
// Reproduce un sonido // Reproduce un sonido
void Audio::playSound(const std::string &name, Group group) const { void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) { if (sound_enabled_) {
#ifndef NO_AUDIO
JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group)); JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group));
#endif
} }
} }
// Detiene todos los sonidos // Detiene todos los sonidos
void Audio::stopAllSounds() const { void Audio::stopAllSounds() const {
if (sound_enabled_) { if (sound_enabled_) {
#ifndef NO_AUDIO
JA_StopChannel(-1); JA_StopChannel(-1);
#endif
} }
} }
// Realiza un fundido de salida de la música // Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const { void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_) { if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
#ifndef NO_AUDIO
JA_FadeOutMusic(milliseconds); JA_FadeOutMusic(milliseconds);
#endif }
}
// Consulta directamente el estado real de la música en jailaudio
auto Audio::getRealMusicState() -> MusicState {
JA_Music_state ja_state = JA_GetMusicState();
switch (ja_state) {
case JA_MUSIC_PLAYING:
return MusicState::PLAYING;
case JA_MUSIC_PAUSED:
return MusicState::PAUSED;
case JA_MUSIC_STOPPED:
case JA_MUSIC_INVALID:
case JA_MUSIC_DISABLED:
default:
return MusicState::STOPPED;
} }
} }
@@ -111,10 +110,8 @@ void Audio::fadeOutMusic(int milliseconds) const {
void Audio::setSoundVolume(int sound_volume, Group group) const { void Audio::setSoundVolume(int sound_volume, Group group) const {
if (sound_enabled_) { if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME); sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
#ifndef NO_AUDIO
const float CONVERTED_VOLUME = (sound_volume / 100.0F) * (Options::audio.volume / 100.0F); const float CONVERTED_VOLUME = (sound_volume / 100.0F) * (Options::audio.volume / 100.0F);
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group)); JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
#endif
} }
} }
@@ -122,10 +119,8 @@ void Audio::setSoundVolume(int sound_volume, Group group) const {
void Audio::setMusicVolume(int music_volume) const { void Audio::setMusicVolume(int music_volume) const {
if (music_enabled_) { if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME); music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
#ifndef NO_AUDIO
const float CONVERTED_VOLUME = (music_volume / 100.0F) * (Options::audio.volume / 100.0F); const float CONVERTED_VOLUME = (music_volume / 100.0F) * (Options::audio.volume / 100.0F);
JA_SetMusicVolume(CONVERTED_VOLUME); JA_SetMusicVolume(CONVERTED_VOLUME);
#endif
} }
} }
@@ -144,16 +139,12 @@ void Audio::enable(bool value) {
// Inicializa SDL Audio // Inicializa SDL Audio
void Audio::initSDLAudio() { void Audio::initSDLAudio() {
#ifndef NO_AUDIO
if (!SDL_Init(SDL_INIT_AUDIO)) { if (!SDL_Init(SDL_INIT_AUDIO)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError()); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
} else { } else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2); JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled); enable(Options::audio.enabled);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Audio system initialized successfully"); Logger::info("Audio system initialized successfully");
} }
#else
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Audio system disabled");
#endif
} }

View File

@@ -13,30 +13,36 @@ class Audio {
INTERFACE = 1 // Sonidos de la interfaz INTERFACE = 1 // Sonidos de la interfaz
}; };
enum class MusicState {
PLAYING, // Reproduciendo música
PAUSED, // Música pausada
STOPPED, // Música detenida
};
// --- Constantes --- // --- Constantes ---
static constexpr int MAX_VOLUME = 100; // Volumen máximo static constexpr int MAX_VOLUME = 100; // Volumen máximo
static constexpr int MIN_VOLUME = 0; // Volumen mínimo static constexpr int MIN_VOLUME = 0; // Volumen mínimo
static constexpr int FREQUENCY = 48000; // Frecuencia de audio static constexpr int FREQUENCY = 48000; // Frecuencia de audio
// --- Métodos de singleton --- // --- Métodos de singleton ---
static void init(); // Inicializa el objeto Audio static void init(); // Inicializa el objeto Audio
static void destroy(); // Libera el objeto Audio static void destroy(); // Libera el objeto Audio
static auto get() -> Audio *; // Obtiene el puntero al objeto Audio static auto get() -> Audio*; // Obtiene el puntero al objeto Audio
Audio(const Audio &) = delete; // Evitar copia Audio(const Audio&) = delete; // Evitar copia
auto operator=(const Audio &) -> Audio & = delete; // Evitar asignación auto operator=(const Audio&) -> Audio& = delete; // Evitar asignación
// --- Método principal --- // --- Método principal ---
static void update(); static void update();
// --- Control de Música --- // --- Control de Música ---
void playMusic(const std::string &name, int loop = -1); // Reproducir música en bucle void playMusic(const std::string& name, int loop = -1); // Reproducir música en bucle
void pauseMusic(); // Pausar reproducción de música void pauseMusic(); // Pausar reproducción de música
void resumeMusic(); // Continua la música pausada void resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
// --- Control de Sonidos --- // --- Control de Sonidos ---
void playSound(const std::string &name, Group group = Group::GAME) const; // Reproducir sonido puntual void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual
void stopAllSounds() const; // Detener todos los sonidos void stopAllSounds() const; // Detener todos los sonidos
// --- Configuración General --- // --- Configuración General ---
@@ -60,14 +66,15 @@ class Audio {
void setSoundVolume(int volume, Group group = Group::ALL) const; // Ajustar volumen de efectos void setSoundVolume(int volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
void setMusicVolume(int volume) const; // Ajustar volumen de música void setMusicVolume(int volume) const; // Ajustar volumen de música
private: // --- Getters para debug ---
// --- Enums privados --- [[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
enum class MusicState { [[nodiscard]] auto isSoundEnabled() const -> bool { return sound_enabled_; }
PLAYING, // Reproduciendo música [[nodiscard]] auto isMusicEnabled() const -> bool { return music_enabled_; }
PAUSED, // Música pausada [[nodiscard]] auto getMusicState() const -> MusicState { return music_.state; }
STOPPED, // Música detenida [[nodiscard]] static auto getRealMusicState() -> MusicState; // Consulta directamente a jailaudio
}; [[nodiscard]] auto getCurrentMusicName() const -> const std::string& { return music_.name; }
private:
// --- Estructuras privadas --- // --- Estructuras privadas ---
struct Music { struct Music {
MusicState state; // Estado actual de la música (reproduciendo, detenido, en pausa) MusicState state; // Estado actual de la música (reproduciendo, detenido, en pausa)
@@ -75,11 +82,15 @@ class Audio {
bool loop; // Indica si la última pista de música se debe reproducir en bucle bool loop; // Indica si la última pista de música se debe reproducir en bucle
// Constructor para inicializar la música con valores predeterminados // 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 // Constructor para inicializar con valores específicos
Music(MusicState init_state, std::string init_name, bool init_loop) 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 --- // --- Variables de estado ---
@@ -96,5 +107,5 @@ class Audio {
~Audio(); // Destructor privado ~Audio(); // Destructor privado
// --- Instancia singleton --- // --- Instancia singleton ---
static Audio *instance; // Instancia única de Audio static Audio* instance; // Instancia única de Audio
}; };

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@@ -1,18 +1,21 @@
#define _USE_MATH_DEFINES #define _USE_MATH_DEFINES
#include "background.h" #include "background.hpp"
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetRenderTarget, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_TextureAccess, SDL_FPoint #include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetRenderTarget, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_TextureAccess, SDL_FPoint
#include <algorithm> // Para clamp, max #include <algorithm> // Para clamp, min, max
#include <cmath> // Para M_PI, cos, sin #include <cmath> // Para M_PI, cos, sin
#include <utility> #include <string> // Para basic_string
#include <utility> // Para move
#include "moving_sprite.h" // Para MovingSprite #include "animated_sprite.hpp" // Para AnimatedSprite
#include "param.h" // Para Param, ParamBackground, param #include "moving_sprite.hpp" // Para MovingSprite
#include "resource.h" // Para Resource #include "param.hpp" // Para Param, ParamBackground, param
#include "screen.h" // Para Screen #include "resource.hpp" // Para Resource
#include "sprite.h" // Para Sprite #include "screen.hpp" // Para Screen
#include "texture.h" // Para Texture #include "sprite.hpp" // Para Sprite
#include "texture.hpp" // Para Texture
#include "utils.hpp" // Para easeOutCubic
// Constructor // Constructor
Background::Background(float total_progress_to_complete) Background::Background(float total_progress_to_complete)
@@ -21,14 +24,15 @@ Background::Background(float total_progress_to_complete)
buildings_texture_(Resource::get()->getTexture("game_buildings.png")), buildings_texture_(Resource::get()->getTexture("game_buildings.png")),
top_clouds_texture_(Resource::get()->getTexture("game_clouds1.png")), top_clouds_texture_(Resource::get()->getTexture("game_clouds1.png")),
bottom_clouds_texture_(Resource::get()->getTexture("game_clouds2.png")), bottom_clouds_texture_(Resource::get()->getTexture("game_clouds2.png")),
grass_texture_(Resource::get()->getTexture("game_grass.png")),
gradients_texture_(Resource::get()->getTexture("game_sky_colors.png")), gradients_texture_(Resource::get()->getTexture("game_sky_colors.png")),
sun_texture_(Resource::get()->getTexture("game_sun.png")), sun_texture_(Resource::get()->getTexture("game_sun.png")),
moon_texture_(Resource::get()->getTexture("game_moon.png")), moon_texture_(Resource::get()->getTexture("game_moon.png")),
grass_sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("game_grass.png"), Resource::get()->getAnimation("game_grass.ani"))),
total_progress_to_complete_(total_progress_to_complete), total_progress_to_complete_(total_progress_to_complete),
progress_per_stage_(total_progress_to_complete_ / STAGES), progress_per_stage_(total_progress_to_complete_ / STAGES),
sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR), sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
minimum_completed_progress_(total_progress_to_complete_ * MINIMUM_COMPLETED_PROGRESS_PERCENTAGE),
rect_(SDL_FRect{0, 0, static_cast<float>(gradients_texture_->getWidth() / 2), static_cast<float>(gradients_texture_->getHeight() / 2)}), rect_(SDL_FRect{0, 0, static_cast<float>(gradients_texture_->getWidth() / 2), static_cast<float>(gradients_texture_->getHeight() / 2)}),
src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}), src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
@@ -86,30 +90,36 @@ void Background::initializeSprites() {
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_); buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h); gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
grass_sprite_ = std::make_unique<Sprite>(grass_texture_, 0, 0, grass_texture_->getWidth(), grass_texture_->getHeight() / 2);
sun_sprite_ = std::make_unique<Sprite>(sun_texture_); sun_sprite_ = std::make_unique<Sprite>(sun_texture_);
moon_sprite_ = std::make_unique<Sprite>(moon_texture_); moon_sprite_ = std::make_unique<Sprite>(moon_texture_);
} }
// Configura las propiedades iniciales de los sprites // Configura las propiedades iniciales de los sprites
void Background::initializeSpriteProperties() { void Background::initializeSpriteProperties() {
constexpr float TOP_CLOUDS_SPEED = 0.1F; // Velocidades iniciales que coinciden con updateCloudsSpeed() cuando progress=0
constexpr float BOTTOM_CLOUDS_SPEED = 0.05F; constexpr float INITIAL_TOP_CLOUDS_SPEED_PX_PER_S = 0.05F * 60.0F; // 3.0 píxeles/segundo (coincide con CLOUDS_INITIAL_SPEED)
constexpr float INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S = 0.05F * 60.0F / 2.0F; // 1.5 píxeles/segundo (mitad de velocidad)
top_clouds_sprite_a_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight()); top_clouds_sprite_a_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
top_clouds_sprite_a_->setVelX(-TOP_CLOUDS_SPEED); top_clouds_sprite_a_->setVelX(-INITIAL_TOP_CLOUDS_SPEED_PX_PER_S);
top_clouds_sprite_b_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight()); top_clouds_sprite_b_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
top_clouds_sprite_b_->setVelX(-TOP_CLOUDS_SPEED); top_clouds_sprite_b_->setVelX(-INITIAL_TOP_CLOUDS_SPEED_PX_PER_S);
bottom_clouds_sprite_a_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight()); bottom_clouds_sprite_a_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
bottom_clouds_sprite_a_->setVelX(-BOTTOM_CLOUDS_SPEED); bottom_clouds_sprite_a_->setVelX(-INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S);
bottom_clouds_sprite_b_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight()); bottom_clouds_sprite_b_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
bottom_clouds_sprite_b_->setVelX(-BOTTOM_CLOUDS_SPEED); bottom_clouds_sprite_b_->setVelX(-INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S);
// grass_sprite_->setY(base_ - grass_sprite_->getHeight());
// grass_sprite_->resetAnimation();
grass_sprite_->setPos(0.0F, base_ - 10.0F);
grass_sprite_->setWidth(320.0F);
grass_sprite_->setHeight(10.0F);
// grass_sprite_->setCurrentAnimation(0);
buildings_sprite_->setY(base_ - buildings_sprite_->getHeight()); buildings_sprite_->setY(base_ - buildings_sprite_->getHeight());
grass_sprite_->setY(base_ - grass_sprite_->getHeight());
sun_sprite_->setPosition(sun_path_.front()); sun_sprite_->setPosition(sun_path_.front());
moon_sprite_->setPosition(moon_path_.front()); moon_sprite_->setPosition(moon_path_.front());
} }
@@ -126,20 +136,20 @@ void Background::initializeTextures() {
} }
// Actualiza la lógica del objeto // Actualiza la lógica del objeto
void Background::update() { void Background::update(float delta_time) {
// Actualiza la progresión y calcula transiciones // Actualiza la progresión y calcula transiciones
if (!manual_mode_) { if (!manual_mode_) {
updateProgression(); updateProgression(delta_time);
} }
// Actualiza el valor de alpha // Actualiza el valor de alpha
updateAlphaColorTexture(); updateAlphaColorTexture(delta_time);
// Actualiza las nubes // Actualiza las nubes
updateClouds(); updateClouds(delta_time);
// Calcula el frame de la hierba // Actualiza el sprite con la hierba
grass_sprite_->setSpriteClip(0, (10 * (counter_ / 20 % 2)), 320, 10); grass_sprite_->update(delta_time);
// Calcula el valor de alpha // Calcula el valor de alpha
alpha_ = std::max((255 - (int)(255 * transition_)), 0); alpha_ = std::max((255 - (int)(255 * transition_)), 0);
@@ -148,9 +158,6 @@ void Background::update() {
sun_sprite_->setPosition(sun_path_.at(sun_index_)); sun_sprite_->setPosition(sun_path_.at(sun_index_));
moon_sprite_->setPosition(moon_path_.at(moon_index_)); moon_sprite_->setPosition(moon_path_.at(moon_index_));
// Incrementa el contador
++counter_;
// Compone todos los elementos del fondo en la textura // Compone todos los elementos del fondo en la textura
fillCanvas(); fillCanvas();
} }
@@ -182,6 +189,12 @@ void Background::setProgress(float absolute_progress) {
// Cambia el estado del fondo // Cambia el estado del fondo
void Background::setState(State new_state) { void Background::setState(State new_state) {
// Si entra en estado completado, inicializar variables de transición
if (new_state == State::COMPLETED && state_ != State::COMPLETED) {
completion_initial_progress_ = progress_;
completion_transition_timer_ = 0.0F;
}
state_ = new_state; state_ = new_state;
} }
@@ -196,6 +209,10 @@ void Background::reset() {
sun_index_ = 0; sun_index_ = 0;
moon_index_ = 0; moon_index_ = 0;
// Resetear variables de transición de completado
completion_transition_timer_ = 0.0F;
completion_initial_progress_ = 0.0F;
// Notifica el cambio si hay callback // Notifica el cambio si hay callback
if (progress_callback_ && progress_ != old_progress) { if (progress_callback_ && progress_ != old_progress) {
progress_callback_(progress_); progress_callback_(progress_);
@@ -252,13 +269,24 @@ void Background::setMoonProgression(float progress) {
} }
// Actualiza la progresión y calcula las transiciones // Actualiza la progresión y calcula las transiciones
void Background::updateProgression() { void Background::updateProgression(float delta_time) {
// Si el juego está completado, reduce la progresión gradualmente // Si el juego está completado, hacer transición suave con easing
if (state_ == State::COMPLETED) { if (state_ == State::COMPLETED) {
if (progress_ > MINIMUM_COMPLETED_PROGRESS) { completion_transition_timer_ += delta_time;
progress_ -= COMPLETED_REDUCTION_RATE;
// Calcular progreso normalizado de la transición (0.0 a 1.0)
float t = std::min(completion_transition_timer_ / COMPLETION_TRANSITION_DURATION_S, 1.0F);
if (t < 1.0F) {
// Usar easeOutCubic para transición suave (rápido al inicio, lento al final)
float eased_t = easeOutCubic(static_cast<double>(t));
// Interpolación desde progreso inicial hasta mínimo
float progress_range = completion_initial_progress_ - minimum_completed_progress_;
progress_ = completion_initial_progress_ - (progress_range * eased_t);
} else { } else {
progress_ = MINIMUM_COMPLETED_PROGRESS; // Transición completada, fijar al valor mínimo
progress_ = minimum_completed_progress_;
} }
} }
@@ -283,18 +311,19 @@ void Background::updateProgression() {
// Actualiza la velocidad de las nubes según el estado y progresión // Actualiza la velocidad de las nubes según el estado y progresión
void Background::updateCloudsSpeed() { void Background::updateCloudsSpeed() {
// Cálculo de velocidad según progreso // Cálculo de velocidad según progreso (convertido de frame-based a time-based)
constexpr float CLOUDS_INITIAL_SPEED = 0.05F; constexpr float CLOUDS_INITIAL_SPEED_PX_PER_S = 0.05F * 60.0F; // 3.0 píxeles/segundo (era 0.05 px/frame @ 60fps)
constexpr float CLOUDS_FINAL_SPEED = 2.00F - CLOUDS_INITIAL_SPEED; constexpr float CLOUDS_TOTAL_SPEED_PX_PER_S = 2.00F * 60.0F; // 120.0 píxeles/segundo (era 2.00 px/frame @ 60fps)
constexpr float CLOUDS_FINAL_SPEED_RANGE_PX_PER_S = CLOUDS_TOTAL_SPEED_PX_PER_S - CLOUDS_INITIAL_SPEED_PX_PER_S; // 117.0 píxeles/segundo
// Velocidad base según progreso (de -0.05 a -2.00) // Velocidad base según progreso (de -3.0 a -120.0 píxeles/segundo, igual que la versión original)
float base_clouds_speed = (-CLOUDS_INITIAL_SPEED) + float base_clouds_speed = (-CLOUDS_INITIAL_SPEED_PX_PER_S) +
(-CLOUDS_FINAL_SPEED * (progress_ / total_progress_to_complete_)); (-CLOUDS_FINAL_SPEED_RANGE_PX_PER_S * (progress_ / total_progress_to_complete_));
// En estado completado, las nubes se ralentizan gradualmente // En estado completado, las nubes se ralentizan gradualmente
if (state_ == State::COMPLETED) { if (state_ == State::COMPLETED) {
float completion_factor = (progress_ - MINIMUM_COMPLETED_PROGRESS) / float completion_factor = (progress_ - minimum_completed_progress_) /
(total_progress_to_complete_ - MINIMUM_COMPLETED_PROGRESS); (total_progress_to_complete_ - minimum_completed_progress_);
completion_factor = std::max(0.1F, completion_factor); completion_factor = std::max(0.1F, completion_factor);
base_clouds_speed *= completion_factor; base_clouds_speed *= completion_factor;
} }
@@ -314,12 +343,12 @@ void Background::updateCloudsSpeed() {
} }
// Actualiza las nubes // Actualiza las nubes
void Background::updateClouds() { void Background::updateClouds(float delta_time) {
// Mueve las nubes // Mueve las nubes
top_clouds_sprite_a_->update(); top_clouds_sprite_a_->update(delta_time);
top_clouds_sprite_b_->update(); top_clouds_sprite_b_->update(delta_time);
bottom_clouds_sprite_a_->update(); bottom_clouds_sprite_a_->update(delta_time);
bottom_clouds_sprite_b_->update(); bottom_clouds_sprite_b_->update(delta_time);
// Calcula el offset de las nubes // Calcula el offset de las nubes
if (top_clouds_sprite_a_->getPosX() < -top_clouds_sprite_a_->getWidth()) { if (top_clouds_sprite_a_->getPosX() < -top_clouds_sprite_a_->getWidth()) {
@@ -389,7 +418,7 @@ void Background::renderBottomClouds() {
// Compone todos los elementos del fondo en la textura // Compone todos los elementos del fondo en la textura
void Background::fillCanvas() { void Background::fillCanvas() {
// Cambia el destino del renderizador // Cambia el destino del renderizador
auto *temp = SDL_GetRenderTarget(renderer_); auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, canvas_); SDL_SetRenderTarget(renderer_, canvas_);
// Dibuja el gradiente de fondo // Dibuja el gradiente de fondo
@@ -440,7 +469,7 @@ void Background::setColor(Color color) {
attenuate_color_ = color; attenuate_color_ = color;
// Colorea la textura // Colorea la textura
auto *temp = SDL_GetRenderTarget(renderer_); auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, color_texture_); SDL_SetRenderTarget(renderer_, color_texture_);
SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255); SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255);
@@ -459,13 +488,39 @@ void Background::setAlpha(int alpha) {
alpha_color_texture_ = alpha; alpha_color_texture_ = alpha;
} }
// Actualiza el valor de alpha // Actualiza el valor de alpha (time-based)
void Background::updateAlphaColorTexture() { void Background::updateAlphaColorTexture(float delta_time) {
// 1. Si ya hemos llegado al destino, no hacemos nada.
if (alpha_color_texture_ == previous_alpha_color_texture_) { if (alpha_color_texture_ == previous_alpha_color_texture_) {
return; return;
} }
alpha_color_texture_ > previous_alpha_color_texture_ ? ++previous_alpha_color_texture_ : --previous_alpha_color_texture_;
SDL_SetTextureAlphaMod(color_texture_, previous_alpha_color_texture_); // 2. Define la velocidad del cambio (p. ej., 150 unidades de alfa por segundo).
// Puedes ajustar este valor para que la transición sea más rápida o lenta.
constexpr float ALPHA_TRANSITION_SPEED = 150.0F;
// 3. Determina la dirección del cambio (subir o bajar el alfa)
if (alpha_color_texture_ > previous_alpha_color_texture_) {
// Aumentar el alfa
current_alpha_float_ += ALPHA_TRANSITION_SPEED * delta_time;
// Nos aseguramos de no pasarnos del objetivo
current_alpha_float_ = std::min(current_alpha_float_, static_cast<float>(alpha_color_texture_));
} else {
// Disminuir el alfa
current_alpha_float_ -= ALPHA_TRANSITION_SPEED * delta_time;
// Nos aseguramos de no quedarnos cortos del objetivo
current_alpha_float_ = std::max(current_alpha_float_, static_cast<float>(alpha_color_texture_));
}
// 4. Actualiza el valor entero solo si ha cambiado lo suficiente
// Usamos std::round para un redondeo más natural.
const auto NEW_ALPHA = static_cast<size_t>(std::round(current_alpha_float_));
if (NEW_ALPHA != previous_alpha_color_texture_) {
previous_alpha_color_texture_ = NEW_ALPHA;
// SDL espera un Uint8 (0-255), así que hacemos un cast seguro.
SDL_SetTextureAlphaMod(color_texture_, static_cast<Uint8>(previous_alpha_color_texture_));
}
} }
// Precalcula el vector con el recorrido del sol // Precalcula el vector con el recorrido del sol

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@@ -8,11 +8,12 @@
#include <memory> // Para unique_ptr, shared_ptr #include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector #include <vector> // Para vector
#include "color.h" // Para Color #include "color.hpp" // Para Color
class MovingSprite; class MovingSprite;
class Sprite; class Sprite;
class Texture; class Texture;
class AnimatedSprite;
// --- Clase Background: gestiona el fondo de la sección jugable --- // --- Clase Background: gestiona el fondo de la sección jugable ---
class Background { class Background {
@@ -31,9 +32,9 @@ class Background {
~Background(); // Destructor ~Background(); // Destructor
// --- Métodos principales --- // --- Métodos principales ---
void update(); // Actualiza la lógica del objeto void update(float delta_time); // Actualiza la lógica del objeto
void render(); // Dibuja el objeto void render(); // Dibuja el objeto
void reset(); // Reinicia la progresión void reset(); // Reinicia la progresión
// --- Configuración --- // --- Configuración ---
void setPos(SDL_FRect pos); // Establece la posición del objeto void setPos(SDL_FRect pos); // Establece la posición del objeto
@@ -60,19 +61,18 @@ class Background {
private: private:
// --- Constantes --- // --- Constantes ---
static constexpr size_t STAGES = 4; // Número de etapas static constexpr size_t STAGES = 4; // Número de etapas
static constexpr float COMPLETED_REDUCTION_RATE = 25.0F; // Tasa de reducción completada static constexpr float MINIMUM_COMPLETED_PROGRESS_PERCENTAGE = 0.05F; // Porcentaje mínimo completado (10%)
static constexpr float MINIMUM_COMPLETED_PROGRESS = 200.0F; // Progreso mínimo completado static constexpr float SUN_COMPLETION_FACTOR = 0.5F; // Factor de completado del sol
static constexpr float SUN_COMPLETION_FACTOR = 0.5F; // Factor de completado del sol static constexpr float COMPLETION_TRANSITION_DURATION_S = 3.0F; // Duración de la transición de completado en segundos
// --- Objetos y punteros --- // --- Objetos y punteros ---
SDL_Renderer *renderer_; // Renderizador de la ventana SDL_Renderer* renderer_; // Renderizador de la ventana
SDL_Texture *canvas_; // Textura para componer el fondo SDL_Texture* canvas_; // Textura para componer el fondo
SDL_Texture *color_texture_; // Textura para atenuar el fondo SDL_Texture* color_texture_; // Textura para atenuar el fondo
std::shared_ptr<Texture> buildings_texture_; // Textura de edificios std::shared_ptr<Texture> buildings_texture_; // Textura de edificios
std::shared_ptr<Texture> top_clouds_texture_; // Textura de nubes superiores std::shared_ptr<Texture> top_clouds_texture_; // Textura de nubes superiores
std::shared_ptr<Texture> bottom_clouds_texture_; // Textura de nubes inferiores std::shared_ptr<Texture> bottom_clouds_texture_; // Textura de nubes inferiores
std::shared_ptr<Texture> grass_texture_; // Textura de hierba
std::shared_ptr<Texture> gradients_texture_; // Textura de gradientes std::shared_ptr<Texture> gradients_texture_; // Textura de gradientes
std::shared_ptr<Texture> sun_texture_; // Textura del sol std::shared_ptr<Texture> sun_texture_; // Textura del sol
std::shared_ptr<Texture> moon_texture_; // Textura de la luna std::shared_ptr<Texture> moon_texture_; // Textura de la luna
@@ -82,14 +82,15 @@ class Background {
std::unique_ptr<MovingSprite> bottom_clouds_sprite_b_; // Sprite de nubes inferiores B std::unique_ptr<MovingSprite> bottom_clouds_sprite_b_; // Sprite de nubes inferiores B
std::unique_ptr<Sprite> buildings_sprite_; // Sprite de edificios std::unique_ptr<Sprite> buildings_sprite_; // Sprite de edificios
std::unique_ptr<Sprite> gradient_sprite_; // Sprite de gradiente std::unique_ptr<Sprite> gradient_sprite_; // Sprite de gradiente
std::unique_ptr<Sprite> grass_sprite_; // Sprite de hierba
std::unique_ptr<Sprite> sun_sprite_; // Sprite del sol std::unique_ptr<Sprite> sun_sprite_; // Sprite del sol
std::unique_ptr<Sprite> moon_sprite_; // Sprite de la luna std::unique_ptr<Sprite> moon_sprite_; // Sprite de la luna
std::unique_ptr<AnimatedSprite> grass_sprite_; // Sprite con la hierba
// --- Variables de configuración --- // --- Variables de configuración ---
const float total_progress_to_complete_; // Progreso total para completar const float total_progress_to_complete_; // Progreso total para completar
const float progress_per_stage_; // Progreso por etapa const float progress_per_stage_; // Progreso por etapa
const float sun_completion_progress_; // Progreso de completado del sol const float sun_completion_progress_; // Progreso de completado del sol
const float minimum_completed_progress_; // Progreso mínimo calculado dinámicamente
ProgressCallback progress_callback_; // Callback para notificar cambios de progreso ProgressCallback progress_callback_; // Callback para notificar cambios de progreso
// --- Variables de estado --- // --- Variables de estado ---
@@ -106,8 +107,8 @@ class Background {
float progress_ = 0.0F; // Progresión interna float progress_ = 0.0F; // Progresión interna
float clouds_speed_ = 0; // Velocidad de las nubes float clouds_speed_ = 0; // Velocidad de las nubes
float transition_ = 0; // Porcentaje de transición float transition_ = 0; // Porcentaje de transición
float current_alpha_float_ = 0.0F; // Acumulador para el valor alfa preciso
size_t gradient_number_ = 0; // Índice de fondo degradado size_t gradient_number_ = 0; // Índice de fondo degradado
size_t counter_ = 0; // Contador interno
size_t alpha_color_texture_ = 0; // Transparencia de atenuación size_t alpha_color_texture_ = 0; // Transparencia de atenuación
size_t previous_alpha_color_texture_ = 0; // Transparencia anterior size_t previous_alpha_color_texture_ = 0; // Transparencia anterior
size_t sun_index_ = 0; // Índice del recorrido del sol size_t sun_index_ = 0; // Índice del recorrido del sol
@@ -116,20 +117,24 @@ class Background {
Uint8 alpha_ = 0; // Transparencia entre fases Uint8 alpha_ = 0; // Transparencia entre fases
bool manual_mode_ = false; // Si está en modo manual bool manual_mode_ = false; // Si está en modo manual
// --- Variables para transición suave de completado ---
float completion_transition_timer_ = 0.0F; // Timer para la transición de completado
float completion_initial_progress_ = 0.0F; // Progreso inicial al entrar en estado completado
// --- Métodos internos --- // --- Métodos internos ---
void initializePaths(); // Inicializa las rutas del sol y la luna void initializePaths(); // Inicializa las rutas del sol y la luna
void initializeRects(); // Inicializa los rectángulos de gradientes y nubes void initializeRects(); // Inicializa los rectángulos de gradientes y nubes
void initializeSprites(); // Crea los sprites void initializeSprites(); // Crea los sprites
void initializeSpriteProperties(); // Configura las propiedades iniciales de los sprites void initializeSpriteProperties(); // Configura las propiedades iniciales de los sprites
void initializeTextures(); // Inicializa las texturas de renderizado void initializeTextures(); // Inicializa las texturas de renderizado
void updateProgression(); // Actualiza la progresión y calcula transiciones void updateProgression(float delta_time); // Actualiza la progresión y calcula transiciones
void updateCloudsSpeed(); // Actualiza la velocidad de las nubes según el estado void updateCloudsSpeed(); // Actualiza la velocidad de las nubes según el estado
void renderGradient(); // Dibuja el gradiente de fondo void renderGradient(); // Dibuja el gradiente de fondo
void renderTopClouds(); // Dibuja las nubes superiores void renderTopClouds(); // Dibuja las nubes superiores
void renderBottomClouds(); // Dibuja las nubes inferiores void renderBottomClouds(); // Dibuja las nubes inferiores
void fillCanvas(); // Compone todos los elementos en la textura void fillCanvas(); // Compone todos los elementos en la textura
void updateAlphaColorTexture(); // Actualiza el alpha de la textura de atenuación void updateAlphaColorTexture(float delta_time); // Actualiza el alpha de la textura de atenuación
void updateClouds(); // Actualiza el movimiento de las nubes void updateClouds(float delta_time); // Actualiza el movimiento de las nubes (time-based)
void createSunPath(); // Precalcula el recorrido del sol void createSunPath(); // Precalcula el recorrido del sol
void createMoonPath(); // Precalcula el recorrido de la luna void createMoonPath(); // Precalcula el recorrido de la luna
}; };

View File

@@ -1,34 +1,35 @@
#include "balloon.h" #include "balloon.hpp"
#include <algorithm> // Para clamp #include <algorithm> // Para clamp
#include <array> // Para array #include <array> // Para array
#include <cmath> // Para fabs #include <cmath> // Para fabs
#include "animated_sprite.h" // Para AnimatedSprite #include "animated_sprite.hpp" // Para AnimatedSprite
#include "audio.h" // Para Audio #include "audio.hpp" // Para Audio
#include "param.h" // Para Param, ParamBalloon, param #include "param.hpp" // Para Param, ParamBalloon, param
#include "sprite.h" // Para Sprite #include "sprite.hpp" // Para Sprite
#include "texture.h" // Para Texture #include "texture.hpp" // Para Texture
// Constructor // 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) Balloon::Balloon(const Config& config)
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)), : sprite_(std::make_unique<AnimatedSprite>(config.texture, config.animation)),
x_(x), x_(config.x),
y_(y), y_(config.y),
vx_(vel_x), vx_(config.vel_x),
being_created_(creation_timer > 0), being_created_(config.creation_counter > 0),
invulnerable_(creation_timer > 0), invulnerable_(config.creation_counter > 0),
stopped_(creation_timer > 0), stopped_(config.creation_counter > 0),
creation_counter_(creation_timer), creation_counter_(config.creation_counter),
creation_counter_ini_(creation_timer), creation_counter_ini_(config.creation_counter),
type_(type), type_(config.type),
size_(size), size_(config.size),
speed_(speed), game_tempo_(config.game_tempo),
play_area_(play_area) { play_area_(config.play_area),
sound_(config.sound) {
switch (type_) { switch (type_) {
case Type::BALLOON: { case Type::BALLOON: {
vy_ = 0; vy_ = 0;
max_vy_ = 3.0F; max_vy_ = 3.0F * 60.0F; // Convert from frames to seconds (180 pixels/s)
const int INDEX = static_cast<int>(size_); const int INDEX = static_cast<int>(size_);
gravity_ = param.balloon.settings.at(INDEX).grav; gravity_ = param.balloon.settings.at(INDEX).grav;
@@ -37,9 +38,8 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
power_ = POWER.at(INDEX); power_ = POWER.at(INDEX);
menace_ = MENACE.at(INDEX); menace_ = MENACE.at(INDEX);
score_ = SCORE.at(INDEX); score_ = SCORE.at(INDEX);
bouncing_sound_ = BOUNCING_SOUND.at(INDEX); sound_.bouncing_file = BOUNCING_SOUND.at(INDEX);
popping_sound_ = POPPING_SOUND.at(INDEX); sound_.popping_file = POPPING_SOUND.at(INDEX);
break; break;
} }
@@ -52,27 +52,25 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
power_ = POWER.at(INDEX); power_ = POWER.at(INDEX);
menace_ = MENACE.at(INDEX); menace_ = MENACE.at(INDEX);
score_ = SCORE.at(INDEX); score_ = SCORE.at(INDEX);
bouncing_sound_ = BOUNCING_SOUND.at(INDEX); sound_.bouncing_file = BOUNCING_SOUND.at(INDEX);
popping_sound_ = POPPING_SOUND.at(INDEX); sound_.popping_file = POPPING_SOUND.at(INDEX);
break; break;
} }
case Type::POWERBALL: { case Type::POWERBALL: {
constexpr int INDEX = 3; constexpr int INDEX = 3;
h_ = w_ = WIDTH.at(4); h_ = w_ = WIDTH.at(4);
bouncing_sound_ = BOUNCING_SOUND.at(3); sound_.bouncing_file = BOUNCING_SOUND.at(3);
popping_sound_ = "power_ball_explosion.wav"; sound_.popping_file = "power_ball_explosion.wav";
power_ = score_ = menace_ = 0; power_ = score_ = menace_ = 0;
vy_ = 0; vy_ = 0;
max_vy_ = 3.0F; max_vy_ = 3.0F * 60.0F; // Convert from frames to seconds (180 pixels/s)
gravity_ = param.balloon.settings.at(INDEX).grav; gravity_ = param.balloon.settings.at(INDEX).grav;
default_vy_ = param.balloon.settings.at(INDEX).vel; 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); sprite_->setRotateAmount(vx_ > 0.0F ? 120.0 : -120.0); // Convert from 2 degrees/frame to 120 degrees/second
break; break;
} }
@@ -91,6 +89,12 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
// Establece la animación a usar // Establece la animación a usar
setAnimation(); setAnimation();
// Si no se está creando (creation_counter = 0), asegurar estado activo
if (!being_created_) {
start();
setInvulnerable(false);
}
} }
// Centra el globo en la posición X // Centra el globo en la posición X
@@ -127,7 +131,7 @@ void Balloon::render() {
// Renderizado para el resto de globos // Renderizado para el resto de globos
if (isBeingCreated()) { if (isBeingCreated()) {
// Renderizado con transparencia // Renderizado con transparencia
sprite_->getTexture()->setAlpha(255 - (int)((float)creation_counter_ * (255.0F / (float)creation_counter_ini_))); sprite_->getTexture()->setAlpha(255 - (int)(creation_counter_ * (255.0F / creation_counter_ini_)));
sprite_->render(); sprite_->render();
sprite_->getTexture()->setAlpha(255); sprite_->getTexture()->setAlpha(255);
} else { } else {
@@ -137,19 +141,20 @@ void Balloon::render() {
} }
} }
// Actualiza la posición y estados del globo // Actualiza la posición y estados del globo (time-based)
void Balloon::move() { void Balloon::move(float delta_time) {
if (isStopped()) { if (isStopped()) {
return; return;
} }
handleHorizontalMovement(); handleHorizontalMovement(delta_time);
handleVerticalMovement(); handleVerticalMovement(delta_time);
applyGravity(); applyGravity(delta_time);
} }
void Balloon::handleHorizontalMovement() { void Balloon::handleHorizontalMovement(float delta_time) {
x_ += vx_ * speed_; // DeltaTime en segundos: velocidad (pixels/s) * tempo * tiempo (s)
x_ += vx_ * game_tempo_ * delta_time;
const int CLIP = 2; const int CLIP = 2;
const float MIN_X = play_area_.x - CLIP; const float MIN_X = play_area_.x - CLIP;
@@ -160,8 +165,9 @@ void Balloon::handleHorizontalMovement() {
} }
} }
void Balloon::handleVerticalMovement() { void Balloon::handleVerticalMovement(float delta_time) {
y_ += vy_ * speed_; // DeltaTime en segundos: velocidad (pixels/s) * tempo * tiempo (s)
y_ += vy_ * game_tempo_ * delta_time;
if (shouldCheckTopCollision()) { if (shouldCheckTopCollision()) {
handleTopCollision(); handleTopCollision();
@@ -216,41 +222,37 @@ void Balloon::handleBottomCollision() {
} }
} }
void Balloon::applyGravity() { void Balloon::applyGravity(float delta_time) {
/* // DeltaTime en segundos: aceleración (pixels/s²) * tempo * tiempo (s)
Para aplicar la gravedad, el diseño original la aplicaba en cada iteración del bucle vy_ += gravity_ * game_tempo_ * delta_time;
Al añadir el modificador de velocidad se reduce la distancia que recorre el objeto y por }
tanto recibe mas gravedad. Para solucionarlo se va a aplicar la gravedad cuando se haya
recorrido una distancia igual a la velocidad en Y, que era el cálculo inicial
*/
travel_y_ += speed_; void Balloon::playBouncingSound() const {
if (sound_.enabled && sound_.bouncing_enabled) {
if (travel_y_ >= 1.0F) { Audio::get()->playSound(sound_.bouncing_file);
travel_y_ -= 1.0F;
vy_ += gravity_;
} }
} }
void Balloon::playBouncingSound() { void Balloon::playPoppingSound() const {
if (bouncing_sound_enabled_) { if (sound_.enabled && sound_.poping_enabled) {
playSound(bouncing_sound_); Audio::get()->playSound(sound_.popping_file);
} }
} }
// Actualiza al globo a su posicion, animación y controla los contadores // Actualiza al globo a su posicion, animación y controla los contadores (time-based)
void Balloon::update() { void Balloon::update(float delta_time) {
move(); move(delta_time);
updateState(); updateState(delta_time);
updateBounceEffect(); updateBounceEffect();
shiftSprite(); shiftSprite();
shiftColliders(); shiftColliders();
sprite_->update(); sprite_->update(delta_time);
++counter_; // Contador interno con deltaTime en segundos
counter_ += delta_time;
} }
// Actualiza los estados del globo // Actualiza los estados del globo (time-based)
void Balloon::updateState() { void Balloon::updateState(float delta_time) {
// Si se está creando // Si se está creando
if (isBeingCreated()) { if (isBeingCreated()) {
// Actualiza el valor de las variables // Actualiza el valor de las variables
@@ -259,9 +261,14 @@ void Balloon::updateState() {
if (creation_counter_ > 0) { if (creation_counter_ > 0) {
// Desplaza lentamente el globo hacia abajo y hacia un lado // Desplaza lentamente el globo hacia abajo y hacia un lado
if (creation_counter_ % 10 == 0) { // Cada 10/60 segundos (equivalente a 10 frames a 60fps)
movement_accumulator_ += delta_time;
constexpr float MOVEMENT_INTERVAL_S = 10.0F / 60.0F; // 10 frames = ~0.167s
if (movement_accumulator_ >= MOVEMENT_INTERVAL_S) {
movement_accumulator_ -= MOVEMENT_INTERVAL_S;
y_++; y_++;
x_ += vx_; x_ += vx_ / 60.0F; // Convierte de pixels/segundo a pixels/frame para movimiento discreto
// Comprueba no se salga por los laterales // Comprueba no se salga por los laterales
const int MIN_X = play_area_.x; const int MIN_X = play_area_.x;
@@ -269,11 +276,12 @@ void Balloon::updateState() {
if (x_ < MIN_X || x_ > MAX_X) { if (x_ < MIN_X || x_ > MAX_X) {
// Corrige y cambia el sentido de la velocidad // Corrige y cambia el sentido de la velocidad
x_ -= vx_; x_ -= vx_ / 60.0F;
vx_ = -vx_; vx_ = -vx_;
} }
} }
--creation_counter_; creation_counter_ -= delta_time;
creation_counter_ = std::max<float>(creation_counter_, 0);
} }
else { else {
@@ -307,11 +315,14 @@ void Balloon::setAnimation() {
} }
// Establece el frame de animación // Establece el frame de animación
std::string chosen_animation;
if (use_reversed_colors_) { if (use_reversed_colors_) {
sprite_->setCurrentAnimation(creating_animation); chosen_animation = creating_animation;
} else { } else {
sprite_->setCurrentAnimation(isBeingCreated() ? creating_animation : normal_animation); chosen_animation = isBeingCreated() ? creating_animation : normal_animation;
} }
sprite_->setCurrentAnimation(chosen_animation);
} }
// Detiene el globo // Detiene el globo
@@ -368,23 +379,8 @@ void Balloon::useNormalColor() {
setAnimation(); 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 // Explota el globo
void Balloon::pop(bool should_sound) { void Balloon::pop(bool should_sound) {
if (should_sound) { if (should_sound) { playPoppingSound(); }
if (poping_sound_enabled_) {
playSound(popping_sound_);
}
}
enabled_ = false; enabled_ = false;
} }

View File

@@ -8,8 +8,8 @@
#include <string_view> // Para string_view #include <string_view> // Para string_view
#include <vector> // Para vector #include <vector> // Para vector
#include "animated_sprite.h" // Para AnimatedSprite #include "animated_sprite.hpp" // Para AnimatedSprite
#include "utils.h" // Para Circle #include "utils.hpp" // Para Circle
class Texture; class Texture;
@@ -25,15 +25,23 @@ class Balloon {
static constexpr std::array<int, 5> WIDTH = {10, 16, 26, 48, 49}; static constexpr std::array<int, 5> WIDTH = {10, 16, 26, 48, 49};
static constexpr std::array<std::string_view, 4> BOUNCING_SOUND = { 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 = { 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; // Velocidades horizontales en pixels/segundo (convertidas desde 0.7 pixels/frame a 60fps)
static constexpr float VELX_NEGATIVE = -0.7F; static constexpr float VELX_POSITIVE = 0.7F * 60.0F; // 42 pixels/segundo
static constexpr float VELX_NEGATIVE = -0.7F * 60.0F; // -42 pixels/segundo
static constexpr std::array<float, 5> SPEED = {0.60F, 0.70F, 0.80F, 0.90F, 1.00F}; // Multiplicadores de tempo del juego (sin cambios, son puros multiplicadores)
static constexpr std::array<float, 5> GAME_TEMPO = {0.60F, 0.70F, 0.80F, 0.90F, 1.00F};
static constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10; static constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
static constexpr int POWERBALL_COUNTER = 8; static constexpr int POWERBALL_COUNTER = 8;
@@ -52,25 +60,39 @@ class Balloon {
POWERBALL = 2, // Globo de poder 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 game_tempo = GAME_TEMPO.at(0);
float creation_counter = 0.0F;
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 --- // --- Constructores y destructor ---
Balloon( Balloon(const Config& config);
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() = default; ~Balloon() = default;
// --- Métodos principales --- // --- Métodos principales ---
void alignTo(int x); // Centra el globo en la posición X void alignTo(int x); // Centra el globo en la posición X
void render(); // Pinta el globo en la pantalla void render(); // Pinta el globo en la pantalla
void move(); // Actualiza la posición y estados del globo void move(float delta_time); // Actualiza la posición y estados del globo (time-based)
void update(); // Actualiza el globo (posición, animación, contadores) void update(float delta_time); // Actualiza el globo (posición, animación, contadores) (time-based)
void stop(); // Detiene el globo void stop(); // Detiene el globo
void start(); // Pone el globo en movimiento void start(); // Pone el globo en movimiento
void pop(bool should_sound = false); // Explota el globo void pop(bool should_sound = false); // Explota el globo
@@ -100,11 +122,13 @@ class Balloon {
// --- Setters --- // --- Setters ---
void setVelY(float vel_y) { vy_ = vel_y; } void setVelY(float vel_y) { vy_ = vel_y; }
void setSpeed(float speed) { speed_ = speed; } void setVelX(float vel_x) { vx_ = vel_x; }
void alterVelX(float percent) { vx_ *= percent; }
void setGameTempo(float tempo) { game_tempo_ = tempo; }
void setInvulnerable(bool value) { invulnerable_ = value; } void setInvulnerable(bool value) { invulnerable_ = value; }
void setBouncingSound(bool value) { bouncing_sound_enabled_ = value; } void setBouncingSound(bool value) { sound_.bouncing_enabled = value; }
void setPoppingSound(bool value) { poping_sound_enabled_ = value; } void setPoppingSound(bool value) { sound_.poping_enabled = value; }
void setSound(bool value) { sound_enabled_ = value; } void setSound(bool value) { sound_.enabled = value; }
private: private:
// --- Estructura para el efecto de rebote --- // --- Estructura para el efecto de rebote ---
@@ -114,10 +138,28 @@ class Balloon {
// Tablas de valores predefinidos para el efecto de rebote // Tablas de valores predefinidos para el efecto de rebote
static constexpr std::array<float, BOUNCE_FRAMES> HORIZONTAL_ZOOM_VALUES = { 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 = { 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 // Estado del efecto
bool enabled_ = false; // Si el efecto está activo bool enabled_ = false; // Si el efecto está activo
@@ -203,52 +245,48 @@ class Balloon {
std::unique_ptr<AnimatedSprite> sprite_; // Sprite del objeto globo std::unique_ptr<AnimatedSprite> sprite_; // Sprite del objeto globo
// --- Variables de estado y físicas --- // --- Variables de estado y físicas ---
float x_; // Posición X float x_; // Posición X
float y_; // Posición Y float y_; // Posición Y
float w_; // Ancho float w_; // Ancho
float h_; // Alto float h_; // Alto
float vx_; // Velocidad X float vx_; // Velocidad X
float vy_; // Velocidad Y float vy_; // Velocidad Y
float gravity_; // Aceleración en Y float gravity_; // Aceleración en Y
float default_vy_; // Velocidad inicial al rebotar float default_vy_; // Velocidad inicial al rebotar
float max_vy_; // Máxima velocidad en Y float max_vy_; // Máxima velocidad en Y
bool being_created_; // Si el globo se está creando bool being_created_; // Si el globo se está creando
bool enabled_ = true; // Si el globo está activo bool enabled_ = true; // Si el globo está activo
bool invulnerable_; // Si el globo es invulnerable bool invulnerable_; // Si el globo es invulnerable
bool stopped_; // Si el globo está parado bool stopped_; // Si el globo está parado
bool use_reversed_colors_ = false; // Si se usa el color alternativo bool use_reversed_colors_ = false; // Si se usa el color alternativo
Circle collider_; // Círculo de colisión Circle collider_; // Círculo de colisión
Uint16 creation_counter_; // Temporizador de creación float creation_counter_; // Temporizador de creación
Uint16 creation_counter_ini_; // Valor inicial del temporizador de creación float creation_counter_ini_; // Valor inicial del temporizador de creación
Uint16 score_; // Puntos al destruir el globo Uint16 score_; // Puntos al destruir el globo
Type type_; // Tipo de globo Type type_; // Tipo de globo
Size size_; // Tamaño de globo Size size_; // Tamaño de globo
Uint8 menace_; // Amenaza que genera el globo Uint8 menace_; // Amenaza que genera el globo
Uint32 counter_ = 0; // Contador interno Uint32 counter_ = 0; // Contador interno
float travel_y_ = 1.0F; // Distancia a recorrer en Y antes de aplicar gravedad float game_tempo_; // Multiplicador de tempo del juego
float speed_; // Velocidad del globo float movement_accumulator_ = 0.0F; // Acumulador para movimiento durante creación (deltaTime)
Uint8 power_; // Poder que alberga el globo Uint8 power_; // Poder que alberga el globo
SDL_FRect play_area_; // Zona de movimiento del globo SDL_FRect play_area_; // Zona de movimiento del globo
std::string bouncing_sound_; // Archivo de sonido al rebotar Sound sound_; // Configuración de sonido del globo
std::string popping_sound_; // Archivo de sonido al explotar BounceEffect bounce_effect_; // Efecto de rebote
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
// --- Posicionamiento y transformación --- // --- Posicionamiento y transformación ---
void shiftColliders(); // Alinea el círculo de colisión con el sprite void shiftColliders(); // Alinea el círculo de colisión con el sprite
void shiftSprite(); // Alinea el sprite en pantalla void shiftSprite(); // Alinea el sprite en pantalla
// --- Animación y sonido --- // --- Animación y sonido ---
void setAnimation(); // Establece la animación correspondiente void setAnimation(); // Establece la animación correspondiente
void playSound(const std::string& name) const; // Reproduce un sonido por nombre void playBouncingSound() const; // Reproduce el sonido de rebote
void playBouncingSound(); // Reproduce el sonido de rebote void playPoppingSound() const; // Reproduce el sonido de reventar
// --- Movimiento y física --- // --- Movimiento y física ---
void handleHorizontalMovement(); // Maneja el movimiento horizontal void handleHorizontalMovement(float delta_time); // Maneja el movimiento horizontal (time-based)
void handleVerticalMovement(); // Maneja el movimiento vertical void handleVerticalMovement(float delta_time); // Maneja el movimiento vertical (time-based)
void applyGravity(); // Aplica la gravedad al objeto void applyGravity(float delta_time); // Aplica la gravedad al objeto (time-based)
// --- Rebote --- // --- Rebote ---
void enableBounceEffect(); // Activa el efecto de rebote void enableBounceEffect(); // Activa el efecto de rebote
@@ -263,5 +301,5 @@ class Balloon {
void handleBottomCollision(); // Maneja la colisión inferior void handleBottomCollision(); // Maneja la colisión inferior
// --- Lógica de estado --- // --- Lógica de estado ---
void updateState(); // Actualiza los estados del globo void updateState(float delta_time); // Actualiza los estados del globo (time-based)
}; };

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@@ -1,4 +1,4 @@
#include "balloon_formations.h" #include "balloon_formations.hpp"
#include <algorithm> // Para max, min, copy #include <algorithm> // Para max, min, copy
#include <array> // Para array #include <array> // Para array
@@ -11,10 +11,10 @@
#include <sstream> // Para basic_istringstream #include <sstream> // Para basic_istringstream
#include <string> // Para string, char_traits, allocator, operator==, stoi, getline, operator<=>, basic_string #include <string> // Para string, char_traits, allocator, operator==, stoi, getline, operator<=>, basic_string
#include "asset.h" // Para Asset #include "asset.hpp" // Para Asset
#include "balloon.h" // Para Balloon #include "balloon.hpp" // Para Balloon
#include "param.h" // Para Param, ParamGame, param #include "param.hpp" // Para Param, ParamGame, param
#include "utils.h" // Para Zone, BLOCK #include "utils.hpp" // Para Zone, BLOCK
void BalloonFormations::initFormations() { void BalloonFormations::initFormations() {
// Calcular posiciones base // Calcular posiciones base
@@ -155,7 +155,7 @@ auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map
return std::nullopt; return std::nullopt;
} }
int creation_time = DEFAULT_CREATION_TIME + evaluateExpression(tokens.at(6), variables); float creation_time = CREATION_TIME + evaluateExpression(tokens.at(6), variables); // Base time + offset from formations.txt
return SpawnParams(x + offset, y, vel_x, type, size, creation_time); return SpawnParams(x + offset, y, vel_x, type, size, creation_time);
} catch (const std::exception&) { } catch (const std::exception&) {
@@ -168,7 +168,7 @@ auto BalloonFormations::evaluateExpression(const std::string& expr, const std::m
// Si es un número directo // Si es un número directo
if ((std::isdigit(trimmed_expr.at(0)) != 0) || (trimmed_expr.at(0) == '-' && trimmed_expr.length() > 1)) { if ((std::isdigit(trimmed_expr.at(0)) != 0) || (trimmed_expr.at(0) == '-' && trimmed_expr.length() > 1)) {
return std::stoi(trimmed_expr); return std::stof(trimmed_expr);
} }
// Si es una variable simple // Si es una variable simple
@@ -205,7 +205,7 @@ auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const
} }
// Si no se encuentra operador, intentar como variable o número // Si no se encuentra operador, intentar como variable o número
return variables.find(expr) != variables.end() ? variables.at(expr) : std::stoi(expr); return variables.find(expr) != variables.end() ? variables.at(expr) : std::stof(expr);
} }
auto BalloonFormations::trim(const std::string& str) -> std::string { auto BalloonFormations::trim(const std::string& str) -> std::string {
@@ -235,10 +235,10 @@ void BalloonFormations::createFloaterVariants() {
#ifdef _DEBUG #ifdef _DEBUG
void BalloonFormations::addTestFormation() { void BalloonFormations::addTestFormation() {
std::vector<SpawnParams> test_params = { std::vector<SpawnParams> test_params = {
{10, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::SMALL, 200}, {10, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::SMALL, 3.334F}, // 200 frames ÷ 60fps = 3.334s
{50, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::MEDIUM, 200}, {50, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::MEDIUM, 3.334F}, // 200 frames ÷ 60fps = 3.334s
{90, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::LARGE, 200}, {90, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::LARGE, 3.334F}, // 200 frames ÷ 60fps = 3.334s
{140, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::EXTRALARGE, 200}}; {140, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::EXTRALARGE, 3.334F}}; // 200 frames ÷ 60fps = 3.334s
formations_.at(99) = Formation(test_params); formations_.at(99) = Formation(test_params);
} }

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@@ -1,33 +1,38 @@
#pragma once #pragma once
#include <algorithm> // Para copy, max #include <cstddef> // Para size_t
#include <cstddef> // Para size_t #include <iterator> // Para pair
#include <map> // Para map #include <map> // Para map
#include <optional> // Para optional #include <optional> // Para optional
#include <string> // Para string #include <string> // Para string
#include <utility> // Para pair #include <utility> // Para pair
#include <vector> // Para vector #include <vector> // Para vector
#include "balloon.h" // Para Balloon #include "balloon.hpp" // for Balloon
// --- Clase BalloonFormations --- // --- Clase BalloonFormations ---
class BalloonFormations { class BalloonFormations {
public: public:
// --- Estructuras --- // --- Estructuras ---
struct SpawnParams { struct SpawnParams {
int x = 0; // Posición en el eje X donde crear el globo float x = 0; // Posición en el eje X donde crear el globo
int y = 0; // Posición en el eje Y 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 float vel_x = 0.0F; // Velocidad inicial en el eje X
Balloon::Type type = Balloon::Type::BALLOON; // Tipo de globo Balloon::Type type = Balloon::Type::BALLOON; // Tipo de globo
Balloon::Size size = Balloon::Size::SMALL; // Tamaño de globo Balloon::Size size = Balloon::Size::SMALL; // Tamaño de globo
int creation_counter = 0; // Temporizador para la creación del globo float creation_counter = 0.0F; // Temporizador para la creación del globo
// Constructor por defecto // Constructor por defecto
SpawnParams() = default; SpawnParams() = default;
// Constructor con parámetros // Constructor con parámetros
SpawnParams(int x, int y, float vel_x, Balloon::Type type, Balloon::Size size, int creation_counter) SpawnParams(float x, float y, float vel_x, Balloon::Type type, Balloon::Size size, float creation_counter)
: x(x), y(y), vel_x(vel_x), type(type), size(size), creation_counter(creation_counter) {} : x(x),
y(y),
vel_x(vel_x),
type(type),
size(size),
creation_counter(creation_counter) {}
}; };
struct Formation { struct Formation {
@@ -76,8 +81,9 @@ class BalloonFormations {
private: private:
// --- Constantes --- // --- Constantes ---
static constexpr int BALLOON_SPAWN_HEIGHT = 208; // Altura desde el suelo en la que aparecen los globos static constexpr int BALLOON_SPAWN_HEIGHT = 208; // Altura desde el suelo en la que aparecen los globos
static constexpr int DEFAULT_CREATION_TIME = 200; // Tiempo base de creación de los globos para las formaciones static constexpr float CREATION_TIME = 5.0F; // Tiempo base de creación de los globos en segundos (300 frames ÷ 60fps = 5.0s)
static constexpr float DEFAULT_CREATION_TIME = 3.334F; // Tiempo base de creación de los globos en segundos (200 frames ÷ 60fps = 3.334s)
// --- Variables --- // --- Variables ---
std::vector<Formation> formations_; // Vector con todas las formaciones disponibles std::vector<Formation> formations_; // Vector con todas las formaciones disponibles

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@@ -1,23 +1,25 @@
#include "balloon_manager.h" #include "balloon_manager.hpp"
#include <algorithm> // Para remove_if #include <algorithm> // Para remove_if
#include <array> #include <array>
#include <cstdlib> // Para rand #include <cstdlib> // Para rand
#include <numeric> // Para accumulate #include <numeric> // Para accumulate
#include "balloon.h" // Para Balloon, Balloon::SCORE.at( )ALLOON_VELX... #include "balloon.hpp" // Para Balloon, Balloon::SCORE.at( )ALLOON_VELX...
#include "balloon_formations.h" // Para BalloonFormationParams, BalloonForma... #include "balloon_formations.hpp" // Para BalloonFormationParams, BalloonForma...
#include "color.h" // Para Zone, Color, flash_color #include "color.hpp" // Para Zone, Color, flash_color
#include "explosions.h" // Para Explosions #include "explosions.hpp" // Para Explosions
#include "param.h" // Para Param, ParamGame, param #include "param.hpp" // Para Param, ParamGame, param
#include "resource.h" // Para Resource #include "resource.hpp" // Para Resource
#include "screen.h" // Para Screen #include "screen.hpp" // Para Screen
#include "stage_interface.h" // Para IStageInfo #include "stage_interface.hpp" // Para IStageInfo
#include "utils.h" #include "utils.hpp"
// Constructor // Constructor
BalloonManager::BalloonManager(IStageInfo *stage_info) 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 // Inicializa
void BalloonManager::init() { void BalloonManager::init() {
@@ -60,18 +62,18 @@ void BalloonManager::init() {
explosions_->addTexture(3, explosions_textures_.at(3), explosions_animations_.at(3)); explosions_->addTexture(3, explosions_textures_.at(3), explosions_animations_.at(3));
} }
// Actualiza // Actualiza (time-based)
void BalloonManager::update() { void BalloonManager::update(float delta_time) {
for (const auto &balloon : balloons_) { for (const auto& balloon : balloons_) {
balloon->update(); balloon->update(delta_time);
} }
updateBalloonDeployCounter(); updateBalloonDeployCounter(delta_time);
explosions_->update(); explosions_->update(delta_time);
} }
// Renderiza los objetos // Renderiza los objetos
void BalloonManager::render() { void BalloonManager::render() {
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
balloon->render(); balloon->render();
} }
explosions_->render(); explosions_->render();
@@ -79,12 +81,12 @@ void BalloonManager::render() {
// Crea una formación de globos // Crea una formación de globos
void BalloonManager::deployRandomFormation(int stage) { void BalloonManager::deployRandomFormation(int stage) {
// Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última // Solo despliega una formación enemiga si el timer ha llegado a cero
if (balloon_deploy_counter_ == 0) { if (balloon_deploy_counter_ <= 0.0F) {
// En este punto se decide entre crear una powerball o una formación enemiga // En este punto se decide entre crear una powerball o una formación enemiga
if ((rand() % 100 < 15) && (canPowerBallBeCreated())) { if ((rand() % 100 < 15) && (canPowerBallBeCreated())) {
createPowerBall(); // Crea una powerball createPowerBall(); // Crea una powerball
balloon_deploy_counter_ = 10; // Da un poco de margen para que se creen mas globos balloon_deploy_counter_ = POWERBALL_DEPLOY_DELAY; // Resetea con pequeño retraso
} else { } else {
// Decrementa el contador de despliegues de globos necesarios para la siguiente PowerBall // Decrementa el contador de despliegues de globos necesarios para la siguiente PowerBall
if (power_ball_counter_ > 0) { if (power_ball_counter_ > 0) {
@@ -105,11 +107,19 @@ void BalloonManager::deployRandomFormation(int stage) {
// Crea los globos de la formación // Crea los globos de la formación
const auto BALLOONS = balloon_formations_->getFormationFromPool(stage, formation_id).balloons; const auto BALLOONS = balloon_formations_->getFormationFromPool(stage, formation_id).balloons;
for (auto balloon : 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,
.game_tempo = balloon_speed_,
.creation_counter = creation_time_enabled_ ? balloon.creation_counter : 0.0F};
createBalloon(config);
} }
// Reinicia el contador para el próximo despliegue // Reinicia el timer para el próximo despliegue
balloon_deploy_counter_ = DEFAULT_BALLOON_DEPLOY_COUNTER; balloon_deploy_counter_ = DEFAULT_BALLOON_DEPLOY_DELAY;
} }
} }
} }
@@ -118,29 +128,45 @@ void BalloonManager::deployRandomFormation(int stage) {
void BalloonManager::deployFormation(int formation_id) { void BalloonManager::deployFormation(int formation_id) {
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons; const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
for (auto balloon : 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,
.game_tempo = balloon_speed_,
.creation_counter = balloon.creation_counter};
createBalloon(config);
} }
} }
// Crea una formación de globos específica a una altura determinada // 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; const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
for (auto balloon : 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,
.game_tempo = balloon_speed_,
.creation_counter = balloon.creation_counter};
createBalloon(config);
} }
} }
// Vacia del vector de globos los globos que ya no sirven // Vacia del vector de globos los globos que ya no sirven
void BalloonManager::freeBalloons() { void BalloonManager::freeBalloons() {
auto result = std::ranges::remove_if(balloons_, [](const auto &balloon) { return !balloon->isEnabled(); }); std::erase_if(balloons_, [](const auto& balloon) {
balloons_.erase(result.begin(), balloons_.end()); return !balloon->isEnabled();
});
} }
// Actualiza la variable enemyDeployCounter // Actualiza el timer de despliegue de globos (time-based)
void BalloonManager::updateBalloonDeployCounter() { void BalloonManager::updateBalloonDeployCounter(float delta_time) {
if (balloon_deploy_counter_ > 0) { // DeltaTime en segundos - timer decrementa hasta llegar a cero
--balloon_deploy_counter_; balloon_deploy_counter_ -= delta_time;
}
} }
// Indica si se puede crear una powerball // Indica si se puede crear una powerball
@@ -148,17 +174,20 @@ auto BalloonManager::canPowerBallBeCreated() -> bool { return (!power_ball_enabl
// Calcula el poder actual de los globos en pantalla // Calcula el poder actual de los globos en pantalla
auto BalloonManager::calculateScreenPower() -> int { auto BalloonManager::calculateScreenPower() -> int {
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon) { return sum + (balloon->isEnabled() ? balloon->getPower() : 0); }); return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto& balloon) { return sum + (balloon->isEnabled() ? balloon->getPower() : 0); });
} }
// Crea un globo nuevo en el vector de globos // 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_) { if (can_deploy_balloons_) {
const int INDEX = static_cast<int>(size); const int INDEX = static_cast<int>(config.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))); config.play_area = play_area_;
balloons_.back()->setSound(sound_enabled_); config.texture = balloon_textures_.at(INDEX);
balloons_.back()->setBouncingSound(bouncing_sound_enabled_); config.animation = balloon_animations_.at(INDEX);
balloons_.back()->setPoppingSound(poping_sound_enabled_); 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(); return balloons_.back();
} }
@@ -166,29 +195,50 @@ auto BalloonManager::createBalloon(float x, int y, Balloon::Type type, Balloon::
} }
// Crea un globo a partir de otro globo // Crea un globo a partir de otro globo
void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction) { void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon>& parent_balloon, const std::string& direction) {
if (can_deploy_balloons_) { if (can_deploy_balloons_) {
// Calcula parametros // Calcula parametros
const float VX = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE; const int PARENT_HEIGHT = parent_balloon->getHeight();
const auto SIZE = static_cast<Balloon::Size>(static_cast<int>(balloon->getSize()) - 1); const int CHILD_HEIGHT = Balloon::WIDTH.at(static_cast<size_t>(parent_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 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" ? parent_balloon->getPosX() + (parent_balloon->getWidth() / 3) : parent_balloon->getPosX() + (2 * (parent_balloon->getWidth() / 3));
const float MIN_X = play_area_.x; const float MIN_X = play_area_.x;
const float MAX_X = play_area_.w - CHILD_WIDTH; const float MAX_X = play_area_.w - CHILD_WIDTH;
x = std::clamp(x - (CHILD_WIDTH / 2), MIN_X, MAX_X);
// Crea el globo Balloon::Config config = {
auto b = createBalloon(x, Y, balloon->getType(), SIZE, VX, balloon_speed_, 0); .x = std::clamp(X - (CHILD_WIDTH / 2), MIN_X, MAX_X),
.y = parent_balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2),
.type = parent_balloon->getType(),
.size = static_cast<Balloon::Size>(static_cast<int>(parent_balloon->getSize()) - 1),
.vel_x = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE,
.game_tempo = balloon_speed_,
.creation_counter = 0};
// Establece parametros // Crea el globo hijo
b->setVelY(b->getType() == Balloon::Type::BALLOON ? -2.50F : Balloon::VELX_NEGATIVE * 2.0F); auto child_balloon = createBalloon(config);
// Herencia de estados // Configura el globo hijo
if (balloon->isStopped()) { b->stop(); } if (child_balloon != nullptr) {
if (balloon->isUsingReversedColor()) { b->useReverseColor(); } // Establece parametros
constexpr float VEL_Y_BALLOON_PER_S = -150.0F;
switch (child_balloon->getType()) {
case Balloon::Type::BALLOON: {
child_balloon->setVelY(VEL_Y_BALLOON_PER_S);
break;
}
case Balloon::Type::FLOATER: {
child_balloon->setVelY(Balloon::VELX_NEGATIVE * 2.0F);
break;
}
default:
break;
}
// Herencia de estados
if (parent_balloon->isStopped()) { child_balloon->stop(); }
if (parent_balloon->isUsingReversedColor()) { child_balloon->useReverseColor(); }
}
} }
} }
@@ -196,18 +246,32 @@ void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon,
void BalloonManager::createPowerBall() { void BalloonManager::createPowerBall() {
if (can_deploy_balloons_) { if (can_deploy_balloons_) {
constexpr int VALUES = 6; constexpr int VALUES = 6;
constexpr float POS_Y = -Balloon::WIDTH.at(4); const int LUCK = rand() % VALUES;
constexpr int CREATION_TIME = 0;
const float LEFT = param.game.play_area.rect.x; 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 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 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> 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}; 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),
.game_tempo = 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); balloons_.back()->setInvulnerable(true);
power_ball_enabled_ = true; power_ball_enabled_ = true;
@@ -218,13 +282,13 @@ void BalloonManager::createPowerBall() {
// Establece la velocidad de los globos // Establece la velocidad de los globos
void BalloonManager::setBalloonSpeed(float speed) { void BalloonManager::setBalloonSpeed(float speed) {
balloon_speed_ = speed; balloon_speed_ = speed;
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
balloon->setSpeed(speed); balloon->setGameTempo(speed);
} }
} }
// Explosiona un globo. Lo destruye y crea otros dos si es el caso // Explosiona un globo. Lo destruye y crea otros dos si es el caso
auto BalloonManager::popBalloon(const std::shared_ptr<Balloon> &balloon) -> int { auto BalloonManager::popBalloon(const std::shared_ptr<Balloon>& balloon) -> int {
stage_info_->addPower(1); stage_info_->addPower(1);
int score = 0; int score = 0;
@@ -232,7 +296,7 @@ auto BalloonManager::popBalloon(const std::shared_ptr<Balloon> &balloon) -> int
balloon->pop(true); balloon->pop(true);
score = destroyAllBalloons(); score = destroyAllBalloons();
power_ball_enabled_ = false; power_ball_enabled_ = false;
balloon_deploy_counter_ = 20; balloon_deploy_counter_ = BALLOON_POP_DELAY; // Resetea con retraso
} else { } else {
score = balloon->getScore(); score = balloon->getScore();
if (balloon->getSize() != Balloon::Size::SMALL) { if (balloon->getSize() != Balloon::Size::SMALL) {
@@ -249,7 +313,7 @@ auto BalloonManager::popBalloon(const std::shared_ptr<Balloon> &balloon) -> int
} }
// Explosiona un globo. Lo destruye = no crea otros globos // Explosiona un globo. Lo destruye = no crea otros globos
auto BalloonManager::destroyBalloon(std::shared_ptr<Balloon> &balloon) -> int { auto BalloonManager::destroyBalloon(std::shared_ptr<Balloon>& balloon) -> int {
int score = 0; int score = 0;
// Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos // Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos
@@ -284,12 +348,12 @@ auto BalloonManager::destroyBalloon(std::shared_ptr<Balloon> &balloon) -> int {
// Destruye todos los globos // Destruye todos los globos
auto BalloonManager::destroyAllBalloons() -> int { auto BalloonManager::destroyAllBalloons() -> int {
int score = 0; int score = 0;
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
score += destroyBalloon(balloon); score += destroyBalloon(balloon);
} }
balloon_deploy_counter_ = 300; balloon_deploy_counter_ = DEFAULT_BALLOON_DEPLOY_DELAY;
Screen::get()->flash(Colors::FLASH, 3); Screen::get()->flash(Colors::FLASH, 0.05F);
Screen::get()->shake(); Screen::get()->shake();
return score; return score;
@@ -297,14 +361,16 @@ auto BalloonManager::destroyAllBalloons() -> int {
// Detiene todos los globos // Detiene todos los globos
void BalloonManager::stopAllBalloons() { void BalloonManager::stopAllBalloons() {
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
balloon->stop(); if (!balloon->isBeingCreated()) {
balloon->stop();
}
} }
} }
// Pone en marcha todos los globos // Pone en marcha todos los globos
void BalloonManager::startAllBalloons() { void BalloonManager::startAllBalloons() {
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
if (!balloon->isBeingCreated()) { if (!balloon->isBeingCreated()) {
balloon->start(); balloon->start();
} }
@@ -313,7 +379,7 @@ void BalloonManager::startAllBalloons() {
// Cambia el color de todos los globos // Cambia el color de todos los globos
void BalloonManager::reverseColorsToAllBalloons() { void BalloonManager::reverseColorsToAllBalloons() {
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
if (balloon->isStopped()) { if (balloon->isStopped()) {
balloon->useReverseColor(); balloon->useReverseColor();
} }
@@ -322,7 +388,7 @@ void BalloonManager::reverseColorsToAllBalloons() {
// Cambia el color de todos los globos // Cambia el color de todos los globos
void BalloonManager::normalColorsToAllBalloons() { void BalloonManager::normalColorsToAllBalloons() {
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
balloon->useNormalColor(); balloon->useNormalColor();
} }
} }
@@ -332,28 +398,15 @@ void BalloonManager::createTwoBigBalloons() {
deployFormation(1); 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 // Obtiene el nivel de ameza actual generado por los globos
auto BalloonManager::getMenace() -> int { auto BalloonManager::getMenace() -> int {
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon) { return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); }); return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto& balloon) { return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); });
} }
// Establece el sonido de los globos // Establece el sonido de los globos
void BalloonManager::setSounds(bool value) { void BalloonManager::setSounds(bool value) {
sound_enabled_ = value; sound_enabled_ = value;
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
balloon->setSound(value); balloon->setSound(value);
} }
} }
@@ -361,14 +414,14 @@ void BalloonManager::setSounds(bool value) {
// Activa o desactiva los sonidos de rebote los globos // Activa o desactiva los sonidos de rebote los globos
void BalloonManager::setBouncingSounds(bool value) { void BalloonManager::setBouncingSounds(bool value) {
bouncing_sound_enabled_ = value; bouncing_sound_enabled_ = value;
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
balloon->setBouncingSound(value); balloon->setBouncingSound(value);
} }
} }
// Activa o desactiva los sonidos de los globos al explotar // Activa o desactiva los sonidos de los globos al explotar
void BalloonManager::setPoppingSounds(bool value) { void BalloonManager::setPoppingSounds(bool value) {
poping_sound_enabled_ = value; poping_sound_enabled_ = value;
for (auto &balloon : balloons_) { for (auto& balloon : balloons_) {
balloon->setPoppingSound(value); balloon->setPoppingSound(value);
} }
} }

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