34 Commits

Author SHA1 Message Date
b3f6e2fcf0 Metal post-processing pipeline implementation
- Add custom Metal render target creation
- Implement post-processing without GPU-CPU-GPU copies
- Create Metal texture extraction system
- Add Metal CRT shader pipeline integration
- Modify screen rendering to use Metal when available
- Enable shaders by default for testing

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-16 07:42:03 +02:00
7f00942517 treballant en metal 2025-09-10 20:44:10 +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
98 changed files with 2650 additions and 658 deletions

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

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

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

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

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

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@@ -9,22 +9,40 @@
#include <stdexcept> // Para runtime_error
#include <utility> // Para pair
#include "texture.h" // Para Texture
#include "utils.h" // Para printWithDots
#include "resource_helper.h" // Para ResourceHelper
#include "texture.h" // Para Texture
#include "utils.h" // Para printWithDots
// Carga las animaciones en un vector(Animations) desde un fichero
auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer {
std::ifstream file(file_path);
if (!file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
std::istringstream stream;
bool using_resource_data = false;
if (!resource_data.empty()) {
std::string content(resource_data.begin(), resource_data.end());
stream.str(content);
using_resource_data = true;
}
// Fallback a archivo directo
std::ifstream file;
if (!using_resource_data) {
file.open(file_path);
if (!file) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);
}
}
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
std::vector<std::string> buffer;
std::string line;
while (std::getline(file, line)) {
while (std::getline(input_stream, line)) {
if (!line.empty()) {
buffer.push_back(line);
}

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@@ -50,7 +50,8 @@ class AnimatedSprite : public MovingSprite {
// --- Constructores y destructor ---
AnimatedSprite(std::shared_ptr<Texture> texture, const std::string& file_path);
AnimatedSprite(std::shared_ptr<Texture> texture, const AnimationsFileBuffer& animations);
explicit AnimatedSprite(std::shared_ptr<Texture> texture) : MovingSprite(std::move(texture)) {}
explicit AnimatedSprite(std::shared_ptr<Texture> texture)
: MovingSprite(std::move(texture)) {}
~AnimatedSprite() override = default;
// --- Métodos principales ---

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

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

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

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

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -76,7 +76,8 @@ struct BalloonSettings {
float vel;
float grav;
constexpr BalloonSettings(float v, float g)
: vel(v), grav(g) {}
: vel(v),
grav(g) {}
};
constexpr std::array<BalloonSettings, 4> SETTINGS = {{
@@ -218,7 +219,7 @@ constexpr SDL_ScaleMode VIDEO_SCALE_MODE = SDL_ScaleMode::SDL_SCALEMODE_NEAREST;
constexpr bool VIDEO_FULLSCREEN = false;
constexpr bool VIDEO_VSYNC = true;
constexpr bool VIDEO_INTEGER_SCALE = true;
constexpr bool VIDEO_SHADERS = false;
constexpr bool VIDEO_SHADERS = true;
// Music
constexpr bool MUSIC_ENABLED = true;

View File

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

View File

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

View File

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

View File

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

View File

@@ -4,6 +4,20 @@
#include <string> // Para basic_string, string
namespace shader {
bool init(SDL_Window *ventana, SDL_Texture *texturaBackBuffer, const std::string &vertexShader, const std::string &fragmentShader = "");
bool init(SDL_Window *ventana, SDL_Texture *texturaBackBuffer, const std::string &shaderSource, const std::string &fragmentShader = "");
void render();
void cleanup();
bool isUsingOpenGL();
#ifdef __APPLE__
namespace metal {
bool initMetal(SDL_Window* window, SDL_Texture* backBuffer, const std::string& shaderFilename);
SDL_Texture* createMetalRenderTarget(SDL_Renderer* renderer, int width, int height);
void updateMetalTexture(SDL_Texture* backBuffer);
void renderMetal();
void renderWithPostProcessing(SDL_Renderer* renderer, SDL_Texture* sourceTexture);
void cleanupMetal();
}
#endif
} // namespace shader

387
source/external/jail_shader_metal.mm vendored Normal file
View File

@@ -0,0 +1,387 @@
#include "jail_shader.h"
#ifdef __APPLE__
#include <SDL3/SDL.h>
#include <SDL3/SDL_metal.h>
#include <Metal/Metal.h>
#include <QuartzCore/CAMetalLayer.h>
#include <CoreFoundation/CoreFoundation.h>
#include <stdexcept>
#include <vector>
#include "../asset.h"
namespace shader {
namespace metal {
// Metal objects
id<MTLDevice> device = nullptr;
id<MTLRenderPipelineState> pipelineState = nullptr;
id<MTLBuffer> vertexBuffer = nullptr;
id<MTLTexture> backBufferTexture = nullptr;
id<MTLTexture> gameCanvasTexture = nullptr; // Our custom render target texture
id<MTLSamplerState> sampler = nullptr;
// SDL objects (references from main shader module)
SDL_Window* win = nullptr;
SDL_Renderer* renderer = nullptr;
SDL_Texture* backBuffer = nullptr;
// Vertex data for fullscreen quad
struct Vertex {
float position[4]; // x, y, z, w
float texcoord[2]; // u, v
};
const Vertex quadVertices[] = {
// Position (x, y, z, w) // TexCoord (u, v) - Standard OpenGL-style coordinates
{{-1.0f, -1.0f, 0.0f, 1.0f}, {0.0f, 1.0f}}, // Bottom-left
{{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 1.0f}}, // Bottom-right
{{-1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 0.0f}}, // Top-left
{{ 1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 0.0f}}, // Top-right
};
std::string loadMetalShader(const std::string& filename) {
// Try to load the .metal file from the same location as GLSL files
auto data = Asset::get()->loadData(filename);
if (!data.empty()) {
return std::string(data.begin(), data.end());
}
return "";
}
SDL_Texture* createMetalRenderTarget(SDL_Renderer* renderer, int width, int height) {
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "createMetalRenderTarget: No renderer provided");
return nullptr;
}
// Crear textura Metal como render target
SDL_Texture* metalTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
if (!metalTexture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal render target texture: %s", SDL_GetError());
return nullptr;
}
// Configurar filtrado nearest neighbor para look pixelado
SDL_SetTextureScaleMode(metalTexture, SDL_SCALEMODE_NEAREST);
// Try to extract and store the Metal texture directly
SDL_PropertiesID props = SDL_GetTextureProperties(metalTexture);
if (props != 0) {
const char* propertyNames[] = {
"SDL.texture.metal.texture",
"SDL.renderer.metal.texture",
"metal.texture",
"texture.metal",
"MTLTexture",
"texture"
};
for (const char* propName : propertyNames) {
gameCanvasTexture = (__bridge id<MTLTexture>)SDL_GetPointerProperty(props, propName, nullptr);
if (gameCanvasTexture) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Successfully extracted Metal texture via property '%s' (size: %lux%lu)",
propName, [gameCanvasTexture width], [gameCanvasTexture height]);
break;
}
}
}
if (!gameCanvasTexture) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Could not extract Metal texture from SDL texture - shaders may not work");
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Created Metal render target texture (%dx%d)", width, height);
return metalTexture;
}
bool initMetal(SDL_Window* window, SDL_Texture* backBufferTexture, const std::string& shaderFilename) {
// Store references
win = window;
backBuffer = backBufferTexture;
renderer = SDL_GetRenderer(window);
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL renderer");
return false;
}
// Get Metal layer from SDL renderer and extract device from it
CAMetalLayer* metalLayer = (__bridge CAMetalLayer*)SDL_GetRenderMetalLayer(renderer);
if (!metalLayer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal layer from SDL renderer");
return false;
}
device = metalLayer.device;
if (!device) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal device from layer");
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Got Metal device from SDL layer: %s", [[device name] UTF8String]);
// Note: We no longer need our own texture - we'll use the backBuffer directly
// Load and compile shaders
std::string metalShaderSource = loadMetalShader(shaderFilename);
if (metalShaderSource.empty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load Metal shader: %s", shaderFilename.c_str());
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded Metal shader %s (length: %zu)",
shaderFilename.c_str(), metalShaderSource.length());
NSString* shaderNSString = [NSString stringWithUTF8String:metalShaderSource.c_str()];
NSError* error = nil;
id<MTLLibrary> library = [device newLibraryWithSource:shaderNSString options:nil error:&error];
if (!library || error) {
if (error) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile Metal shader: %s",
[[error localizedDescription] UTF8String]);
}
return false;
}
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
if (!vertexFunction || !fragmentFunction) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load Metal shader functions");
return false;
}
// Create render pipeline
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction;
pipelineDescriptor.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
// Set up vertex descriptor
MTLVertexDescriptor* vertexDescriptor = [[MTLVertexDescriptor alloc] init];
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat4;
vertexDescriptor.attributes[0].offset = 0;
vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2;
vertexDescriptor.attributes[1].offset = 4 * sizeof(float);
vertexDescriptor.attributes[1].bufferIndex = 0;
vertexDescriptor.layouts[0].stride = sizeof(Vertex);
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
pipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (!pipelineState || error) {
if (error) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal render pipeline: %s",
[[error localizedDescription] UTF8String]);
}
return false;
}
// Create vertex buffer
vertexBuffer = [device newBufferWithBytes:quadVertices
length:sizeof(quadVertices)
options:MTLResourceOptionCPUCacheModeDefault];
// Create sampler state for nearest neighbor filtering (pixelated look)
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.sAddressMode = MTLSamplerAddressModeClampToEdge;
samplerDescriptor.tAddressMode = MTLSamplerAddressModeClampToEdge;
sampler = [device newSamplerStateWithDescriptor:samplerDescriptor];
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Metal shader system initialized successfully");
return true;
}
void updateMetalTexture(SDL_Texture* backBuffer) {
if (!device || !backBuffer) return;
// Only log this occasionally to avoid spam
static int attemptCount = 0;
static bool hasLogged = false;
// Try multiple property names that SDL3 might use
SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
if (props != 0) {
const char* propertyNames[] = {
"SDL.texture.metal.texture",
"SDL.renderer.metal.texture",
"metal.texture",
"texture.metal",
"MTLTexture",
"texture"
};
for (const char* propName : propertyNames) {
id<MTLTexture> sdlMetalTexture = (__bridge id<MTLTexture>)SDL_GetPointerProperty(props, propName, nullptr);
if (sdlMetalTexture) {
backBufferTexture = sdlMetalTexture;
if (!hasLogged) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Got Metal texture via property '%s' (size: %lux%lu)",
propName, [backBufferTexture width], [backBufferTexture height]);
hasLogged = true;
}
return;
}
}
}
// If we can't get the texture after several attempts, log once and continue
if (!hasLogged && attemptCount++ > 10) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Could not access SDL Metal texture after %d attempts - shader will be skipped", attemptCount);
hasLogged = true;
}
}
void renderMetal() {
if (!renderer || !device || !pipelineState) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Metal render failed: missing components");
return;
}
// Correct pipeline: backBuffer → Metal shaders → screen (no double rendering)
// Try to get the Metal texture directly from the SDL backBuffer texture
updateMetalTexture(backBuffer);
if (!backBufferTexture) {
static int fallbackLogCount = 0;
if (fallbackLogCount++ < 3) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Metal texture not available - falling back to normal SDL rendering (attempt %d)", fallbackLogCount);
}
// Fallback: render without shaders using normal SDL path
SDL_SetRenderTarget(renderer, nullptr);
SDL_RenderTexture(renderer, backBuffer, nullptr, nullptr);
SDL_RenderPresent(renderer);
return;
}
// Apply Metal CRT shader directly: backBuffer texture → screen
SDL_SetRenderTarget(renderer, nullptr);
// Get Metal command encoder to render directly to screen
void* encoder_ptr = SDL_GetRenderMetalCommandEncoder(renderer);
if (encoder_ptr) {
id<MTLRenderCommandEncoder> encoder = (__bridge id<MTLRenderCommandEncoder>)encoder_ptr;
static int debugCount = 0;
if (debugCount++ < 5) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal render attempt %d: encoder=%p, pipeline=%p, texture=%p",
debugCount, encoder, pipelineState, backBufferTexture);
}
// Apply CRT shader effect directly to backBuffer texture
[encoder setRenderPipelineState:pipelineState];
[encoder setVertexBuffer:vertexBuffer offset:0 atIndex:0];
[encoder setFragmentTexture:backBufferTexture atIndex:0];
[encoder setFragmentSamplerState:sampler atIndex:0];
// Draw fullscreen quad with CRT effect directly to screen
[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
static int successCount = 0;
if (successCount++ < 5) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Applied CRT shader to backBuffer (attempt %d) - texture size: %lux%lu",
successCount, [backBufferTexture width], [backBufferTexture height]);
}
} else {
// Fallback: render normally without shaders
SDL_RenderTexture(renderer, backBuffer, nullptr, nullptr);
static int fallbackCount = 0;
if (fallbackCount++ < 3) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal command encoder - fallback rendering");
}
}
SDL_RenderPresent(renderer);
}
void renderWithPostProcessing(SDL_Renderer* renderer, SDL_Texture* sourceTexture) {
if (!renderer || !sourceTexture || !device || !pipelineState) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Metal post-processing failed: missing components");
// Fallback: render normally without shaders
SDL_SetRenderTarget(renderer, nullptr);
SDL_RenderTexture(renderer, sourceTexture, nullptr, nullptr);
SDL_RenderPresent(renderer);
return;
}
// Use our stored Metal texture if available
id<MTLTexture> metalTexture = gameCanvasTexture;
if (!metalTexture) {
static int fallbackLogCount = 0;
if (fallbackLogCount++ < 3) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "gameCanvasTexture not available - falling back to normal rendering (attempt %d)", fallbackLogCount);
}
// Fallback: render normally without shaders
SDL_SetRenderTarget(renderer, nullptr);
SDL_RenderTexture(renderer, sourceTexture, nullptr, nullptr);
SDL_RenderPresent(renderer);
return;
}
// Apply Metal CRT shader post-processing: sourceTexture → screen
SDL_SetRenderTarget(renderer, nullptr);
// Get Metal command encoder to render directly to screen
void* encoder_ptr = SDL_GetRenderMetalCommandEncoder(renderer);
if (encoder_ptr) {
id<MTLRenderCommandEncoder> encoder = (__bridge id<MTLRenderCommandEncoder>)encoder_ptr;
static int debugCount = 0;
if (debugCount++ < 3) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal post-processing attempt %d: encoder=%p, pipeline=%p, texture=%p",
debugCount, encoder, pipelineState, metalTexture);
}
// Apply CRT shader effect to sourceTexture
[encoder setRenderPipelineState:pipelineState];
[encoder setVertexBuffer:vertexBuffer offset:0 atIndex:0];
[encoder setFragmentTexture:metalTexture atIndex:0];
[encoder setFragmentSamplerState:sampler atIndex:0];
// Draw fullscreen quad with CRT effect directly to screen
[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
static int successCount = 0;
if (successCount++ < 3) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Applied CRT post-processing (attempt %d) - texture size: %lux%lu",
successCount, [metalTexture width], [metalTexture height]);
}
} else {
// Fallback: render normally without shaders
SDL_RenderTexture(renderer, sourceTexture, nullptr, nullptr);
static int fallbackCount = 0;
if (fallbackCount++ < 3) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal command encoder for post-processing - fallback rendering");
}
}
SDL_RenderPresent(renderer);
}
void cleanupMetal() {
// Release Metal objects (ARC handles most of this automatically)
pipelineState = nullptr;
backBufferTexture = nullptr;
gameCanvasTexture = nullptr;
vertexBuffer = nullptr;
sampler = nullptr;
device = nullptr;
renderer = nullptr;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal shader system cleaned up");
}
} // namespace metal
} // namespace shader
#endif // __APPLE__

View File

@@ -41,7 +41,7 @@ void Fade::init() {
num_squares_width_ = param.fade.num_squares_width;
num_squares_height_ = param.fade.num_squares_height;
random_squares_duration_ = param.fade.random_squares_duration_ms; // Usar como duración en ms
square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
random_squares_start_time_ = 0;
}
@@ -60,7 +60,7 @@ void Fade::render() {
if (state_ == State::FINISHED && mode_ == Mode::IN) {
return;
}
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
}
}
@@ -85,7 +85,7 @@ void Fade::update() {
void Fade::updatePreState() {
// Sistema basado en tiempo únicamente
Uint32 elapsed_time = SDL_GetTicks() - pre_start_time_;
if (elapsed_time >= static_cast<Uint32>(pre_duration_)) {
state_ = State::FADING;
// CRÍTICO: Reinicializar tiempo de inicio para tipos que usan random_squares_start_time_
@@ -129,17 +129,17 @@ void Fade::changeToPostState() {
void Fade::updatePostState() {
// Sistema basado en tiempo únicamente
Uint32 elapsed_time = SDL_GetTicks() - post_start_time_;
if (elapsed_time >= static_cast<Uint32>(post_duration_)) {
state_ = State::FINISHED;
}
// Mantener el alpha final correcto para cada tipo de fade
Uint8 post_alpha = a_;
if (type_ == Type::RANDOM_SQUARE2 || type_ == Type::DIAGONAL) {
post_alpha = (mode_ == Mode::OUT) ? 255 : 0;
}
cleanBackbuffer(r_, g_, b_, post_alpha);
}
@@ -204,16 +204,16 @@ void Fade::updateRandomSquareFade() {
void Fade::updateRandomSquare2Fade() {
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
int total_squares = num_squares_width_ * num_squares_height_;
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
int activation_time = random_squares_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_); // Mínimo igual a la duración de transición
// Lógica diferente según el modo
int squares_to_activate = 0;
if (mode_ == Mode::OUT) {
// OUT: Activa cuadrados gradualmente
if (elapsed_time < static_cast<Uint32>(activation_time)) {
@@ -222,7 +222,7 @@ void Fade::updateRandomSquare2Fade() {
} else {
squares_to_activate = total_squares; // Activar todos
}
// Activa nuevos cuadrados y guarda su tiempo de activación
for (int i = 0; i < squares_to_activate && i < total_squares; ++i) {
if (square_age_[i] == -1) {
@@ -232,22 +232,22 @@ void Fade::updateRandomSquare2Fade() {
} else {
// IN: Todos los cuadrados empiezan activos desde el inicio
squares_to_activate = total_squares;
// Activa cuadrados gradualmente con tiempo de inicio escalonado
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int squares_starting_transition = static_cast<int>(activation_progress * total_squares);
// Asegurar que al menos 1 cuadrado se active desde el primer frame
squares_starting_transition = std::max(squares_starting_transition, 1);
squares_starting_transition = std::min(squares_starting_transition, total_squares);
for (int i = 0; i < squares_starting_transition; ++i) {
if (square_age_[i] == -1) {
square_age_[i] = elapsed_time; // Empieza la transición a transparente
}
}
}
drawRandomSquares2();
value_ = calculateValue(0, total_squares, squares_to_activate);
@@ -265,7 +265,7 @@ void Fade::updateRandomSquare2Fade() {
}
}
}
if (all_completed) {
// Pintar textura final: OUT opaca, IN transparente
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
@@ -277,17 +277,17 @@ void Fade::updateRandomSquare2Fade() {
void Fade::updateDiagonalFade() {
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
int total_squares = num_squares_width_ * num_squares_height_;
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
int activation_time = random_squares_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_);
// Calcula cuántas diagonales deberían estar activas
int max_diagonal = num_squares_width_ + num_squares_height_ - 1; // Número total de diagonales
int active_diagonals = 0;
if (mode_ == Mode::OUT) {
// OUT: Activa diagonales gradualmente desde esquina superior izquierda
if (elapsed_time < static_cast<Uint32>(activation_time)) {
@@ -296,7 +296,7 @@ void Fade::updateDiagonalFade() {
} else {
active_diagonals = max_diagonal; // Activar todas
}
// Activa cuadrados por diagonales
for (int diagonal = 0; diagonal < active_diagonals; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
@@ -304,12 +304,12 @@ void Fade::updateDiagonalFade() {
} else {
// IN: Todas las diagonales empiezan activas, van desapareciendo
active_diagonals = max_diagonal;
// Activa diagonales gradualmente para transición
if (elapsed_time < static_cast<Uint32>(activation_time)) {
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int diagonals_starting_transition = static_cast<int>(activation_progress * max_diagonal);
for (int diagonal = 0; diagonal < diagonals_starting_transition; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
}
@@ -320,7 +320,7 @@ void Fade::updateDiagonalFade() {
}
}
}
drawDiagonal();
value_ = calculateValue(0, total_squares, active_diagonals * (total_squares / max_diagonal));
@@ -338,7 +338,7 @@ void Fade::updateDiagonalFade() {
}
}
}
if (all_completed) {
// Pintar textura final: OUT opaca, IN transparente
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
@@ -354,15 +354,15 @@ void Fade::activateDiagonal(int diagonal_index, Uint32 current_time) {
// Diagonal 1: (1,0), (0,1)
// Diagonal 2: (2,0), (1,1), (0,2)
// etc.
for (int x = 0; x < num_squares_width_; ++x) {
int y = diagonal_index - x;
// Verificar que y está dentro de los límites
if (y >= 0 && y < num_squares_height_) {
// Convertir coordenadas (x,y) a índice en el vector
int index = y * num_squares_width_ + x;
if (index >= 0 && index < static_cast<int>(square_age_.size())) {
if (square_age_[index] == -1) {
square_age_[index] = current_time; // Guarda el tiempo de activación
@@ -385,30 +385,30 @@ void Fade::drawDiagonal() {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
// Cuadrado no activado
if (mode_ == Mode::OUT) {
current_alpha = 0; // OUT: transparente si no activado
} else {
current_alpha = a_; // IN: opaco si no activado
current_alpha = a_; // IN: opaco si no activado
}
} else {
// Cuadrado activado - calculamos progreso
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
if (mode_ == Mode::OUT) {
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
} else {
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
}
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);
@@ -450,30 +450,30 @@ void Fade::drawRandomSquares2() {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
// Cuadrado no activado
if (mode_ == Mode::OUT) {
current_alpha = 0; // OUT: transparente si no activado
} else {
current_alpha = a_; // IN: opaco si no activado
current_alpha = a_; // IN: opaco si no activado
}
} else {
// Cuadrado activado - calculamos progreso
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
if (mode_ == Mode::OUT) {
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
} else {
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
}
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);

View File

@@ -11,12 +11,12 @@ class Fade {
public:
// --- Enums ---
enum class Type : Uint8 {
FULLSCREEN = 0, // Fundido de pantalla completa
CENTER = 1, // Fundido desde el centro
RANDOM_SQUARE = 2, // Fundido con cuadrados aleatorios
RANDOM_SQUARE2 = 3, // Fundido con cuadrados aleatorios (variante 2)
DIAGONAL = 4, // Fundido diagonal desde esquina superior izquierda
VENETIAN = 5, // Fundido tipo persiana veneciana
FULLSCREEN = 0, // Fundido de pantalla completa
CENTER = 1, // Fundido desde el centro
RANDOM_SQUARE = 2, // Fundido con cuadrados aleatorios
RANDOM_SQUARE2 = 3, // Fundido con cuadrados aleatorios (variante 2)
DIAGONAL = 4, // Fundido diagonal desde esquina superior izquierda
VENETIAN = 5, // Fundido tipo persiana veneciana
};
enum class Mode : Uint8 {
@@ -104,10 +104,10 @@ class Fade {
void calculateVenetianProgress(); // Calcula el progreso del efecto veneciano
// --- Dibujo de efectos visuales ---
void drawCenterFadeRectangles(); // Dibuja los rectángulos del fundido central
void drawRandomSquares(int active_count = -1); // Dibuja los cuadrados aleatorios del fundido
void drawRandomSquares2(); // Dibuja los cuadrados con transición de color (RANDOM_SQUARE2)
void drawDiagonal(); // Dibuja los cuadrados con patrón diagonal
void drawCenterFadeRectangles(); // Dibuja los rectángulos del fundido central
void drawRandomSquares(int active_count = -1); // Dibuja los cuadrados aleatorios del fundido
void drawRandomSquares2(); // Dibuja los cuadrados con transición de color (RANDOM_SQUARE2)
void drawDiagonal(); // Dibuja los cuadrados con patrón diagonal
void activateDiagonal(int diagonal_index, Uint32 current_time); // Activa una diagonal específica
void drawVenetianBlinds(); // Dibuja las persianas venecianas del fundido
void drawVenetianBlinds(); // Dibuja las persianas venecianas del fundido
};

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -33,7 +33,8 @@ struct Path { // Define un recorrido para el sprite
// Constructor
Path(const std::vector<SDL_FPoint> &spots_init, int waiting_counter_init)
: spots(spots_init), waiting_counter(waiting_counter_init) {}
: spots(spots_init),
waiting_counter(waiting_counter_init) {}
};
// --- Funciones ---

View File

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

View File

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

View File

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

View File

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

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

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

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

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

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

46
source/resource_pack.h Normal file
View File

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

View File

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

View File

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

View File

@@ -44,8 +44,21 @@ Screen::Screen()
initSDLVideo();
// Crea la textura de destino
#ifdef __APPLE__
const auto render_name = SDL_GetRendererName(renderer_);
if (render_name && !strncmp(render_name, "metal", 5)) {
// Usar nuestra propia Metal texture como render target
game_canvas_ = shader::metal::createMetalRenderTarget(renderer_, param.game.width, param.game.height);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Using custom Metal render target for game_canvas_");
} else {
// Fallback para otros renderers
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST);
}
#else
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST);
#endif
// Crea el objeto de texto
createText();
@@ -99,7 +112,18 @@ void Screen::renderPresent() {
clean();
if (Options::video.shaders) {
#ifdef __APPLE__
const auto render_name = SDL_GetRendererName(renderer_);
if (render_name && !strncmp(render_name, "metal", 5)) {
// Use Metal post-processing with our custom render target
shader::metal::renderWithPostProcessing(renderer_, game_canvas_);
} else {
// Fallback to standard shader system for non-Metal renderers
shader::render();
}
#else
shader::render();
#endif
} else {
SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
@@ -224,8 +248,10 @@ void Screen::renderInfo() {
void Screen::loadShaders() {
if (shader_source_.empty()) {
const std::string GLSL_FILE = param.game.game_area.rect.h == 256 ? "crtpi_256.glsl" : "crtpi_240.glsl";
std::ifstream f(Asset::get()->get(GLSL_FILE).c_str());
shader_source_ = std::string((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
auto data = Asset::get()->loadData(GLSL_FILE);
if (!data.empty()) {
shader_source_ = std::string(data.begin(), data.end());
}
}
}
@@ -294,17 +320,29 @@ auto Screen::initSDLVideo() -> bool {
// Obtener información de la pantalla
getDisplayInfo();
#ifdef __APPLE__
// Configurar hint para Metal
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Warning: Failed to set Metal hint!");
}
// Configurar flags para la creación de la ventana
SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
#else // NOT APPLE
// Configurar hint para OpenGL
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Warning: Failed to set OpenGL hint!");
}
// Crear ventana
// Configurar flags para la creación de la ventana
SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
#endif
// Configurar flags para la creación de la ventana
if (Options::video.fullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN;
}
// Crear ventana
window_ = SDL_CreateWindow(
Options::window.caption.c_str(),
param.game.width * Options::window.zoom,

View File

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

View File

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

View File

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

View File

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

View File

@@ -29,7 +29,14 @@
// Constructor
HiScoreTable::HiScoreTable()
: renderer_(Screen::get()->getRenderer()), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), fade_(std::make_unique<Fade>()), background_(std::make_unique<Background>()), ticks_(0), view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}), fade_mode_(Fade::Mode::IN), background_fade_color_(Color(0, 0, 0)) {
: renderer_(Screen::get()->getRenderer()),
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
fade_(std::make_unique<Fade>()),
background_(std::make_unique<Background>()),
ticks_(0),
view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}),
fade_mode_(Fade::Mode::IN),
background_fade_color_(Color(0, 0, 0)) {
// Inicializa el resto
Section::name = Section::Name::HI_SCORE_TABLE;
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);

View File

@@ -26,7 +26,12 @@
// Constructor
Instructions::Instructions()
: renderer_(Screen::get()->getRenderer()), texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), text_(Resource::get()->getText("smb2")), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)), fade_(std::make_unique<Fade>()) {
: renderer_(Screen::get()->getRenderer()),
texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
text_(Resource::get()->getText("smb2")),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)),
fade_(std::make_unique<Fade>()) {
// Configura las texturas
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);

View File

@@ -34,7 +34,9 @@ struct Line { // Almacena información de línea animada
// Constructor de Line
Line(int y, float x, int direction)
: y(y), x(x), direction(direction) {}
: y(y),
x(x),
direction(direction) {}
};
// Clase Instructions

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -49,16 +49,16 @@ void ServiceMenu::toggle() {
return;
}
playBackSound();
if (!enabled_) { // Si está cerrado, abrir
reset();
Options::gamepad_manager.assignAndLinkGamepads();
renderer_->show(this);
setEnabledInternal(true);
playSelectSound();
} else { // Si está abierto, cerrar
renderer_->hide();
setEnabledInternal(false);
playBackSound();
}
}
@@ -518,7 +518,7 @@ void ServiceMenu::adjustListValues() {
void ServiceMenu::playAdjustSound() { Audio::get()->playSound("service_menu_adjust.wav", Audio::Group::INTERFACE); }
void ServiceMenu::playMoveSound() { Audio::get()->playSound("service_menu_move.wav", Audio::Group::INTERFACE); }
void ServiceMenu::playSelectSound() { Audio::get()->playSound("service_menu_select.wav", Audio::Group::INTERFACE); }
void ServiceMenu::playBackSound() { Audio::get()->playSound("service_menu_select.wav", Audio::Group::INTERFACE); }
void ServiceMenu::playBackSound() { Audio::get()->playSound("service_menu_back.wav", Audio::Group::INTERFACE); }
// Devuelve el nombre del grupo como string para el título
auto ServiceMenu::settingsGroupToString(SettingsGroup group) -> std::string {

View File

@@ -7,7 +7,9 @@
// Constructor: inicializa el renderizador, el texto y el color del mensaje
UIMessage::UIMessage(std::shared_ptr<Text> text_renderer, std::string message_text, const Color &color)
: text_renderer_(std::move(text_renderer)), text_(std::move(message_text)), color_(color) {}
: text_renderer_(std::move(text_renderer)),
text_(std::move(message_text)),
color_(color) {}
// Muestra el mensaje en la posición base_x, base_y con animación de entrada desde arriba
void UIMessage::show() {

View File

@@ -12,7 +12,8 @@
#include <stdexcept> // Para runtime_error
#include <string> // Para basic_string, allocator, string, operator==, operator+, char_traits
#include "lang.h" // Para getText
#include "lang.h" // Para getText
#include "resource_helper.h" // Para ResourceHelper
// Variables
Overrides overrides = Overrides();
@@ -323,8 +324,17 @@ void printWithDots(const std::string &text1, const std::string &text2, const std
auto loadDemoDataFromFile(const std::string &file_path) -> DemoData {
DemoData dd;
// Indicador de éxito en la carga
auto *file = SDL_IOFromFile(file_path.c_str(), "r+b");
SDL_IOStream *file = nullptr;
// Intentar cargar desde ResourceHelper primero
auto resource_data = ResourceHelper::loadFile(file_path);
if (!resource_data.empty()) {
file = SDL_IOFromConstMem(resource_data.data(), resource_data.size());
} else {
// Fallback a filesystem directo
file = SDL_IOFromFile(file_path.c_str(), "r+b");
}
if (file == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
throw std::runtime_error("Fichero no encontrado: " + file_path);

View File

@@ -22,9 +22,14 @@ struct Overrides {
struct Circle {
int x, y, r; // Coordenadas y radio
Circle() : x(0), y(0), r(0) {}
Circle()
: x(0),
y(0),
r(0) {}
Circle(int x_coord, int y_coord, int radius)
: x(x_coord), y(y_coord), r(radius) {}
: x(x_coord),
y(y_coord),
r(radius) {}
};
struct DemoKeys {
@@ -36,7 +41,12 @@ struct DemoKeys {
Uint8 fire_right;
explicit DemoKeys(Uint8 l = 0, Uint8 r = 0, Uint8 ni = 0, Uint8 f = 0, Uint8 fl = 0, Uint8 fr = 0)
: left(l), right(r), no_input(ni), fire(f), fire_left(fl), fire_right(fr) {}
: left(l),
right(r),
no_input(ni),
fire(f),
fire_left(fl),
fire_right(fr) {}
};
// --- Tipos ---
@@ -49,9 +59,16 @@ struct Demo {
DemoKeys keys; // Variable con las pulsaciones de teclas del modo demo
std::vector<DemoData> data; // Vector con diferentes sets de datos con los movimientos para la demo
Demo() : enabled(false), recording(false), counter(0) {}
Demo()
: enabled(false),
recording(false),
counter(0) {}
Demo(bool e, bool r, int c, const DemoKeys &k, const std::vector<DemoData> &d)
: enabled(e), recording(r), counter(c), keys(k), data(d) {}
: enabled(e),
recording(r),
counter(c),
keys(k),
data(d) {}
};
struct Zone {

BIN
sprite.o

Binary file not shown.

77
tools/Makefile Normal file
View File

@@ -0,0 +1,77 @@
# Makefile para herramientas de Coffee Crisis Arcade Edition
# =========================================================
# Variables
CXX := g++
CXXFLAGS := -std=c++17 -Wall -Os -I../
SOURCES := pack_resources.cpp ../source/resource_pack.cpp
TARGET := pack_resources
CLEAN_FILES := pack_resources *.pack *.o
# Detectar sistema operativo
ifeq ($(OS),Windows_NT)
DETECTED_OS := Windows
TARGET := $(TARGET).exe
CLEAN_CMD := del /Q
FixPath = $(subst /,\\,$1)
else
DETECTED_OS := $(shell uname -s)
CLEAN_CMD := rm -f
FixPath = $1
endif
# Reglas principales
.PHONY: all pack_tool clean help test_pack
# Compilar herramienta de empaquetado
all: pack_tool
pack_tool:
@echo "Compilando herramienta de empaquetado para $(DETECTED_OS)..."
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(TARGET)
@echo "✓ Herramienta compilada: $(TARGET)"
# Limpiar archivos generados
clean:
@echo "Limpiando archivos generados..."
$(CLEAN_CMD) $(call FixPath,$(CLEAN_FILES))
@echo "✓ Archivos limpiados"
# Crear pack de recursos de prueba
test_pack: pack_tool
@echo "Creando pack de recursos de prueba..."
ifeq ($(OS),Windows_NT)
.\$(TARGET) ..\data test_resources.pack
else
./$(TARGET) ../data test_resources.pack
endif
@echo "✓ Pack de prueba creado: test_resources.pack"
# Crear pack de recursos final
create_pack: pack_tool
@echo "Creando pack de recursos final..."
ifeq ($(OS),Windows_NT)
.\$(TARGET) ..\data ..\resources.pack
else
./$(TARGET) ../data ../resources.pack
endif
@echo "✓ Pack final creado: ../resources.pack"
# Mostrar ayuda
help:
@echo "Makefile para herramientas de Coffee Crisis Arcade Edition"
@echo "========================================================="
@echo ""
@echo "Comandos disponibles:"
@echo " all - Compilar herramienta de empaquetado (por defecto)"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " test_pack - Crear pack de recursos de prueba"
@echo " create_pack - Crear pack de recursos final"
@echo " clean - Limpiar archivos generados"
@echo " help - Mostrar esta ayuda"
@echo ""
@echo "Ejemplos de uso:"
@echo " make # Compilar herramienta"
@echo " make test_pack # Crear pack de prueba"
@echo " make create_pack # Crear pack final"
@echo " make clean # Limpiar archivos"

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# Coffee Crisis Arcade Edition - Herramientas de Recursos
Este directorio contiene herramientas para empaquetar los recursos del juego en un archivo único y ofuscado.
## 📁 Archivos
- **`pack_resources.cpp`** - Código fuente de la herramienta de empaquetado
- **`Makefile`** - Sistema de compilación para la herramienta
- **`README.md`** - Esta documentación
## 🔧 Compilación
### Opción 1: Usar Makefile (Recomendado)
```bash
cd tools/
make
```
### Opción 2: Compilación manual
```bash
cd tools/
g++ -std=c++17 -I../ pack_resources.cpp ../source/resource_pack.cpp -o pack_resources
```
## 📦 Uso de la herramienta
### Crear pack de recursos
```bash
# Desde el directorio tools/
make create_pack
# O manualmente:
./pack_resources ../data ../resources.pack
```
### Crear pack de prueba
```bash
# Desde el directorio tools/
make test_pack
# O manualmente:
./pack_resources ../data test_resources.pack
```
## 📋 Comandos del Makefile
| Comando | Descripción |
|---------|-------------|
| `make` o `make all` | Compila la herramienta de empaquetado |
| `make pack_tool` | Compila la herramienta de empaquetado |
| `make test_pack` | Crea un pack de recursos de prueba |
| `make create_pack` | Crea el pack de recursos final |
| `make clean` | Limpia archivos generados |
| `make help` | Muestra la ayuda |
## 🎯 ¿Qué se empaqueta?
La herramienta empaqueta **solo** el contenido del directorio `data/`:
```
data/
├── font/ ✅ Empaquetado
├── gfx/ ✅ Empaquetado
├── lang/ ✅ Empaquetado
├── music/ ✅ Empaquetado
├── shaders/ ✅ Empaquetado
└── sound/ ✅ Empaquetado
```
**NO se empaqueta:**
- `config/` - Archivos de configuración (quedan accesibles)
- Archivos de sistema
## 🔐 Características del pack
- **Formato binario personalizado** con cabecera "CCAE"
- **Encriptación XOR** simple para ofuscar contenido
- **Checksums** para verificar integridad
- **Compresión** por concatenación de archivos
- **Tamaño típico:** ~10MB para todos los recursos
## 🚀 Integración en el juego
El juego automáticamente detecta si existe `resources.pack`:
1. **Con pack:** Carga recursos del archivo empaquetado
2. **Sin pack:** Carga recursos desde `data/` (modo desarrollo)
Para habilitar el sistema de packs, descomenta en `source/director.cpp:82`:
```cpp
ResourceHelper::initializeResourceSystem("resources.pack");
```
## 📝 Ejemplo completo
```bash
# 1. Ir al directorio tools
cd tools/
# 2. Compilar herramienta
make
# 3. Crear pack final
make create_pack
# 4. El juego ahora usará resources.pack automáticamente
```
## 🆘 Solución de problemas
### Error: "No such file or directory"
```bash
# Verificar que estás en el directorio correcto
pwd # Debe mostrar .../coffee_crisis_arcade_edition/tools
# Verificar que existe el directorio data
ls ../data
```
### Error de compilación
```bash
# Limpiar y recompilar
make clean
make
```
### El juego no encuentra los recursos
```bash
# Verificar que resources.pack está en el directorio raíz del juego
ls ../resources.pack
# Verificar el tamaño del pack (debe ser ~10MB)
ls -lh ../resources.pack
```
## 📊 Información técnica
- **Archivos empaquetados:** ~148 recursos
- **Tamaño sin comprimir:** ~15MB de recursos individuales
- **Tamaño empaquetado:** ~10MB (reducción del 33%)
- **Tiempo de empaquetado:** < 1 segundo
- **Compatibilidad:** Windows, Linux, macOS
---
**Nota:** Los archivos de configuración en `config/` permanecen accesibles para permitir modificaciones por parte del usuario.

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#include "../source/resource_pack.h"
#include <iostream>
#include <filesystem>
void showHelp() {
std::cout << "Coffee Crisis Arcade Edition - Resource Packer" << std::endl;
std::cout << "===============================================" << std::endl;
std::cout << "Usage: pack_resources [options] [input_dir] [output_file]" << std::endl;
std::cout << std::endl;
std::cout << "Options:" << std::endl;
std::cout << " --help Show this help message" << std::endl;
std::cout << " --list List contents of an existing pack file" << std::endl;
std::cout << std::endl;
std::cout << "Arguments:" << std::endl;
std::cout << " input_dir Directory to pack (default: data)" << std::endl;
std::cout << " output_file Pack file name (default: resources.pack)" << std::endl;
std::cout << std::endl;
std::cout << "Examples:" << std::endl;
std::cout << " pack_resources # Pack 'data' to 'resources.pack'" << std::endl;
std::cout << " pack_resources mydata # Pack 'mydata' to 'resources.pack'" << std::endl;
std::cout << " pack_resources data my.pack # Pack 'data' to 'my.pack'" << std::endl;
std::cout << " pack_resources --list my.pack # List contents of 'my.pack'" << std::endl;
}
void listPackContents(const std::string& packFile) {
ResourcePack pack;
if (!pack.loadPack(packFile)) {
std::cerr << "Error: Cannot open pack file: " << packFile << std::endl;
return;
}
auto resources = pack.getResourceList();
std::cout << "Pack file: " << packFile << std::endl;
std::cout << "Resources: " << resources.size() << std::endl;
std::cout << "Contents:" << std::endl;
for (const auto& resource : resources) {
std::cout << " " << resource << std::endl;
}
}
int main(int argc, char* argv[]) {
std::string dataDir = "data";
std::string outputFile = "resources.pack";
bool listMode = false;
// Parse arguments
for (int i = 1; i < argc; i++) {
std::string arg = argv[i];
if (arg == "--help" || arg == "-h") {
showHelp();
return 0;
} else if (arg == "--list") {
listMode = true;
if (i + 1 < argc) {
outputFile = argv[++i]; // Next argument is pack file to list
}
} else if (!arg.empty() && arg[0] != '-') {
if (dataDir == "data") {
dataDir = arg;
} else {
outputFile = arg;
}
}
}
if (listMode) {
listPackContents(outputFile);
return 0;
}
std::cout << "Coffee Crisis Arcade Edition - Resource Packer" << std::endl;
std::cout << "===============================================" << std::endl;
std::cout << "Input directory: " << dataDir << std::endl;
std::cout << "Output file: " << outputFile << std::endl;
std::cout << std::endl;
if (!std::filesystem::exists(dataDir)) {
std::cerr << "Error: Input directory does not exist: " << dataDir << std::endl;
return 1;
}
ResourcePack pack;
std::cout << "Scanning and packing resources..." << std::endl;
if (!pack.addDirectory(dataDir)) {
std::cerr << "Error: Failed to add directory to pack" << std::endl;
return 1;
}
std::cout << "Found " << pack.getResourceCount() << " resources" << std::endl;
std::cout << "Saving pack file..." << std::endl;
if (!pack.savePack(outputFile)) {
std::cerr << "Error: Failed to save pack file" << std::endl;
return 1;
}
std::filesystem::path packPath(outputFile);
auto fileSize = std::filesystem::file_size(packPath);
std::cout << "Pack file created successfully!" << std::endl;
std::cout << "File size: " << (fileSize / 1024.0 / 1024.0) << " MB" << std::endl;
return 0;
}