Files
coffee_crisis_arcade_edition/source/sections/game.cpp
2025-07-19 22:25:46 +02:00

1829 lines
66 KiB
C++

#include "game.h"
#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_SetRenderTarget
#include <stdlib.h> // Para rand, size_t
#include <algorithm> // Para find_if, clamp, find, min
#include <functional> // Para function
#include <iterator> // Para distance, size
#include "asset.h" // Para Asset
#include "audio.h" // Para Audio
#include "background.h" // Para Background
#include "balloon.h" // Para Balloon, BALLOON_SPEED
#include "balloon_manager.h" // Para BalloonManager
#include "bullet.h" // Para Bullet, BulletType, BulletMoveStatus
#include "fade.h" // Para Fade, FadeType, FadeMode
#include "global_events.h" // Para check
#include "global_inputs.h" // Para check
#include "input.h" // Para InputAction, Input, INPUT_DO_NOT_A...
#include "item.h" // Para Item, ItemType
#include "lang.h" // Para getText
#include "manage_hiscore_table.h" // Para HiScoreEntry, ManageHiScoreTable
#include "notifier.h" // Para Notifier
#include "param.h" // Para Param, param, ParamGame, ParamScor...
#include "path_sprite.h" // Para Path, PathSprite, createPath, Path...
#include "player.h" // Para Player, PlayerState
#include "resource.h" // Para Resource
#include "scoreboard.h" // Para Scoreboard, ScoreboardMode, SCOREB...
#include "screen.h" // Para Screen
#include "section.h" // Para Name, name, AttractMode, Options
#include "smart_sprite.h" // Para SmartSprite
#include "stage.h" // Para number, get, Stage, total_power
#include "tabe.h" // Para Tabe, TabeState
#include "text.h" // Para Text
#include "texture.h" // Para Texture
#include "ui/service_menu.h" // Para ServiceMenu
// Constructor
Game::Game(int player_id, int current_stage, bool demo)
: renderer_(Screen::get()->getRenderer()),
screen_(Screen::get()),
input_(Input::get()),
background_(std::make_unique<Background>()),
canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
balloon_manager_(std::make_unique<BalloonManager>()),
tabe_(std::make_unique<Tabe>()) {
// Pasa variables
demo_.enabled = demo;
// Otras variables
Section::name = Section::Name::GAME;
Section::options = Section::Options::NONE;
Stage::init();
Stage::number = current_stage;
// Asigna texturas y animaciones
setResources();
// Crea y configura los objetos
Scoreboard::init();
scoreboard_ = Scoreboard::get();
fade_in_->setColor(param.fade.color);
fade_in_->setPreDuration(demo_.enabled ? 80 : 0);
fade_in_->setPostDuration(0);
fade_in_->setType(FadeType::RANDOM_SQUARE);
fade_in_->setMode(FadeMode::IN);
fade_in_->activate();
fade_out_->setColor(param.fade.color);
fade_out_->setPostDuration(param.fade.post_duration);
fade_out_->setType(FadeType::VENETIAN);
background_->setPos(param.game.play_area.rect);
balloon_manager_->setBouncingSounds(param.balloon.bouncing_sound);
SDL_SetTextureBlendMode(canvas_, SDL_BLENDMODE_BLEND);
// Inicializa el resto de variables
initPlayers(player_id);
initScoreboard();
initDifficultyVars();
initDemo(player_id);
initPaths();
setTotalPower();
#ifdef DEBUG
// Si se empieza en una fase que no es la primera
if (!demo_.enabled)
for (int i = 0; i < Stage::number; ++i) {
Stage::total_power += Stage::get(i).power_to_complete;
}
#endif
}
Game::~Game() {
// [Modo JUEGO] Guarda puntuaciones y transita a modo título
if (!demo_.enabled) {
auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
manager->saveToFile(Asset::get()->get("score.bin"));
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
Audio::get()->stopMusic();
}
#ifdef RECORDING
saveDemoFile(Asset::get()->get("demo1.bin"), demo_.data.at(0));
#endif
Scoreboard::destroy();
SDL_DestroyTexture(canvas_);
}
// Asigna texturas y animaciones
void Game::setResources() {
// Texturas - Game_text
{
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_1000_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_2500_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_5000_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_powerup"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_one_hit"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_stop"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_100000_points"));
}
// Texturas - Items
{
item_textures_.emplace_back(Resource::get()->getTexture("item_points1_disk.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_points2_gavina.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_points3_pacmar.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_clock.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_coffee.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_debian.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_coffee_machine.png"));
}
// Texturas - Player1
{
std::vector<std::shared_ptr<Texture>> player_texture;
player_texture.emplace_back(Resource::get()->getTexture("player1.gif"));
player_texture.emplace_back(Resource::get()->getTexture("player1_power.png"));
player_textures_.push_back(player_texture);
}
// Texturas - Player2
{
std::vector<std::shared_ptr<Texture>> player_texture;
player_texture.emplace_back(Resource::get()->getTexture("player2.gif"));
player_texture.emplace_back(Resource::get()->getTexture("player2_power.png"));
player_textures_.push_back(player_texture);
}
// Animaciones -- Jugador
{
player_animations_.emplace_back(Resource::get()->getAnimation("player.ani"));
player_animations_.emplace_back(Resource::get()->getAnimation("player_power.ani"));
}
// Animaciones -- Items
{
item_animations_.emplace_back(Resource::get()->getAnimation("item_points1_disk.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_points2_gavina.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_points3_pacmar.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_clock.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_debian.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee_machine.ani"));
}
}
// Actualiza el valor de hiScore en caso necesario
void Game::updateHiScore() {
hi_score_.name = Options::settings.hi_score_table.front().name;
// Si la puntuación actual es mayor que la máxima puntuación
for (const auto &player : players_) {
if (player->getScore() > hi_score_.score) {
// Actualiza la máxima puntuación
hi_score_.score = player->getScore();
hi_score_.name.clear();
// Si se supera la máxima puntuación emite sonido
if (hi_score_achieved_ == false) {
hi_score_achieved_ = true;
playSound("hi_score_achieved.wav");
}
}
}
}
// Actualiza las variables del jugador
void Game::updatePlayers() {
for (auto &player : players_) {
player->update();
if (player->isPlaying()) {
// Comprueba la colisión entre el jugador y los globos
auto balloon = checkPlayerBalloonCollision(player);
// Si hay colisión
if (balloon) {
// Si el globo está parado y el temporizador activo, lo explota
if (balloon->isStopped() && time_stopped_counter_ > 0) {
balloon_manager_->popBalloon(balloon);
}
// En caso contrario, el jugador ha sido golpeado por un globo activo
else {
handlePlayerCollision(player);
if (demo_.enabled && allPlayersAreNotPlaying()) {
fade_out_->setType(FadeType::RANDOM_SQUARE);
fade_out_->activate();
}
}
}
// Comprueba las colisiones entre el jugador y los items
checkPlayerItemCollision(player);
}
}
// Organiza la lista de jugadores
movePlayersToFront();
}
// Dibuja a los jugadores
void Game::renderPlayers() {
for (auto &player : players_) {
if (!player->isWaiting()) {
player->render();
}
}
}
// Comprueba si hay cambio de fase y actualiza las variables
void Game::updateStage() {
if (Stage::power >= Stage::get(Stage::number).power_to_complete) {
// Cambio de fase
Stage::power = Stage::get(Stage::number).power_to_complete - Stage::power;
++Stage::number;
playSound("stage_change.wav");
balloon_manager_->resetBalloonSpeed();
screen_->flash(FLASH_COLOR, 3);
screen_->shake();
// Escribe el texto por pantalla
if (Stage::number < 10) {
std::vector<Path> paths = {paths_.at(2), paths_.at(3)};
if (Stage::number == 9) {
createMessage(paths, Resource::get()->getTexture("game_text_last_stage"));
} else {
auto text = Resource::get()->getText("04b_25_2x");
const std::string caption = std::to_string(10 - Stage::number) + Lang::getText("[GAME_TEXT] 2");
createMessage(paths, text->writeToTexture(caption, 1, -4));
}
}
// Modifica el color de fondo al llegar a la Fase 10
if (Stage::number == 9) {
background_->setColor(Color(0xdd, 0x19, 0x1d).DARKEN());
background_->setAlpha(96);
}
}
}
// Actualiza el estado de fin de la partida
void Game::updateGameStateGameOver() {
fade_out_->update();
updatePlayers();
updateScoreboard();
updateBackground();
balloon_manager_->update();
tabe_->update();
updateBullets();
updateItems();
updateSmartSprites();
updatePathSprites();
updateTimeStopped();
checkBulletCollision();
cleanVectors();
if (game_over_counter_ > 0) {
if (game_over_counter_ == GAME_OVER_COUNTER_) {
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
Audio::get()->fadeOutMusic(1000);
balloon_manager_->setBouncingSounds(true);
}
game_over_counter_--;
if (game_over_counter_ == 150) {
fade_out_->activate();
}
}
if (fade_out_->isEnabled()) {
if (Options::audio.enabled) {
const float VOL = static_cast<float>(64 * (100 - fade_out_->getValue())) / 100.0f;
Audio::get()->setSoundVolume(static_cast<int>(VOL), Audio::Group::GAME);
}
}
if (fade_out_->hasEnded()) {
if (game_completed_counter_ > 0) {
// Los jugadores han completado el juego
Section::name = Section::Name::CREDITS;
} else {
// La partida ha terminado con la derrota de los jugadores
Section::name = Section::Name::HI_SCORE_TABLE;
}
Section::options = Section::Options::HI_SCORE_AFTER_PLAYING;
if (Options::audio.enabled) {
Audio::get()->stopAllSounds();
Audio::get()->setSoundVolume(Options::audio.sound.volume, Audio::Group::GAME);
}
}
}
// Gestiona eventos para el estado del final del juego
void Game::updateGameStateCompleted() {
constexpr int START_CELEBRATIONS = 400;
constexpr int END_CELEBRATIONS = START_CELEBRATIONS + 300;
updatePlayers();
updateScoreboard();
updateBackground();
balloon_manager_->update();
tabe_->update();
updateBullets();
updateItems();
updateSmartSprites();
updatePathSprites();
cleanVectors();
// Para la música y elimina todos los globos e items
if (game_completed_counter_ == 0) {
stopMusic();
Stage::number = 9; // Deja el valor dentro de los limites
balloon_manager_->destroyAllBalloons(); // Destruye a todos los globos
playSound("power_ball_explosion.wav");
destroyAllItems(); // Destruye todos los items
Stage::power = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos los globos
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) {
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
for (auto &player : players_)
if (player->isPlaying()) {
player->addScore(1000000);
player->setPlayingState(PlayerState::CELEBRATING);
} else {
player->setPlayingState(PlayerState::GAME_OVER);
}
updateHiScore();
}
// Termina las celebraciones
if (game_completed_counter_ == END_CELEBRATIONS) {
for (auto &player : players_) {
if (player->isCelebrating()) {
player->setPlayingState(player->IsEligibleForHighScore() ? PlayerState::ENTERING_NAME_GAME_COMPLETED : PlayerState::LEAVING_SCREEN);
}
}
}
// Si los jugadores ya no estan y no quedan mensajes en pantalla
if (allPlayersAreGameOver() && path_sprites_.size() == 0) {
setState(GameState::GAME_OVER);
}
// Incrementa el contador al final
++game_completed_counter_;
}
// Comprueba el estado del juego
void Game::checkState() {
if (state_ != GameState::COMPLETED && Stage::number == 10) {
setState(GameState::COMPLETED);
}
if (state_ != GameState::GAME_OVER && allPlayersAreGameOver()) {
setState(GameState::GAME_OVER);
}
}
// Destruye todos los items
void Game::destroyAllItems() {
for (auto &item : items_)
item->disable();
}
// Comprueba la colisión entre el jugador y los globos activos
std::shared_ptr<Balloon> Game::checkPlayerBalloonCollision(std::shared_ptr<Player> &player) {
for (auto &balloon : balloon_manager_->getBalloons()) {
if (!balloon->isInvulnerable() && !balloon->isPowerBall()) {
if (checkCollision(player->getCollider(), balloon->getCollider())) {
return balloon; // Devuelve el globo con el que se ha producido la colisión
}
}
}
return nullptr; // No se ha producido ninguna colisión
}
// Comprueba la colisión entre el jugador y los items
void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player) {
if (!player->isPlaying())
return;
for (auto &item : items_) {
if (item->isEnabled()) {
if (checkCollision(player->getCollider(), item->getCollider())) {
switch (item->getType()) {
case ItemType::DISK: {
player->addScore(1000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(0)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(0));
playSound("item_pickup.wav");
break;
}
case ItemType::GAVINA: {
player->addScore(2500);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(1)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(1));
playSound("item_pickup.wav");
break;
}
case ItemType::PACMAR: {
player->addScore(5000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(2)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(2));
playSound("item_pickup.wav");
break;
}
case ItemType::DEBIAN: {
player->addScore(100000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(6)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(6));
playSound("debian_pickup.wav");
break;
}
case ItemType::CLOCK: {
enableTimeStopItem();
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(5)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(5));
playSound("item_pickup.wav");
break;
}
case ItemType::COFFEE: {
if (player->getCoffees() == 2) {
player->addScore(5000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(2)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(2));
} else {
player->giveExtraHit();
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(4)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(4));
}
playSound("voice_coffee.wav");
break;
}
case ItemType::COFFEE_MACHINE: {
player->setPowerUp();
coffee_machine_enabled_ = false;
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(3)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(3));
playSound("voice_power_up.wav");
break;
}
default:
break;
}
updateHiScore();
item->disable();
}
}
}
}
// Comprueba y procesa la colisión de las balas
void Game::checkBulletCollision() {
for (auto &bullet : bullets_) {
// Comprueba la colisión con el Tabe
if (bullet->isEnabled() && tabe_->isEnabled())
if (checkCollision(bullet->getCollider(), tabe_->getCollider())) {
tabe_->setState(TabeState::HIT);
bullet->disable();
auto pos = tabe_->getCollider();
if (tabe_->tryToGetBonus()) {
createItem(ItemType::DEBIAN, pos.x, pos.y);
playSound("debian_drop.wav");
} else {
if (rand() % 3 == 0) {
createItem(ItemType::COFFEE, pos.x, pos.y);
}
playSound("tabe_hit.wav");
}
break;
}
// Comprueba la colisión con los globos
for (auto &balloon : balloon_manager_->getBalloons()) {
if (balloon->isEnabled() && (!balloon->isInvulnerable()) && bullet->isEnabled()) {
if (checkCollision(balloon->getCollider(), bullet->getCollider())) {
// Obtiene al jugador que disparó la bala
auto player = getPlayer(bullet->getOwner());
// Suelta el item si se da el caso
const auto dropped_item = dropItem();
if (dropped_item != ItemType::NONE && !demo_.recording) {
if (dropped_item != ItemType::COFFEE_MACHINE) {
createItem(dropped_item, balloon->getPosX(), balloon->getPosY());
} else {
createItem(dropped_item, player->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
coffee_machine_enabled_ = true;
}
}
// Explota el globo
const auto SCORE = balloon_manager_->popBalloon(balloon);
evaluateAndSetMenace();
// Otorga los puntos al jugador que disparó la bala
if (player->isPlaying()) {
player->addScore(SCORE * player->getScoreMultiplier() * difficulty_score_multiplier_);
player->incScoreMultiplier();
}
updateHiScore();
// Deshabilita la bala
bullet->disable();
break;
}
}
}
}
}
// Mueve las balas activas
void Game::updateBullets() {
for (auto &bullet : bullets_) {
if (bullet->update() == BulletMoveStatus::OUT) {
getPlayer(bullet->getOwner())->decScoreMultiplier();
}
}
}
// Pinta las balas activas
void Game::renderBullets() {
for (auto &bullet : bullets_)
bullet->render();
}
// Crea un objeto bala
void Game::createBullet(int x, int y, BulletType kind, bool powered_up, int owner) {
bullets_.emplace_back(std::make_unique<Bullet>(x, y, kind, powered_up, owner));
}
// Vacia el vector de balas
void Game::freeBullets() {
if (!bullets_.empty())
for (int i = bullets_.size() - 1; i >= 0; --i)
if (!bullets_[i]->isEnabled())
bullets_.erase(bullets_.begin() + i);
}
// Actualiza los items
void Game::updateItems() {
for (auto &item : items_)
if (item->isEnabled()) {
item->update();
if (item->isOnFloor()) {
playSound("title.wav");
screen_->shake(1, 2, 4);
}
}
}
// Pinta los items activos
void Game::renderItems() {
for (auto &item : items_)
item->render();
}
// Devuelve un item al azar y luego segun sus probabilidades
ItemType Game::dropItem() {
const auto lucky_number = rand() % 100;
const auto item = rand() % 6;
switch (item) {
case 0:
if (lucky_number < helper_.item_disk_odds) {
return ItemType::DISK;
}
break;
case 1:
if (lucky_number < helper_.item_gavina_odds) {
return ItemType::GAVINA;
}
break;
case 2:
if (lucky_number < helper_.item_pacmar_odds) {
return ItemType::GAVINA;
}
break;
case 3:
if (lucky_number < helper_.item_clock_odds) {
return ItemType::CLOCK;
}
break;
case 4:
if (lucky_number < helper_.item_coffee_odds) {
helper_.item_coffee_odds = ITEM_COFFEE_ODDS_;
return ItemType::COFFEE;
} else {
if (helper_.need_coffee) {
helper_.item_coffee_odds++;
}
}
break;
case 5:
if (lucky_number < helper_.item_coffee_machine_odds) {
helper_.item_coffee_machine_odds = ITEM_COFFEE_MACHINE_ODDS_;
if (!coffee_machine_enabled_ && helper_.need_coffee_machine) {
return ItemType::COFFEE_MACHINE;
}
} else {
if (helper_.need_coffee_machine) {
helper_.item_coffee_machine_odds++;
}
}
break;
default:
break;
}
return ItemType::NONE;
}
// 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
void Game::freeItems() {
if (!items_.empty())
for (int i = items_.size() - 1; i >= 0; --i)
if (!items_[i]->isEnabled())
items_.erase(items_.begin() + i);
}
// Crea un objeto PathSprite
void Game::createItemText(int x, std::shared_ptr<Texture> texture) {
path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
const auto w = texture->getWidth();
const auto h = texture->getHeight();
const int y0 = param.game.play_area.rect.h - h;
const int y1 = 160 - (h / 2);
const int y2 = -h;
// Ajusta para que no se dibuje fuera de pantalla
x = std::clamp(x, 2, static_cast<int>(param.game.play_area.rect.w) - w - 2);
// Inicializa
path_sprites_.back()->setWidth(w);
path_sprites_.back()->setHeight(h);
path_sprites_.back()->setSpriteClip({0, 0, static_cast<float>(w), static_cast<float>(h)});
path_sprites_.back()->addPath(y0, y1, PathType::VERTICAL, x, 100, easeOutQuint, 0);
path_sprites_.back()->addPath(y1, y2, PathType::VERTICAL, x, 80, easeInQuint, 0);
path_sprites_.back()->enable();
}
// Crea un objeto PathSprite
void Game::createMessage(const std::vector<Path> &paths, std::shared_ptr<Texture> texture) {
path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
// Inicializa
for (const auto &path : paths) {
path_sprites_.back()->addPath(path, true);
}
path_sprites_.back()->enable();
}
// Vacia el vector de smartsprites
void Game::freeSmartSprites() {
if (!smart_sprites_.empty())
for (int i = smart_sprites_.size() - 1; i >= 0; --i)
if (smart_sprites_[i]->hasFinished())
smart_sprites_.erase(smart_sprites_.begin() + i);
}
// Vacia el vector de pathsprites
void Game::freePathSprites() {
if (!path_sprites_.empty())
for (int i = path_sprites_.size() - 1; i >= 0; --i)
if (path_sprites_[i]->hasFinished())
path_sprites_.erase(path_sprites_.begin() + i);
}
// Crea un SpriteSmart para arrojar el item café al recibir un impacto
void Game::throwCoffee(int x, int y) {
smart_sprites_.emplace_back(std::make_unique<SmartSprite>(item_textures_[4]));
smart_sprites_.back()->setPosX(x - 8);
smart_sprites_.back()->setPosY(y - 8);
smart_sprites_.back()->setWidth(param.game.item_size);
smart_sprites_.back()->setHeight(param.game.item_size);
smart_sprites_.back()->setVelX(-1.0f + ((rand() % 5) * 0.5f));
smart_sprites_.back()->setVelY(-4.0f);
smart_sprites_.back()->setAccelX(0.0f);
smart_sprites_.back()->setAccelY(0.2f);
smart_sprites_.back()->setDestX(x + (smart_sprites_.back()->getVelX() * 50));
smart_sprites_.back()->setDestY(param.game.height + 1);
smart_sprites_.back()->setEnabled(true);
smart_sprites_.back()->setFinishedCounter(1);
smart_sprites_.back()->setSpriteClip(0, param.game.item_size, param.game.item_size, param.game.item_size);
smart_sprites_.back()->setRotatingCenter({param.game.item_size / 2, param.game.item_size / 2});
smart_sprites_.back()->setRotate(true);
smart_sprites_.back()->setRotateSpeed(10);
smart_sprites_.back()->setRotateAmount(90.0);
}
// Actualiza los SmartSprites
void Game::updateSmartSprites() {
for (auto &sprite : smart_sprites_) {
sprite->update();
}
}
// Pinta los SmartSprites activos
void Game::renderSmartSprites() {
for (auto &sprite : smart_sprites_) {
sprite->render();
}
}
// Actualiza los PathSprites
void Game::updatePathSprites() {
for (auto &sprite : path_sprites_) {
sprite->update();
}
}
// Pinta los PathSprites activos
void Game::renderPathSprites() {
for (auto &sprite : path_sprites_) {
sprite->render();
}
}
// Acciones a realizar cuando el jugador colisiona con un globo
void Game::handlePlayerCollision(std::shared_ptr<Player> &player) {
if (!player->isPlaying() || player->isInvulnerable()) {
// Si no está jugando o tiene inmunidad, no hace nada
return;
}
// Si tiene cafes
if (player->hasExtraHit()) {
// Lo pierde
player->removeExtraHit();
throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2));
playSound("coffee_out.wav");
screen_->shake();
} else {
// Si no tiene cafes, muere
playSound("player_collision.wav");
if (param.game.hit_stop) {
SDL_Delay(param.game.hit_stop_ms);
}
screen_->shake();
playSound("voice_no.wav");
player->setPlayingState(PlayerState::ROLLING);
players_to_reorder.push_back(player);
if (allPlayersAreNotPlaying()) {
// No se puede subir poder de fase si no hay nadie jugando
Stage::power_can_be_added = false;
}
}
}
// Actualiza y comprueba el valor de la variable
void Game::updateTimeStopped() {
if (time_stopped_counter_ > 0) {
time_stopped_counter_--;
if (time_stopped_counter_ > 120) {
if (time_stopped_counter_ % 30 == 0) {
playSound("clock.wav");
}
} else {
if (time_stopped_counter_ % 30 == 0) {
balloon_manager_->normalColorsToAllBalloons();
playSound("clock.wav");
} else if (time_stopped_counter_ % 30 == 15) {
balloon_manager_->reverseColorsToAllBalloons();
playSound("clock.wav");
}
}
} else {
disableTimeStopItem();
}
}
// Actualiza el juego
void Game::update() {
if (SDL_GetTicks() - ticks_ > param.game.speed) {
ticks_ = SDL_GetTicks();
checkServiceMenu();
updateDemo();
#ifdef RECORDING
updateRecording();
#endif
if (!paused_) {
switch (state_) {
case GameState::FADE_IN:
updateGameStateFadeIn();
break;
case GameState::ENTERING_PLAYER:
updateGameStateEnteringPlayer();
break;
case GameState::SHOWING_GET_READY_MESSAGE:
updateGameStateShowingGetReadyMessage();
break;
case GameState::PLAYING:
updateGameStatePlaying();
break;
case GameState::COMPLETED:
updateGameStateCompleted();
break;
case GameState::GAME_OVER:
updateGameStateGameOver();
break;
default:
break;
}
}
screen_->update();
fillCanvas();
}
}
// Actualiza el fondo
void Game::updateBackground() {
// Si el juego está completado, se reduce la velocidad de las nubes
if (state_ == GameState::COMPLETED) {
Stage::total_power = (Stage::total_power > 200) ? (Stage::total_power - 25) : 200;
}
// Calcula la velocidad en función de los globos explotados y el total de globos a explotar para acabar el juego
constexpr float CLOUDS_INITIAL_SPEED = 0.05f;
constexpr float CLOUDS_FINAL_SPEED = 2.00f - CLOUDS_INITIAL_SPEED;
const float cloudsSpeed = (-CLOUDS_INITIAL_SPEED) + (-CLOUDS_FINAL_SPEED * (static_cast<float>(Stage::total_power) / total_power_to_complete_game_));
background_->setCloudsSpeed(cloudsSpeed);
// Calcula la transición de los diferentes fondos
constexpr float num = 1525.0f; // total_power_to_complete div 4
const float gradient_number = std::min(Stage::total_power / num, 3.0f);
const float percent = gradient_number - static_cast<int>(gradient_number);
background_->setGradientNumber(static_cast<int>(gradient_number));
background_->setTransition(percent);
// Calcula la posición del sol
constexpr float sun_final_power = num * 2;
background_->setSunProgression(Stage::total_power / sun_final_power);
background_->setMoonProgression(Stage::total_power / static_cast<float>(total_power_to_complete_game_));
// Actualiza el objeto
background_->update();
}
// Dibuja los elementos de la zona de juego en su textura
void Game::fillCanvas() {
// Dibujamos el contenido de la zona de juego en su textura
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, canvas_);
// Dibuja los objetos
background_->render();
renderPlayers();
renderSmartSprites();
renderItems();
balloon_manager_->render();
tabe_->render();
renderBullets();
renderPathSprites();
// Deja el renderizador apuntando donde estaba
SDL_SetRenderTarget(renderer_, temp);
}
// Dibuja el juego
void Game::render() {
// Prepara para empezar a dibujar en la textura de juego
screen_->start();
// Copia la textura con la zona de juego a la pantalla
SDL_RenderTexture(renderer_, canvas_, nullptr, &param.game.play_area.rect);
// Dibuja el marcador
scoreboard_->render();
// Dibuja el fade
fade_in_->render();
fade_out_->render();
// Vuelca el contenido del renderizador en pantalla
screen_->render();
}
// Habilita el efecto del item de detener el tiempo
void Game::enableTimeStopItem() {
balloon_manager_->stopAllBalloons();
balloon_manager_->reverseColorsToAllBalloons();
time_stopped_counter_ = TIME_STOPPED_COUNTER_;
}
// Deshabilita el efecto del item de detener el tiempo
void Game::disableTimeStopItem() {
time_stopped_counter_ = 0;
balloon_manager_->startAllBalloons();
balloon_manager_->normalColorsToAllBalloons();
}
// Bucle para el juego
void Game::run() {
while (Section::name == Section::Name::GAME) {
#ifndef RECORDING
checkInput();
#endif
update();
checkEvents(); // Tiene que ir antes del render
render();
}
}
// Inicializa las variables que contienen puntos de ruta para mover objetos
void Game::initPaths() {
// Recorrido para el texto de "Get Ready!" (0,1)
{
const auto &texture = Resource::get()->getTexture("game_text_get_ready");
const auto w = texture->getWidth();
const int x0 = -w;
const int x1 = param.game.play_area.center_x - w / 2;
const int x2 = param.game.play_area.rect.w;
const int y = param.game.play_area.center_y;
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 20));
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
}
// Recorrido para el texto de "Last Stage!" o de "X stages left" o "Game Over" (2,3)
{
const auto &texture = Resource::get()->getTexture("game_text_last_stage");
const auto h = texture->getHeight();
const int y0 = param.game.play_area.rect.h - h;
const int y1 = param.game.play_area.center_y - h / 2;
const int y2 = -h;
const int x = param.game.play_area.center_x;
paths_.emplace_back(Path(createPath(y0, y1, PathType::VERTICAL, x, 80, easeOutQuint), 20));
paths_.emplace_back(Path(createPath(y1, y2, PathType::VERTICAL, x, 80, easeInQuint), 0));
}
// Recorrido para el texto de "Congratulations!!" (3,4)
{
const auto &texture = Resource::get()->getTexture("game_text_congratulations");
const auto w = texture->getWidth();
const auto h = texture->getHeight();
const int x0 = -w;
const int x1 = param.game.play_area.center_x - w / 2;
const int x2 = param.game.play_area.rect.w;
const int y = param.game.play_area.center_y - h / 2 - 20;
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 400));
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
}
// Recorrido para el texto de "1.000.000 points!" (5,6)
{
const auto &texture = Resource::get()->getTexture("game_text_1000000_points");
const auto w = texture->getWidth();
const auto h = texture->getHeight();
const int x0 = param.game.play_area.rect.w;
const int x1 = param.game.play_area.center_x - w / 2;
const int x2 = -w;
const int y = param.game.play_area.center_y + h / 2 - 20;
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 400));
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
}
}
// Actualiza las variables de ayuda
void Game::updateHelper() {
// Solo ofrece ayuda cuando la amenaza es elevada
if (menace_current_ > 15) {
helper_.need_coffee = true;
helper_.need_coffee_machine = true;
for (const auto &player : players_) {
if (player->isPlaying()) {
helper_.need_coffee &= (player->getCoffees() == 0);
helper_.need_coffee_machine &= (!player->isPowerUp());
}
}
} else {
helper_.need_coffee = helper_.need_coffee_machine = false;
}
}
// Comprueba si todos los jugadores han terminado de jugar
bool Game::allPlayersAreWaitingOrGameOver() {
auto success = true;
for (const auto &player : players_)
success &= player->isWaiting() || player->isGameOver();
return success;
}
// Comprueba si todos los jugadores han terminado de jugar
bool Game::allPlayersAreGameOver() {
auto success = true;
for (const auto &player : players_)
success &= player->isGameOver();
return success;
}
// Comprueba si todos los jugadores han terminado de jugar
bool Game::allPlayersAreNotPlaying() {
auto success = true;
for (const auto &player : players_)
success &= !player->isPlaying();
return success;
}
// Comprueba los eventos que hay en cola
void Game::checkEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_FOCUS_LOST: {
pause(!demo_.enabled);
break;
}
case SDL_EVENT_WINDOW_FOCUS_GAINED: {
pause(false);
break;
}
default:
break;
}
#ifdef DEBUG
checkDebugEvents(event);
#endif
GlobalEvents::check(event);
}
}
// Actualiza el marcador
void Game::updateScoreboard() {
for (const auto &player : players_) {
scoreboard_->setScore(player->getScoreBoardPanel(), player->getScore());
scoreboard_->setMult(player->getScoreBoardPanel(), player->getScoreMultiplier());
}
// Resto de marcador
scoreboard_->setStage(Stage::number + 1);
scoreboard_->setPower((float)Stage::power / (float)Stage::get(Stage::number).power_to_complete);
scoreboard_->setHiScore(hi_score_.score);
scoreboard_->setHiScoreName(hi_score_.name);
// Lógica del marcador
scoreboard_->update();
}
// Pausa el juego
void Game::pause(bool value) {
paused_ = value;
screen_->attenuate(paused_);
tabe_->pauseTimer(paused_);
}
// Añade una puntuación a la tabla de records
void Game::addScoreToScoreBoard(const std::shared_ptr<Player> &player) {
const auto entry = HiScoreEntry(trim(player->getLastEnterName()), player->getScore(), player->get1CC());
auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
Options::settings.last_hi_score_entry.at(player->getId() - 1) = manager->add(entry);
manager->saveToFile(Asset::get()->get("score.bin"));
hi_score_.name = Options::settings.hi_score_table.front().name;
}
// Saca del estado de GAME OVER al jugador si el otro está activo
void Game::checkAndUpdatePlayerStatus(int activePlayerIndex, int inactivePlayerIndex) {
if (players_[activePlayerIndex]->isGameOver() && !players_[inactivePlayerIndex]->isGameOver() && !players_[inactivePlayerIndex]->isWaiting()) {
players_[activePlayerIndex]->setPlayingState(PlayerState::WAITING);
}
}
// Comprueba el estado de los jugadores
void Game::checkPlayersStatusPlaying() {
if (demo_.enabled) {
return;
}
// Comprueba si todos los jugadores estan esperando
if (allPlayersAreWaitingOrGameOver()) {
// Entonces los pone en estado de Game Over
for (auto &player : players_) {
player->setPlayingState(PlayerState::GAME_OVER);
}
}
// Comprobar estado de ambos jugadores
checkAndUpdatePlayerStatus(0, 1);
checkAndUpdatePlayerStatus(1, 0);
}
// Obtiene un jugador a partir de su "id"
std::shared_ptr<Player> Game::getPlayer(int id) {
auto it = std::find_if(players_.begin(), players_.end(), [id](const auto &player) { return player->getId() == id; });
if (it != players_.end()) {
return *it;
}
return nullptr;
}
// Obtiene un controlador a partir del "id" del jugador
int Game::getController(int player_id) {
auto it = std::find_if(Options::controllers.begin(), Options::controllers.end(), [player_id](const auto &controller) { return controller.player_id == player_id; });
if (it != Options::controllers.end()) {
return std::distance(Options::controllers.begin(), it);
}
return -1;
}
// Gestiona la entrada durante el juego
void Game::checkInput() {
Input::get()->update();
// Comprueba las entradas si no está el menú de servicio activo
if (!ServiceMenu::get()->isEnabled()) {
checkPauseInput();
demo_.enabled ? DEMO_handlePassInput() : handlePlayersInput();
}
// Mueve los jugadores en el modo demo
if (demo_.enabled) {
DEMO_handleInput();
}
// Verifica los inputs globales.
GlobalInputs::check();
}
// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
void Game::checkPauseInput() {
// Comprueba los mandos
for (int i = 0; i < input_->getNumControllers(); ++i) {
if (input_->checkInput(InputAction::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, InputDevice::CONTROLLER, i)) {
pause(!paused_);
return;
}
}
// Comprueba el teclado
if (input_->checkInput(InputAction::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, InputDevice::KEYBOARD)) {
pause(!paused_);
return;
}
}
// Gestiona las entradas de los jugadores en el modo demo para saltarse la demo.
void Game::DEMO_handlePassInput() {
if (input_->checkAnyButton()) {
Section::name = Section::Name::TITLE; // Salir del modo demo y regresar al menú principal.
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO; // El juego volverá a mostrar la demo
return;
}
}
// Gestiona las entradas de los jugadores en el modo demo, incluyendo movimientos y disparos automáticos.
void Game::DEMO_handleInput() {
int index = 0;
for (const auto &player : players_) {
if (player->isPlaying()) {
// Maneja el input específico del jugador en modo demo.
DEMO_handlePlayerInput(player, index);
}
++index;
}
}
// Procesa las entradas para un jugador específico durante el modo demo.
void Game::DEMO_handlePlayerInput(const std::shared_ptr<Player> &player, int index) {
const auto &demoData = demo_.data[index][demo_.counter];
if (demoData.left == 1) {
player->setInput(InputAction::LEFT);
} else if (demoData.right == 1) {
player->setInput(InputAction::RIGHT);
} else if (demoData.no_input == 1) {
player->setInput(InputAction::NONE);
}
if (demoData.fire == 1) {
handleFireInput(player, BulletType::UP);
} else if (demoData.fire_left == 1) {
handleFireInput(player, BulletType::LEFT);
} else if (demoData.fire_right == 1) {
handleFireInput(player, BulletType::RIGHT);
}
}
// Maneja el disparo de un jugador, incluyendo la creación de balas y la gestión del tiempo de espera entre disparos.
void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bullet_type) {
if (player->canFire()) {
SDL_Point bullet = {0, 0};
switch (bullet_type) {
case BulletType::UP:
player->setInput(InputAction::FIRE_CENTER);
bullet.x = 2 + player->getPosX() + (player->getWidth() - Bullet::WIDTH) / 2;
bullet.y = player->getPosY() - (Bullet::HEIGHT / 2);
break;
case BulletType::LEFT:
player->setInput(InputAction::FIRE_LEFT);
bullet.x = player->getPosX() - (Bullet::WIDTH / 2);
bullet.y = player->getPosY();
break;
case BulletType::RIGHT:
player->setInput(InputAction::FIRE_RIGHT);
bullet.x = player->getPosX() + player->getWidth() - (Bullet::WIDTH / 2);
bullet.y = player->getPosY();
break;
default:
break;
}
createBullet(bullet.x, bullet.y, bullet_type, player->isPowerUp(), player->getId());
playSound("bullet.wav");
// Establece un tiempo de espera para el próximo disparo.
constexpr int POWERUP_COOLDOWN = 5;
constexpr int AUTOFIRE_COOLDOWN = 10;
constexpr int NORMAL_COOLDOWN = 7;
int cant_fire_counter;
if (player->isPowerUp()) {
cant_fire_counter = POWERUP_COOLDOWN;
} else if (Options::settings.autofire) {
cant_fire_counter = AUTOFIRE_COOLDOWN;
} else {
cant_fire_counter = NORMAL_COOLDOWN;
}
player->setCantFireCounter(cant_fire_counter);
}
}
// Gestiona las entradas de todos los jugadores en el modo normal (fuera del modo demo).
void Game::handlePlayersInput() {
for (const auto &PLAYER : players_) {
if (PLAYER->isPlaying()) {
// Maneja el input de los jugadores en modo normal.
handleNormalPlayerInput(PLAYER);
} else if (PLAYER->isContinue() || PLAYER->isWaiting()) {
// Gestiona la continuación del jugador.
handlePlayerContinue(PLAYER);
} else if (PLAYER->isEnteringName() || PLAYER->isEnteringNameGameCompleted() || PLAYER->isShowingName()) {
// Gestiona la introducción del nombre del jugador.
handleNameInput(PLAYER);
}
}
}
// Maneja las entradas de movimiento y disparo para un jugador en modo normal.
void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player) {
const auto &CONTROLLER = Options::controllers.at(player->getController());
const bool AUTOFIRE = player->isPowerUp() || Options::settings.autofire;
if (input_->checkInput(InputAction::LEFT, INPUT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
player->setInput(InputAction::LEFT);
#ifdef RECORDING
demo_.keys.left = 1;
#endif
} else if (input_->checkInput(InputAction::RIGHT, INPUT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
player->setInput(InputAction::RIGHT);
#ifdef RECORDING
demo_.keys.right = 1;
#endif
} else {
player->setInput(InputAction::NONE);
#ifdef RECORDING
demo_.keys.no_input = 1;
#endif
}
handleFireInputs(player, AUTOFIRE, player->getController()); // Verifica y maneja todas las posibles entradas de disparo.
}
// Procesa las entradas de disparo del jugador, permitiendo disparos automáticos si está habilitado.
void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire, int controllerIndex) {
if (input_->checkInput(InputAction::FIRE_CENTER, autofire, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
handleFireInput(player, BulletType::UP);
#ifdef RECORDING
demo_.keys.fire = 1;
#endif
} else if (input_->checkInput(InputAction::FIRE_LEFT, autofire, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
handleFireInput(player, BulletType::LEFT);
#ifdef RECORDING
demo_.keys.fire_left = 1;
#endif
} else if (input_->checkInput(InputAction::FIRE_RIGHT, autofire, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
handleFireInput(player, BulletType::RIGHT);
#ifdef RECORDING
demo_.keys.fire_right = 1;
#endif
}
}
// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
void Game::handlePlayerContinue(const std::shared_ptr<Player> &player) {
const auto controllerIndex = player->getController();
if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
player->setPlayingState(PlayerState::RESPAWNING);
}
// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
if (player->getContinueCounter() < param.scoreboard.skip_countdown_value) {
player->decContinueCounter();
}
}
}
// Procesa las entradas para la introducción del nombre del jugador.
void Game::handleNameInput(const std::shared_ptr<Player> &player) {
const auto controllerIndex = player->getController();
if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
if (player->isShowingName()) {
player->setPlayingState(PlayerState::CONTINUE);
} else if (player->getEnterNamePositionOverflow()) {
player->setInput(InputAction::START);
addScoreToScoreBoard(player);
player->setPlayingState(PlayerState::SHOWING_NAME);
} else {
player->setInput(InputAction::RIGHT);
}
} else if (input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
if (player->isShowingName()) {
player->setPlayingState(PlayerState::CONTINUE);
} else {
player->setInput(InputAction::LEFT);
}
} else if (input_->checkInput(InputAction::UP, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
player->setInput(InputAction::UP);
} else if (input_->checkInput(InputAction::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
player->setInput(InputAction::DOWN);
} else if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index)) {
if (player->isShowingName()) {
player->setPlayingState(PlayerState::CONTINUE);
} else {
player->setInput(InputAction::START);
addScoreToScoreBoard(player);
player->setPlayingState(PlayerState::SHOWING_NAME);
}
}
}
// Inicializa las variables para el modo DEMO
void Game::initDemo(int player_id) {
if (demo_.enabled) {
// Cambia el estado del juego
setState(GameState::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));
}
// Selecciona una pantalla al azar
{
constexpr auto NUM_DEMOS = 3;
const auto DEMO = rand() % NUM_DEMOS;
const int STAGES[NUM_DEMOS] = {0, 3, 5};
Stage::number = STAGES[DEMO];
}
// Actualiza el numero de globos explotados según la fase del modo demostración
for (int i = 0; i < Stage::number; ++i) {
Stage::total_power += Stage::get(i).power_to_complete;
}
// Activa o no al otro jugador
if (rand() % 3 != 0) {
const auto OTHER_PLAYER_ID = player_id == 1 ? 2 : 1;
auto other_player = getPlayer(OTHER_PLAYER_ID);
other_player->setPlayingState(PlayerState::PLAYING);
}
// Asigna cafes a los jugadores
for (auto &player : players_) {
for (int i = 0; i < rand() % 3; ++i)
player->giveExtraHit();
player->setInvulnerable(true);
}
// Configura los marcadores
scoreboard_->setMode(SCOREBOARD_LEFT_PANEL, ScoreboardMode::DEMO);
scoreboard_->setMode(SCOREBOARD_RIGHT_PANEL, ScoreboardMode::DEMO);
// Silencia los globos
balloon_manager_->setSounds(false);
}
// Modo grabar demo
#ifdef RECORDING
demo_.recording = true;
#else
demo_.recording = false;
#endif
demo_.counter = 0;
}
// Calcula el poder total necesario para completar el juego
void Game::setTotalPower() {
total_power_to_complete_game_ = 0;
for (const auto &stage : Stage::stages) {
total_power_to_complete_game_ += stage.power_to_complete;
}
}
// Inicializa el marcador
void Game::initScoreboard() {
scoreboard_->setPos(param.scoreboard.rect);
scoreboard_->setMode(SCOREBOARD_CENTER_PANEL, ScoreboardMode::STAGE_INFO);
for (const auto &player : players_) {
scoreboard_->setName(player->getScoreBoardPanel(), player->getName());
if (player->isWaiting()) {
scoreboard_->setMode(player->getScoreBoardPanel(), ScoreboardMode::WAITING);
}
}
}
// Inicializa las opciones relacionadas con la dificultad
void Game::initDifficultyVars() {
// Variables relacionadas con la dificultad
switch (difficulty_) {
case Options::DifficultyCode::EASY: {
balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[0]);
difficulty_score_multiplier_ = 0.5f;
scoreboard_->setColor(param.scoreboard.easy_color);
break;
}
case Options::DifficultyCode::NORMAL: {
balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[0]);
difficulty_score_multiplier_ = 1.0f;
scoreboard_->setColor(param.scoreboard.normal_color);
break;
}
case Options::DifficultyCode::HARD: {
balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[4]);
difficulty_score_multiplier_ = 1.5f;
scoreboard_->setColor(param.scoreboard.hard_color);
break;
}
default:
break;
}
balloon_manager_->resetBalloonSpeed();
}
// Inicializa los jugadores
void Game::initPlayers(int player_id) {
// Crea los dos jugadores
constexpr int PLAYER_HEIGHT = 32;
constexpr int PLAYER_WIDTH = 32;
const int Y = param.game.play_area.rect.h - PLAYER_HEIGHT + 1;
players_.emplace_back(std::make_unique<Player>(1, param.game.play_area.first_quarter_x - (PLAYER_WIDTH / 2), Y, demo_.enabled, param.game.play_area.rect, player_textures_[0], player_animations_));
players_.back()->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL);
players_.back()->setName(Lang::getText("[SCOREBOARD] 1"));
players_.back()->setController(getController(players_.back()->getId()));
players_.emplace_back(std::make_unique<Player>(2, param.game.play_area.third_quarter_x - (PLAYER_WIDTH / 2), Y, demo_.enabled, param.game.play_area.rect, player_textures_[1], player_animations_));
players_.back()->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL);
players_.back()->setName(Lang::getText("[SCOREBOARD] 2"));
players_.back()->setController(getController(players_.back()->getId()));
// Activa el jugador que coincide con el "player_id" o ambos si es "0"
if (player_id == 0) {
// Activa ambos jugadores
getPlayer(1)->setPlayingState(demo_.enabled ? PlayerState::PLAYING : PlayerState::ENTERING_SCREEN);
getPlayer(2)->setPlayingState(demo_.enabled ? PlayerState::PLAYING : PlayerState::ENTERING_SCREEN);
} else {
getPlayer(player_id)->setPlayingState(demo_.enabled ? PlayerState::PLAYING : PlayerState::ENTERING_SCREEN);
}
}
// Hace sonar la música
void Game::playMusic() {
Audio::get()->playMusic("playing.ogg");
}
// Detiene la música
void Game::stopMusic() {
if (!demo_.enabled) {
Audio::get()->stopMusic();
}
}
// Actualiza las variables durante el modo demo
void Game::updateDemo() {
if (demo_.enabled) {
balloon_manager_->setCreationTimeEnabled((balloon_manager_->getNumBalloons() == 0) ? false : true);
// Actualiza ambos fades
fade_in_->update();
fade_out_->update();
// Incrementa el contador de la demo
if (demo_.counter < TOTAL_DEMO_DATA) {
demo_.counter++;
}
// Activa el fundido antes de acabar con los datos de la demo
if (demo_.counter == TOTAL_DEMO_DATA - 200) {
fade_out_->setType(FadeType::RANDOM_SQUARE);
fade_out_->activate();
}
// Si ha terminado el fundido, cambia de sección
if (fade_out_->hasEnded()) {
Section::name = Section::Name::HI_SCORE_TABLE;
return;
}
}
}
#ifdef RECORDING
// Actualiza las variables durante el modo de grabación
void Game::updateRecording() {
// Solo mira y guarda el input en cada update
checkInput();
// Incrementa el contador de la demo
if (demo_.counter < TOTAL_DEMO_DATA)
demo_.counter++;
// Si se ha llenado el vector con datos, sale del programa
else {
section::name = section::Name::QUIT;
return;
}
}
#endif
// Actualiza las variables durante dicho estado
void Game::updateGameStateFadeIn() {
fade_in_->update();
updateScoreboard();
updateBackground();
if (fade_in_->hasEnded()) {
setState(GameState::ENTERING_PLAYER);
balloon_manager_->createTwoBigBalloons();
evaluateAndSetMenace();
}
}
// Actualiza las variables durante dicho estado
void Game::updateGameStateEnteringPlayer() {
balloon_manager_->update();
updatePlayers();
updateScoreboard();
updateBackground();
for (const auto &player : players_) {
if (player->isPlaying()) {
setState(GameState::SHOWING_GET_READY_MESSAGE);
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
playSound("voice_get_ready.wav");
}
}
}
// Actualiza las variables durante dicho estado
void Game::updateGameStateShowingGetReadyMessage() {
balloon_manager_->update();
updatePathSprites();
updatePlayers();
updateBullets();
updateScoreboard();
updateBackground();
freePathSprites();
if (path_sprites_.size() == 0) {
setState(GameState::PLAYING);
}
if (counter_ == 100) {
playMusic();
}
++counter_;
}
// Actualiza las variables durante el transcurso normal del juego
void Game::updateGameStatePlaying() {
#ifdef DEBUG
if (auto_pop_balloons_) {
Stage::addPower(5);
}
#endif
updatePlayers();
checkPlayersStatusPlaying();
updateScoreboard();
updateBackground();
balloon_manager_->update();
tabe_->update();
updateBullets();
updateItems();
updateStage();
updateSmartSprites();
updatePathSprites();
updateTimeStopped();
updateHelper();
checkBulletCollision();
updateMenace();
checkAndUpdateBalloonSpeed();
checkState();
cleanVectors();
// playMusic();
}
// Vacía los vectores de elementos deshabilitados
void Game::cleanVectors() {
freeBullets();
balloon_manager_->freeBalloons();
freeItems();
freeSmartSprites();
freePathSprites();
}
// Gestiona el nivel de amenaza
void Game::updateMenace() {
if (state_ == GameState::PLAYING) {
const auto stage = Stage::get(Stage::number);
const float percent = Stage::power / stage.power_to_complete;
const int difference = stage.max_menace - stage.min_menace;
// Aumenta el nivel de amenaza en función de la puntuación
menace_threshold_ = stage.min_menace + (difference * percent);
// Si el nivel de amenza es inferior al umbral
if (menace_current_ < menace_threshold_) {
// Crea una formación de enemigos
balloon_manager_->deployBalloonFormation(Stage::number);
// Recalcula el nivel de amenaza con el nuevo globo
evaluateAndSetMenace();
}
}
}
// Calcula y establece el valor de amenaza en funcion de los globos activos
void Game::evaluateAndSetMenace() {
menace_current_ = balloon_manager_->getMenace();
}
// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
void Game::checkAndUpdateBalloonSpeed() {
if (difficulty_ != Options::DifficultyCode::NORMAL)
return;
const float percent = static_cast<float>(Stage::power) / Stage::get(Stage::number).power_to_complete;
const float thresholds[] = {0.2f, 0.4f, 0.6f, 0.8f};
for (size_t i = 0; i < std::size(thresholds); ++i) {
if (balloon_manager_->getBalloonSpeed() == BALLOON_SPEED[i] && percent > thresholds[i]) {
balloon_manager_->setBalloonSpeed(BALLOON_SPEED[i + 1]);
break; // Salir del bucle una vez actualizada la velocidad y aplicada
}
}
}
// Cambia el estado del juego
void Game::setState(GameState state) {
state_ = state;
counter_ = 0;
}
void Game::playSound(const std::string &name) {
if (demo_.enabled)
return;
static auto audio = Audio::get();
audio->playSound(name);
}
// Organiza los jugadores para que los vivos se pinten sobre los muertos
void Game::movePlayersToFront() {
if (players_to_reorder.empty())
return;
for (auto &player : players_to_reorder) {
auto it = std::find(players_.begin(), players_.end(), player);
if (it != players_.end() && it != players_.begin()) {
std::shared_ptr<Player> dyingPlayer = *it;
players_.erase(it);
players_.insert(players_.begin(), dyingPlayer);
}
}
players_to_reorder.clear();
}
// Comprueba si está activo el menu de servicio para poner el juego en pausa
void Game::checkServiceMenu() {
if (demo_.enabled)
return;
static bool was_paused_before_service_menu = false;
static bool service_menu_was_active = false;
bool service_menu_is_active = ServiceMenu::get()->isEnabled();
if (service_menu_is_active && !service_menu_was_active) {
// El menú acaba de abrirse
was_paused_before_service_menu = paused_;
pause(true);
} else if (!service_menu_is_active && service_menu_was_active) {
// El menú acaba de cerrarse
pause(was_paused_before_service_menu);
}
service_menu_was_active = service_menu_is_active;
}
#ifdef DEBUG
// Comprueba los eventos en el modo DEBUG
void Game::checkDebugEvents(const SDL_Event &event) {
if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0) {
switch (event.key.key) {
case SDLK_1: // Crea una powerball
{
// balloon_manager_->createPowerBall();
throwCoffee(players_.at(0)->getPosX() + (players_.at(0)->getWidth() / 2), players_.at(0)->getPosY() + (players_.at(0)->getHeight() / 2));
break;
}
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
{
auto_pop_balloons_ = !auto_pop_balloons_;
Notifier::get()->show({"auto advance: " + boolToString(auto_pop_balloons_)});
if (auto_pop_balloons_) {
balloon_manager_->destroyAllBalloons();
playSound("power_ball_explosion.wav");
}
balloon_manager_->enableBalloonDeployment(!auto_pop_balloons_);
break;
}
case SDLK_4: // Suelta un item
{
createItem(ItemType::CLOCK, players_.at(0)->getPosX(), players_.at(0)->getPosY() - 40);
break;
}
case SDLK_5: // 5.000
{
const int X = players_.at(0)->getPosX() + (players_.at(0)->getWidth() - game_text_textures_[3]->getWidth()) / 2;
createItemText(X, game_text_textures_.at(2));
break;
}
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
{
const int X = players_.at(0)->getPosX() + (players_.at(0)->getWidth() - game_text_textures_[3]->getWidth()) / 2;
createItemText(X, game_text_textures_.at(6));
break;
}
case SDLK_8: {
for (const auto &player : players_) {
if (player->isPlaying()) {
createItem(ItemType::COFFEE_MACHINE, player->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
break;
}
}
break;
}
case SDLK_9: {
tabe_->enable();
break;
}
default:
break;
}
}
}
#endif