232 lines
8.2 KiB
C++
232 lines
8.2 KiB
C++
#include "game_logo.h"
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#include <SDL3/SDL.h> // Para SDL_SetTextureScaleMode, SDL_FlipMode
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#include <algorithm> // Para max
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#include <string> // Para basic_string
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#include "animated_sprite.h" // Para AnimatedSprite
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#include "audio.h" // Para Audio
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#include "param.h" // Para Param, param, ParamGame, ParamTitle
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#include "resource.h" // Para Resource
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#include "screen.h" // Para Screen
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#include "smart_sprite.h" // Para SmartSprite
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#include "sprite.h" // Para Sprite
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#include "texture.h" // Para Texture
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#include "utils.h" // Para Color
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constexpr int ZOOM_FACTOR = 5;
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constexpr int FLASH_DELAY = 3;
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constexpr int FLASH_LENGHT = FLASH_DELAY + 3;
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// Constructor
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GameLogo::GameLogo(int x, int y)
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: dust_texture_(Resource::get()->getTexture("title_dust.png")),
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coffee_texture_(Resource::get()->getTexture("title_coffee.png")),
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crisis_texture_(Resource::get()->getTexture("title_crisis.png")),
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arcade_edition_texture_(Resource::get()->getTexture("title_arcade_edition.png")),
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dust_left_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Resource::get()->getAnimation("title_dust.ani"))),
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dust_right_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Resource::get()->getAnimation("title_dust.ani"))),
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coffee_sprite_(std::make_unique<SmartSprite>(coffee_texture_)),
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crisis_sprite_(std::make_unique<SmartSprite>(crisis_texture_)),
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arcade_edition_sprite_(std::make_unique<Sprite>(arcade_edition_texture_, (param.game.width - arcade_edition_texture_->getWidth()) / 2, param.title.arcade_edition_position, arcade_edition_texture_->getWidth(), arcade_edition_texture_->getHeight())),
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x_(x),
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y_(y) {}
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// Inicializa las variables
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void GameLogo::init() {
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const auto XP = x_ - coffee_texture_->getWidth() / 2;
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const auto DESP = getInitialVerticalDesp();
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// Configura texturas
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SDL_SetTextureScaleMode(Resource::get()->getTexture("title_arcade_edition.png")->getSDLTexture(), SDL_SCALEMODE_NEAREST);
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// Variables
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coffee_crisis_status_ = Status::DISABLED;
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arcade_edition_status_ = Status::DISABLED;
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shake_.init(1, 2, 8, XP);
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zoom_ = 3.0f * ZOOM_FACTOR;
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// Inicializa el bitmap de 'Coffee'
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coffee_sprite_->setPosX(XP);
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coffee_sprite_->setPosY(y_ - coffee_texture_->getHeight() - DESP);
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coffee_sprite_->setWidth(coffee_texture_->getWidth());
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coffee_sprite_->setHeight(coffee_texture_->getHeight());
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coffee_sprite_->setVelX(0.0f);
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coffee_sprite_->setVelY(2.5f);
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coffee_sprite_->setAccelX(0.0f);
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coffee_sprite_->setAccelY(0.1f);
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coffee_sprite_->setSpriteClip(0, 0, coffee_texture_->getWidth(), coffee_texture_->getHeight());
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coffee_sprite_->setEnabled(true);
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coffee_sprite_->setFinishedCounter(0);
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coffee_sprite_->setDestX(XP);
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coffee_sprite_->setDestY(y_ - coffee_texture_->getHeight());
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// Inicializa el bitmap de 'Crisis'
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crisis_sprite_->setPosX(XP + 15);
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crisis_sprite_->setPosY(y_ + DESP);
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crisis_sprite_->setWidth(crisis_texture_->getWidth());
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crisis_sprite_->setHeight(crisis_texture_->getHeight());
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crisis_sprite_->setVelX(0.0f);
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crisis_sprite_->setVelY(-2.5f);
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crisis_sprite_->setAccelX(0.0f);
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crisis_sprite_->setAccelY(-0.1f);
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crisis_sprite_->setSpriteClip(0, 0, crisis_texture_->getWidth(), crisis_texture_->getHeight());
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crisis_sprite_->setEnabled(true);
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crisis_sprite_->setFinishedCounter(0);
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crisis_sprite_->setDestX(XP + 15);
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crisis_sprite_->setDestY(y_);
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// Inicializa el bitmap de 'DustRight'
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dust_right_sprite_->resetAnimation();
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dust_right_sprite_->setPosX(coffee_sprite_->getPosX() + coffee_sprite_->getWidth());
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dust_right_sprite_->setPosY(y_);
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dust_right_sprite_->setWidth(16);
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dust_right_sprite_->setHeight(16);
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dust_right_sprite_->setFlip(SDL_FLIP_HORIZONTAL);
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// Inicializa el bitmap de 'DustLeft'
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dust_left_sprite_->resetAnimation();
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dust_left_sprite_->setPosX(coffee_sprite_->getPosX() - 16);
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dust_left_sprite_->setPosY(y_);
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dust_left_sprite_->setWidth(16);
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dust_left_sprite_->setHeight(16);
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// Inicializa el bitmap de 'Arcade Edition'
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arcade_edition_sprite_->setZoom(zoom_);
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}
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// Pinta la clase en pantalla
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void GameLogo::render() {
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// Dibuja el logo
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coffee_sprite_->render();
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crisis_sprite_->render();
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if (arcade_edition_status_ != Status::DISABLED) {
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arcade_edition_sprite_->render();
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}
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// Dibuja el polvillo del logo
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dust_right_sprite_->render();
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dust_left_sprite_->render();
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}
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// Actualiza la lógica de la clase
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void GameLogo::update() {
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switch (coffee_crisis_status_) {
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case Status::MOVING: {
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coffee_sprite_->update();
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crisis_sprite_->update();
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// Si los objetos han llegado a su destino, cambia el estado
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if (coffee_sprite_->hasFinished() && crisis_sprite_->hasFinished()) {
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coffee_crisis_status_ = Status::SHAKING;
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// Reproduce el efecto sonoro
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Audio::get()->playSound("title.wav");
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Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
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Screen::get()->shake();
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}
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break;
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}
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case Status::SHAKING: {
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// Agita "COFFEE CRISIS"
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if (shake_.remaining > 0) {
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if (shake_.counter > 0) {
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shake_.counter--;
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} else {
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shake_.counter = shake_.delay;
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const auto DESP = shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
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coffee_sprite_->setPosX(shake_.origin + DESP);
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crisis_sprite_->setPosX(shake_.origin + DESP + 15);
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shake_.remaining--;
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}
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} else {
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coffee_sprite_->setPosX(shake_.origin);
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crisis_sprite_->setPosX(shake_.origin + 15);
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coffee_crisis_status_ = Status::FINISHED;
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arcade_edition_status_ = Status::MOVING;
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}
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dust_right_sprite_->update();
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dust_left_sprite_->update();
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break;
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}
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case Status::FINISHED: {
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dust_right_sprite_->update();
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dust_left_sprite_->update();
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break;
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}
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default:
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break;
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}
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switch (arcade_edition_status_) {
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case Status::MOVING: {
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zoom_ -= 0.1f * ZOOM_FACTOR;
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arcade_edition_sprite_->setZoom(zoom_);
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if (zoom_ <= 1.0f) {
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arcade_edition_status_ = Status::SHAKING;
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zoom_ = 1.0f;
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arcade_edition_sprite_->setZoom(zoom_);
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shake_.init(1, 2, 8, arcade_edition_sprite_->getX());
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Audio::get()->playSound("title.wav");
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Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
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Screen::get()->shake();
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}
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break;
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}
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case Status::SHAKING: {
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// Agita "ARCADE EDITION"
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if (shake_.remaining > 0) {
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if (shake_.counter > 0) {
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shake_.counter--;
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} else {
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shake_.counter = shake_.delay;
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const auto DESP = shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
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arcade_edition_sprite_->setX(shake_.origin + DESP);
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shake_.remaining--;
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}
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} else {
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arcade_edition_sprite_->setX(shake_.origin);
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arcade_edition_status_ = Status::FINISHED;
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}
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break;
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}
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default:
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break;
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}
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if (coffee_crisis_status_ == Status::FINISHED &&
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arcade_edition_status_ == Status::FINISHED &&
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post_finished_counter_ > 0) {
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--post_finished_counter_;
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}
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}
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// Activa la clase
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void GameLogo::enable() {
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init();
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coffee_crisis_status_ = Status::MOVING;
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}
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// Indica si ha terminado la animación
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auto GameLogo::hasFinished() const -> bool {
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return post_finished_counter_ == 0;
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}
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// Calcula el desplazamiento vertical inicial
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auto GameLogo::getInitialVerticalDesp() -> int {
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const float OFFSET_UP = y_;
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const float OFFSET_DOWN = param.game.height - y_;
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return std::max(OFFSET_UP, OFFSET_DOWN);
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} |