2049 lines
59 KiB
C++
2049 lines
59 KiB
C++
#include "game.h"
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#include <SDL2/SDL_blendmode.h> // para SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_events.h> // para SDL_PollEvent, SDL_Event, SDL_KEYDOWN
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#include <SDL2/SDL_keycode.h> // para SDLK_1, SDLK_2, SDLK_3, SDLK_4
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#include <SDL2/SDL_pixels.h> // para SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rwops.h> // para SDL_RWFromFile, SDL_RWclose, SDL_R...
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#include <SDL2/SDL_timer.h> // para SDL_GetTicks
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#include <SDL2/SDL_video.h> // para SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
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#include <stdlib.h> // para rand
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#include <algorithm> // para min, remove_if
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#include <fstream> // para basic_ostream, operator<<, basic_i...
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#include <iostream> // para cout
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#include <numeric> // para accumulate
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#include <utility> // para move
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#include "asset.h" // para Asset
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#include "background.h" // para Background
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#include "balloon.h" // para Balloon, BALLOON_SCORE_1, BALLOON_...
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#include "balloon_formations.h" // para Stage, BalloonFormationParams, Bal...
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#include "bullet.h" // para Bullet, BulletType, BulletMoveStatus
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#include "explosions.h" // para Explosions
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#include "fade.h" // para Fade, FadeType
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#include "global_inputs.h" // para check
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#include "input.h" // para InputType, Input, INPUT_DO_NOT_ALL...
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#include "item.h" // para Item, ItemType::COFFEE_MACHINE, ItemType::CLOCK
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#include "jail_audio.h" // para JA_PlaySound
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#include "lang.h" // para getText
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#include "manage_hiscore_table.h" // para ManageHiScoreTable
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#include "notifier.h" // para Notifier
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#include "param.h" // para param
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#include "player.h" // para Player, PlayerStatus
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#include "resource.h" // para Resource
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#include "scoreboard.h" // para Scoreboard, ScoreboardMode, SCOREB...
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#include "screen.h" // para Screen
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#include "section.h" // para Name, name, Options, options
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#include "smart_sprite.h" // para SpriteSmart
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#include "text.h" // para Text, TEXT_CENTER
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#include "texture.h" // para Texture
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struct JA_Music_t; // lines 35-35
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struct JA_Sound_t; // lines 36-36
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#include "dbgtxt.h"
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// Constructor
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Game::Game(int player_id, int current_stage, bool demo)
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: renderer_(Screen::get()->getRenderer()),
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screen_(Screen::get()),
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asset_(Asset::get()),
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input_(Input::get()),
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background_(std::make_unique<Background>()),
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explosions_(std::make_unique<Explosions>()),
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balloon_formations_(std::make_unique<BalloonFormations>()),
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canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
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fade_(std::make_unique<Fade>()),
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current_stage_(current_stage),
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last_stage_reached_(current_stage)
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{
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// Pasa variables
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demo_.enabled = demo;
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// Otras variables
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section::name = section::Name::GAME;
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section::options = section::Options::GAME_PLAY_1P;
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// Asigna texturas y animaciones
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setResources();
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// Crea y configura los objetos
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Scoreboard::init();
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scoreboard_ = Scoreboard::get();
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fade_->setColor(fade_color.r, fade_color.g, fade_color.b);
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fade_->setPost(param.fade.post_duration);
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fade_->setType(FadeType::VENETIAN);
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background_->setPos(param.game.play_area.rect);
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explosions_->addTexture(1, explosions_textures_[0], explosions_animations_[0]);
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explosions_->addTexture(2, explosions_textures_[1], explosions_animations_[1]);
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explosions_->addTexture(3, explosions_textures_[2], explosions_animations_[2]);
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explosions_->addTexture(4, explosions_textures_[3], explosions_animations_[3]);
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SDL_SetTextureBlendMode(canvas_, SDL_BLENDMODE_BLEND);
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// Inicializa el resto de variables
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initPlayers(player_id);
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initScoreboard();
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initDifficultyVars();
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initDemo(player_id);
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initPaths();
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setTotalPower();
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// Crea los primeros globos
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createTwoBigBalloons();
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evaluateAndSetMenace();
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}
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Game::~Game()
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{
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// Guarda las puntuaciones en un fichero
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if (!demo_.enabled)
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{
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auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
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manager->saveToFile(asset_->get("score.bin"));
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}
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#ifdef RECORDING
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saveDemoFile(Asset::get()->get("demo1.bin"), demo_.data.at(0));
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#endif
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Scoreboard::destroy();
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SDL_DestroyTexture(canvas_);
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}
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// Asigna texturas y animaciones
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void Game::setResources()
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{
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// Texturas
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{
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bullet_texture_ = Resource::get()->getTexture("bullet.png");
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}
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// Texturas - Game_text
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{
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_1000_points.png"));
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_2500_points.png"));
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_5000_points.png"));
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_powerup.png"));
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_one_hit.png"));
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_stop.png"));
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}
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// Texturas - Globos
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{
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balloon_textures_.emplace_back(Resource::get()->getTexture("balloon1.png"));
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balloon_textures_.emplace_back(Resource::get()->getTexture("balloon2.png"));
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balloon_textures_.emplace_back(Resource::get()->getTexture("balloon3.png"));
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balloon_textures_.emplace_back(Resource::get()->getTexture("balloon4.png"));
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balloon_textures_.emplace_back(Resource::get()->getTexture("powerball.png"));
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}
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// Texturas - Explosiones
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{
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explosions_textures_.emplace_back(Resource::get()->getTexture("explosion1.png"));
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explosions_textures_.emplace_back(Resource::get()->getTexture("explosion2.png"));
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explosions_textures_.emplace_back(Resource::get()->getTexture("explosion3.png"));
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explosions_textures_.emplace_back(Resource::get()->getTexture("explosion4.png"));
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}
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// Texturas - Items
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{
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item_textures_.emplace_back(Resource::get()->getTexture("item_points1_disk.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_points2_gavina.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_points3_pacmar.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_clock.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_coffee.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_coffee_machine.png"));
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}
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// Texturas - Player1
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{
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std::vector<std::shared_ptr<Texture>> player_texture;
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player_texture.emplace_back(Resource::get()->getTexture("player1.gif"));
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player_texture.emplace_back(Resource::get()->getTexture("player1_power.png"));
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player_textures_.push_back(player_texture);
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}
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// Texturas - Player2
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{
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std::vector<std::shared_ptr<Texture>> player_texture;
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player_texture.emplace_back(Resource::get()->getTexture("player2.gif"));
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player_texture.emplace_back(Resource::get()->getTexture("player2_power.png"));
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player_textures_.push_back(player_texture);
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}
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// Animaciones -- Jugador
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{
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player_animations_.emplace_back(Resource::get()->getAnimation("player.ani"));
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player_animations_.emplace_back(Resource::get()->getAnimation("player_power.ani"));
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}
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// Animaciones -- Globos
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{
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balloon_animations_.emplace_back(Resource::get()->getAnimation("balloon1.ani"));
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balloon_animations_.emplace_back(Resource::get()->getAnimation("balloon2.ani"));
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balloon_animations_.emplace_back(Resource::get()->getAnimation("balloon3.ani"));
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balloon_animations_.emplace_back(Resource::get()->getAnimation("balloon4.ani"));
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balloon_animations_.emplace_back(Resource::get()->getAnimation("powerball.ani"));
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}
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// Animaciones -- Explosiones
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{
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explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion1.ani"));
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explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion2.ani"));
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explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion3.ani"));
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explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion4.ani"));
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}
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// Animaciones -- Items
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{
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item_animations_.emplace_back(Resource::get()->getAnimation("item_points1_disk.ani"));
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item_animations_.emplace_back(Resource::get()->getAnimation("item_points2_gavina.ani"));
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item_animations_.emplace_back(Resource::get()->getAnimation("item_points3_pacmar.ani"));
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item_animations_.emplace_back(Resource::get()->getAnimation("item_clock.ani"));
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item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee.ani"));
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item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee_machine.ani"));
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}
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// Texto
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{
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text_ = std::make_unique<Text>(Resource::get()->getTexture("smb2.gif"), Resource::get()->getTextFile("smb2.txt"));
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text_big_ = std::make_unique<Text>(Resource::get()->getTexture("smb2_big.png"), Resource::get()->getTextFile("smb2_big.txt"));
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text_nokia2_ = std::make_unique<Text>(Resource::get()->getTexture("nokia2.png"), Resource::get()->getTextFile("nokia2.txt"));
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text_nokia2_big_ = std::make_unique<Text>(Resource::get()->getTexture("nokia_big2.png"), Resource::get()->getTextFile("nokia_big2.txt"));
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}
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}
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// Crea una formación de enemigos
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void Game::deployBalloonFormation()
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{
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// Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última
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if (balloon_deploy_counter_ == 0)
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{
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// En este punto se decide entre crear una powerball o una formación enemiga
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if ((rand() % 100 < 15) && (canPowerBallBeCreated()))
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{
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// Crea una powerball
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createPowerBall();
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// Da un poco de margen para que se creen mas enemigos
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balloon_deploy_counter_ = 300;
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}
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else
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{
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// Decrementa el contador de despliegues enemigos de la PowerBall
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power_ball_counter_ = (power_ball_counter_ > 0) ? (power_ball_counter_ - 1) : 0;
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// Elige una formación enemiga la azar
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auto formation = rand() % 10;
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// Evita repetir la ultima formación enemiga desplegada
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if (formation == last_balloon_deploy_)
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{
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++formation %= 10;
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}
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last_balloon_deploy_ = formation;
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const auto set = balloon_formations_->getStage(0).balloon_pool.set[formation];
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const auto numEnemies = set.number_of_balloons;
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for (int i = 0; i < numEnemies; ++i)
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{
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auto p = set.init[i];
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createBalloon(p.x, p.y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
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}
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balloon_deploy_counter_ = 300;
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}
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}
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}
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// Aumenta el poder de la fase
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void Game::increaseStageCurrentPower(int power)
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{
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current_power_ += power;
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}
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// Actualiza el valor de hiScore en caso necesario
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void Game::updateHiScore()
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{
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// Si la puntuación actual es mayor que la máxima puntuación
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for (const auto &player : players_)
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{
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if (player->getScore() > hi_score_.score)
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{
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// Actualiza la máxima puntuación
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hi_score_.score = player->getScore();
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// Si se supera la máxima puntuación emite sonido
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if (hi_score_achieved_ == false)
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{
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hi_score_achieved_ = true;
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JA_PlaySound(Resource::get()->getSound("hiscore.wav"));
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}
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}
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}
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}
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// Actualiza las variables del jugador
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void Game::updatePlayers()
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{
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for (auto &player : players_)
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{
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player->update();
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if (player->isPlaying())
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{
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// Comprueba la colisión entre el jugador y los globos
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if (checkPlayerBalloonCollision(player))
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{
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killPlayer(player);
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if (demo_.enabled && allPlayersAreNotPlaying())
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{
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fade_->setType(FadeType::RANDOM_SQUARE);
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fade_->activate();
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}
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}
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// Comprueba las colisiones entre el jugador y los items
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checkPlayerItemCollision(player);
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}
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}
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}
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// Dibuja a los jugadores
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void Game::renderPlayers()
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{
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for (auto &player : players_)
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{
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if (!player->isWaiting())
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{
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player->render();
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#ifdef DEBUG
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// SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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// const Circle c = player->getCollider();
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// DrawCircle(renderer, c.x, c.y, c.r);
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#endif
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}
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}
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}
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// Comprueba si hay cambio de fase y actualiza las variables
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void Game::updateStage()
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{
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if (current_power_ >= balloon_formations_->getStage(current_stage_).power_to_complete)
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{
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// Cambio de fase
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current_stage_++;
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current_power_ = 0;
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last_stage_reached_ = current_stage_;
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if (current_stage_ == 10)
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{ // Ha llegado al final el juego
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game_completed_ = true; // Marca el juego como completado
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current_stage_ = 9; // Deja el valor dentro de los limites
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destroyAllBalloons(); // Destruye a todos los enemigos
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current_power_ = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos lo globos
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menace_current_ = 255; // Sube el nivel de amenaza para que no cree mas globos
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for (auto &player : players_)
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{ // Añade un millon de puntos a los jugadores que queden vivos
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if (player->isPlaying())
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{
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player->addScore(1000000);
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}
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}
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updateHiScore();
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JA_StopMusic();
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}
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JA_PlaySound(Resource::get()->getSound("stage_change.wav"));
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stage_bitmap_counter_ = 0;
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balloon_speed_ = default_balloon_speed_;
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setBalloonSpeed(balloon_speed_);
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screen_->flash(flash_color, 5);
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screen_->shake();
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}
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// Incrementa el contador del bitmap que aparece mostrando el cambio de fase
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if (stage_bitmap_counter_ < STAGE_COUNTER_)
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{
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stage_bitmap_counter_++;
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}
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// Si el juego se ha completado, el bitmap se detiene en el centro de la pantalla
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if (game_completed_)
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{
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if (stage_bitmap_counter_ > 100)
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{
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stage_bitmap_counter_ = 100;
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}
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}
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}
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// Actualiza el estado de fin de la partida
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void Game::updateGameOver()
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{
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// Si todos estan en estado de Game Over
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if (allPlayersAreGameOver())
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{
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if (game_over_counter_ > 0)
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{
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game_over_counter_--;
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if ((game_over_counter_ == 250) || (game_over_counter_ == 200) || (game_over_counter_ == 180) || (game_over_counter_ == 120) || (game_over_counter_ == 60))
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{
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// Hace sonar aleatoriamente uno de los 4 sonidos de burbujas
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const auto index = rand() % 4;
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JA_Sound_t *sound[4] = {
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Resource::get()->getSound("bubble1.wav"),
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Resource::get()->getSound("bubble2.wav"),
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Resource::get()->getSound("bubble3.wav"),
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Resource::get()->getSound("bubble4.wav")};
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JA_PlaySound(sound[index], 0);
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}
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if (game_over_counter_ == 150)
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{
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fade_->activate();
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}
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}
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if (fade_->hasEnded())
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{
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section::name = section::Name::HI_SCORE_TABLE;
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}
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}
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}
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// Actualiza los globos
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void Game::updateBalloons()
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{
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for (auto balloon : balloons_)
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{
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balloon->update();
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}
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}
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// Pinta en pantalla todos los globos activos
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void Game::renderBalloons()
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{
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for (auto &balloon : balloons_)
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{
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balloon->render();
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}
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}
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// Crea un globo nuevo en el vector de globos
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std::shared_ptr<Balloon> Game::createBalloon(float x, int y, BalloonType type, BalloonSize size, float velx, float speed, int creation_timer)
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{
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const int index = static_cast<int>(size);
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balloons_.emplace_back(std::make_shared<Balloon>(x, y, type, size, velx, speed, creation_timer, balloon_textures_.at(index), balloon_animations_.at(index)));
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return balloons_.back();
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}
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// Crea un globo a partir de otro globo
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void Game::createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction)
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{
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const float vx = direction == "LEFT" ? BALLOON_VELX_NEGATIVE : BALLOON_VELX_POSITIVE;
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const auto lower_size = static_cast<BalloonSize>(static_cast<int>(balloon->getSize()) - 1);
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auto b = createBalloon(0, balloon->getPosY(), balloon->getType(), lower_size, vx, balloon_speed_, 0);
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b->alignTo(balloon->getPosX() + (balloon->getWidth() / 2));
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b->setVelY(b->getType() == BalloonType::BALLOON ? -2.50f : vx * 2.0f);
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if (balloon->isStopped())
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b->stop();
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if (balloon->isUsingReversedColor())
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b->useReverseColor();
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}
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// Crea una PowerBall
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void Game::createPowerBall()
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{
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constexpr auto values = 6;
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constexpr auto pos_y = -BLOCK;
|
|
constexpr int creation_time = 300;
|
|
|
|
const auto left = param.game.play_area.rect.x;
|
|
const auto center = param.game.play_area.center_x - (BALLOON_SIZE[3] / 2);
|
|
const auto right = param.game.play_area.rect.w - BALLOON_SIZE[3];
|
|
|
|
const auto luck = rand() % values;
|
|
const int x[values] = {left, left, center, center, right, right};
|
|
const float vx[values] = {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>(x[luck], pos_y, BalloonType::POWERBALL, BalloonSize::SIZE4, vx[luck], balloon_speed_, creation_time, balloon_textures_[4], balloon_animations_[4]));
|
|
|
|
power_ball_enabled_ = true;
|
|
power_ball_counter_ = POWERBALL_COUNTER;
|
|
}
|
|
|
|
// Establece la velocidad de los globos
|
|
void Game::setBalloonSpeed(float speed)
|
|
{
|
|
for (auto &balloon : balloons_)
|
|
{
|
|
if (balloon->isEnabled())
|
|
{
|
|
balloon->setSpeed(speed);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
|
|
void Game::updateBalloonSpeed()
|
|
{
|
|
const float percent = static_cast<float>(current_power_) / balloon_formations_->getStage(current_stage_).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_speed_ == BALLOON_SPEED[i] && percent > thresholds[i])
|
|
{
|
|
balloon_speed_ = BALLOON_SPEED[i + 1];
|
|
setBalloonSpeed(balloon_speed_);
|
|
break; // Salir del bucle una vez actualizada la velocidad y aplicada
|
|
}
|
|
}
|
|
}
|
|
|
|
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
|
|
void Game::popBalloon(std::shared_ptr<Balloon> balloon)
|
|
{
|
|
increaseStageCurrentPower(1);
|
|
balloons_popped_++;
|
|
|
|
if (balloon->getType() == BalloonType::POWERBALL)
|
|
{
|
|
destroyAllBalloons();
|
|
power_ball_enabled_ = false;
|
|
balloon_deploy_counter_ = 20;
|
|
}
|
|
else
|
|
{
|
|
if (balloon->getSize() != BalloonSize::SIZE1)
|
|
{
|
|
createChildBalloon(balloon, "LEFT");
|
|
createChildBalloon(balloon, "RIGHT");
|
|
}
|
|
|
|
// Agrega la explosión y elimina el globo
|
|
explosions_->add(balloon->getPosX(), balloon->getPosY(), static_cast<int>(balloon->getSize()));
|
|
balloon->pop();
|
|
}
|
|
|
|
// Recalcula el nivel de amenaza
|
|
evaluateAndSetMenace();
|
|
}
|
|
|
|
// Explosiona un globo. Lo destruye = no crea otros globos
|
|
void Game::destroyBalloon(std::shared_ptr<Balloon> &balloon)
|
|
{
|
|
int score = 0;
|
|
|
|
// Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos
|
|
switch (balloon->getSize())
|
|
{
|
|
case BalloonSize::SIZE4:
|
|
score = BALLOON_SCORE[3] + (2 * BALLOON_SCORE[2]) + (4 * BALLOON_SCORE[1]) + (8 * BALLOON_SCORE[0]);
|
|
break;
|
|
case BalloonSize::SIZE3:
|
|
score = BALLOON_SCORE[2] + (2 * BALLOON_SCORE[1]) + (4 * BALLOON_SCORE[0]);
|
|
break;
|
|
case BalloonSize::SIZE2:
|
|
score = BALLOON_SCORE[1] + (2 * BALLOON_SCORE[0]);
|
|
break;
|
|
case BalloonSize::SIZE1:
|
|
score = BALLOON_SCORE[0];
|
|
break;
|
|
default:
|
|
score = 0;
|
|
break;
|
|
}
|
|
|
|
// Otorga los puntos correspondientes al globo
|
|
for (auto &player : players_)
|
|
player->addScore(score * player->getScoreMultiplier() * difficulty_score_multiplier_);
|
|
updateHiScore();
|
|
|
|
// Aumenta el poder de la fase
|
|
const auto power = balloon->getPower();
|
|
increaseStageCurrentPower(power);
|
|
balloons_popped_ += power;
|
|
|
|
// Destruye el globo
|
|
explosions_->add(balloon->getPosX(), balloon->getPosY(), static_cast<int>(balloon->getSize()));
|
|
balloon->pop();
|
|
}
|
|
|
|
// Destruye todos los globos
|
|
void Game::destroyAllBalloons()
|
|
{
|
|
for (auto &balloon : balloons_)
|
|
if (balloon->canBeDestroyed())
|
|
destroyBalloon(balloon);
|
|
|
|
balloon_deploy_counter_ = 300;
|
|
JA_PlaySound(Resource::get()->getSound("powerball.wav"));
|
|
screen_->flash(flash_color, 5);
|
|
screen_->shake();
|
|
}
|
|
|
|
// Detiene todos los globos
|
|
void Game::stopAllBalloons()
|
|
{
|
|
for (auto &balloon : balloons_)
|
|
balloon->stop();
|
|
}
|
|
|
|
// Pone en marcha todos los globos
|
|
void Game::startAllBalloons()
|
|
{
|
|
for (auto &balloon : balloons_)
|
|
if (!balloon->isBeingCreated())
|
|
balloon->start();
|
|
}
|
|
|
|
// Cambia el color de todos los globos
|
|
void Game::reverseColorsToAllBalloons()
|
|
{
|
|
for (auto &balloon : balloons_)
|
|
balloon->useReverseColor();
|
|
}
|
|
|
|
// Cambia el color de todos los globos
|
|
void Game::normalColorsToAllBalloons()
|
|
{
|
|
for (auto &balloon : balloons_)
|
|
balloon->useNormalColor();
|
|
}
|
|
|
|
// Vacia del vector de globos los globos que ya no sirven
|
|
void Game::freeBalloons()
|
|
{
|
|
auto it = std::remove_if(balloons_.begin(), balloons_.end(),
|
|
[](const auto &balloon)
|
|
{ return !balloon->isEnabled(); });
|
|
balloons_.erase(it, balloons_.end());
|
|
}
|
|
|
|
// Comprueba la colisión entre el jugador y los globos activos
|
|
bool Game::checkPlayerBalloonCollision(std::shared_ptr<Player> &player)
|
|
{
|
|
for (auto &balloon : balloons_)
|
|
if ((balloon->isEnabled()) && !(balloon->isStopped()) && !(balloon->isInvulnerable()))
|
|
if (checkCollision(player->getCollider(), balloon->getCollider()))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// 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);
|
|
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (game_text_textures_[0]->getWidth() / 2), player->getPosY(), game_text_textures_[0]);
|
|
break;
|
|
}
|
|
case ItemType::GAVINA:
|
|
{
|
|
player->addScore(2500);
|
|
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (game_text_textures_[1]->getWidth() / 2), player->getPosY(), game_text_textures_[1]);
|
|
break;
|
|
}
|
|
case ItemType::PACMAR:
|
|
{
|
|
player->addScore(5000);
|
|
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (game_text_textures_[2]->getWidth() / 2), player->getPosY(), game_text_textures_[2]);
|
|
break;
|
|
}
|
|
case ItemType::CLOCK:
|
|
{
|
|
enableTimeStopItem();
|
|
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (game_text_textures_[5]->getWidth() / 2), player->getPosY(), game_text_textures_[5]);
|
|
break;
|
|
}
|
|
case ItemType::COFFEE:
|
|
{
|
|
if (player->getCoffees() == 2)
|
|
{
|
|
player->addScore(5000);
|
|
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (game_text_textures_[2]->getWidth() / 2), player->getPosY(), game_text_textures_[2]);
|
|
}
|
|
else
|
|
{
|
|
player->giveExtraHit();
|
|
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (game_text_textures_[4]->getWidth() / 2), player->getPosY(), game_text_textures_[4]);
|
|
}
|
|
break;
|
|
}
|
|
case ItemType::COFFEE_MACHINE:
|
|
{
|
|
player->setPowerUp();
|
|
coffee_machine_enabled_ = false;
|
|
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (game_text_textures_[3]->getWidth() / 2), player->getPosY(), game_text_textures_[3]);
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
updateHiScore();
|
|
JA_PlaySound(Resource::get()->getSound("itempickup.wav"));
|
|
item->disable();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Comprueba y procesa la colisión entre las balas y los globos
|
|
void Game::checkBulletBalloonCollision()
|
|
{
|
|
for (auto &bullet : bullets_)
|
|
{
|
|
for (auto &balloon : balloons_)
|
|
{
|
|
if (balloon->isEnabled() && (!balloon->isInvulnerable()) && bullet->isEnabled())
|
|
{
|
|
if (checkCollision(balloon->getCollider(), bullet->getCollider()))
|
|
{
|
|
// Otorga los puntos correspondientes al globo al jugador que disparó la bala
|
|
auto player = getPlayer(bullet->getOwner());
|
|
if (!player)
|
|
{
|
|
return;
|
|
}
|
|
player->addScore(balloon->getScore() * player->getScoreMultiplier() * difficulty_score_multiplier_);
|
|
player->incScoreMultiplier();
|
|
updateHiScore();
|
|
|
|
// Suelta el item si se da el caso
|
|
const auto droppeditem = dropItem();
|
|
if (droppeditem != ItemType::NONE && !demo_.recording)
|
|
{
|
|
if (droppeditem != ItemType::COFFEE_MACHINE)
|
|
{
|
|
createItem(droppeditem, balloon->getPosX(), balloon->getPosY());
|
|
JA_PlaySound(Resource::get()->getSound("itemdrop.wav"));
|
|
}
|
|
else
|
|
{
|
|
createItem(droppeditem, player->getPosX(), 0);
|
|
coffee_machine_enabled_ = true;
|
|
}
|
|
}
|
|
|
|
// Explota el globo
|
|
popBalloon(balloon);
|
|
|
|
// Sonido de explosión
|
|
JA_PlaySound(Resource::get()->getSound("balloon.wav"));
|
|
|
|
// Deshabilita la bala
|
|
bullet->disable();
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mueve las balas activas
|
|
void Game::moveBullets()
|
|
{
|
|
for (auto &bullet : bullets_)
|
|
if (bullet->move() == 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, bullet_texture_));
|
|
}
|
|
|
|
// 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())
|
|
{
|
|
JA_PlaySound(Resource::get()->getSound("title.wav"));
|
|
screen_->shake();
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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]));
|
|
}
|
|
|
|
// 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 SpriteSmart para mostrar la puntuación al coger un objeto
|
|
void Game::createItemScoreSprite(int x, int y, std::shared_ptr<Texture> texture)
|
|
{
|
|
smart_sprites_.emplace_back(std::make_unique<SmartSprite>(texture));
|
|
|
|
const auto w = texture->getWidth();
|
|
const auto h = texture->getHeight();
|
|
|
|
// Ajusta para que no se dibuje fuera de pantalla
|
|
x = std::clamp(x, 0, param.game.play_area.rect.w - w);
|
|
|
|
// Inicializa
|
|
smart_sprites_.back()->setPos({0, 0, w, h});
|
|
smart_sprites_.back()->setSpriteClip({0, 0, w, h});
|
|
smart_sprites_.back()->setPosX(x);
|
|
smart_sprites_.back()->setPosY(param.game.play_area.rect.h - h);
|
|
smart_sprites_.back()->setDestX(x);
|
|
smart_sprites_.back()->setDestY(y - 35);
|
|
smart_sprites_.back()->setVelY(-0.5f);
|
|
smart_sprites_.back()->setAccelY(-0.1f);
|
|
smart_sprites_.back()->setEnabled(true);
|
|
smart_sprites_.back()->setFinishedCounter(100);
|
|
}
|
|
|
|
// Vacia el vector de smartsprites
|
|
void Game::freeSpriteSmarts()
|
|
{
|
|
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);
|
|
}
|
|
|
|
// 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()->enableRotate();
|
|
smart_sprites_.back()->setRotateSpeed(10);
|
|
smart_sprites_.back()->setRotateAmount(90.0);
|
|
}
|
|
|
|
// Actualiza los SpriteSmarts
|
|
void Game::updateSpriteSmarts()
|
|
{
|
|
for (auto &ss : smart_sprites_)
|
|
ss->update();
|
|
}
|
|
|
|
// Pinta los SpriteSmarts activos
|
|
void Game::renderSpriteSmarts()
|
|
{
|
|
for (auto &ss : smart_sprites_)
|
|
ss->render();
|
|
}
|
|
|
|
// Acciones a realizar cuando el jugador muere
|
|
void Game::killPlayer(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));
|
|
JA_PlaySound(Resource::get()->getSound("coffeeout.wav"));
|
|
screen_->shake();
|
|
}
|
|
else
|
|
{
|
|
// Si no tiene cafes, muere
|
|
pauseMusic();
|
|
stopAllBalloons();
|
|
JA_PlaySound(Resource::get()->getSound("player_collision.wav"));
|
|
screen_->shake();
|
|
JA_PlaySound(Resource::get()->getSound("coffeeout.wav"));
|
|
player->setStatusPlaying(PlayerStatus::DYING);
|
|
allPlayersAreNotPlaying() ? stopMusic() : resumeMusic();
|
|
}
|
|
}
|
|
|
|
// Calcula y establece el valor de amenaza en funcion de los globos activos
|
|
void Game::evaluateAndSetMenace()
|
|
{
|
|
menace_current_ = std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon)
|
|
{ return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); });
|
|
}
|
|
|
|
// 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)
|
|
JA_PlaySound(Resource::get()->getSound("clock.wav"));
|
|
}
|
|
else
|
|
{
|
|
if (time_stopped_counter_ % 15 == 0)
|
|
JA_PlaySound(Resource::get()->getSound("clock.wav"));
|
|
if (time_stopped_counter_ % 30 == 0)
|
|
normalColorsToAllBalloons();
|
|
if (time_stopped_counter_ % 30 == 15)
|
|
reverseColorsToAllBalloons();
|
|
}
|
|
}
|
|
else
|
|
disableTimeStopItem();
|
|
}
|
|
|
|
// Actualiza la variable enemyDeployCounter
|
|
void Game::updateBalloonDeployCounter()
|
|
{
|
|
if (balloon_deploy_counter_ > 0)
|
|
--balloon_deploy_counter_;
|
|
}
|
|
|
|
// Actualiza el juego
|
|
void Game::update()
|
|
{
|
|
constexpr int TICKS_SPEED = 15;
|
|
|
|
if (SDL_GetTicks() - ticks_ > TICKS_SPEED)
|
|
{
|
|
// Actualiza el contador de ticks
|
|
ticks_ = SDL_GetTicks();
|
|
|
|
// Actualiza el contador de juego
|
|
counter_++;
|
|
|
|
if (demo_.enabled)
|
|
{
|
|
// 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_->setType(FadeType::RANDOM_SQUARE);
|
|
fade_->activate();
|
|
}
|
|
|
|
// Si ha terminado el fundido, cambia de sección
|
|
if (fade_->hasEnded())
|
|
{
|
|
section::name = section::Name::HI_SCORE_TABLE;
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef RECORDING
|
|
// 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
|
|
#ifdef DEBUG
|
|
if (auto_pop_balloons_ && !game_completed_)
|
|
{
|
|
balloons_popped_++;
|
|
increaseStageCurrentPower(1);
|
|
}
|
|
#endif
|
|
if (!paused_)
|
|
{
|
|
// Actualiza el objeto fade
|
|
fade_->update();
|
|
|
|
// Actualiza las variables del jugador
|
|
updatePlayers();
|
|
|
|
// Actualiza el marcador
|
|
checkPlayersStatusPlaying();
|
|
updateScoreboard();
|
|
|
|
// Actualiza el fondo
|
|
updateBackground();
|
|
|
|
// Mueve los globos
|
|
updateBalloons();
|
|
|
|
// Actualiza el objeto encargado de las explosiones
|
|
explosions_->update();
|
|
|
|
// Mueve las balas
|
|
moveBullets();
|
|
|
|
// Actualiza los items
|
|
updateItems();
|
|
|
|
// Comprueba si hay cambio de fase y actualiza las variables
|
|
updateStage();
|
|
|
|
// Actualiza el estado de muerte
|
|
updateGameOver();
|
|
|
|
// Actualiza los SpriteSmarts
|
|
updateSpriteSmarts();
|
|
|
|
// Actualiza los contadores de estado y efectos
|
|
updateTimeStopped();
|
|
updateBalloonDeployCounter();
|
|
|
|
// Actualiza el ayudante
|
|
updateHelper();
|
|
|
|
// Comprueba las colisiones entre globos y balas
|
|
checkBulletBalloonCollision();
|
|
|
|
// Comprueba el nivel de amenaza para ver si se han de crear nuevos enemigos
|
|
updateMenace();
|
|
|
|
// Actualiza la velocidad de los enemigos
|
|
if (difficulty_ == GameDifficulty::NORMAL)
|
|
{
|
|
updateBalloonSpeed();
|
|
}
|
|
|
|
// Actualiza el tramo final de juego, una vez completado
|
|
updateGameCompleted();
|
|
|
|
// Vacia los vectores
|
|
freeBullets();
|
|
freeBalloons();
|
|
freeItems();
|
|
freeSpriteSmarts();
|
|
}
|
|
|
|
// Comprueba si la música ha de estar sonando
|
|
checkMusicStatus();
|
|
|
|
// Actualiza el objeto screen
|
|
screen_->update();
|
|
|
|
// Dibuja los graficos de la zona de juego en la textura
|
|
fillCanvas();
|
|
}
|
|
}
|
|
|
|
// Actualiza el fondo
|
|
void Game::updateBackground()
|
|
{
|
|
// Si el juego está completado, se reduce la velocidad de las nubes
|
|
if (game_completed_)
|
|
balloons_popped_ = (balloons_popped_ > 400) ? (balloons_popped_ - 25) : 200;
|
|
|
|
// Calcula la velocidad en función de los globos explotados y el total de globos a explotar para acabar el juego
|
|
constexpr auto clouds_initial_speed = 0.05f;
|
|
constexpr auto clouds_final_speed = 2.00f - clouds_initial_speed;
|
|
const float cloudsSpeed = (-clouds_initial_speed) + (-clouds_final_speed * ((float)balloons_popped_ / (float)total_power_to_complete_game_));
|
|
background_->setCloudsSpeed(cloudsSpeed);
|
|
|
|
// Calcula la transición de los diferentes fondos
|
|
const float gradient_number = std::min(((float)balloons_popped_ / 1250.0f), 3.0f);
|
|
const float percent = gradient_number - (int)gradient_number;
|
|
background_->setGradientNumber((int)gradient_number);
|
|
background_->setTransition(percent);
|
|
|
|
// 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();
|
|
renderItems();
|
|
renderSpriteSmarts();
|
|
explosions_->render();
|
|
renderBalloons();
|
|
renderBullets();
|
|
renderMessages();
|
|
renderPlayers();
|
|
|
|
// 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_RenderCopy(renderer_, canvas_, nullptr, ¶m.game.play_area.rect);
|
|
|
|
// Dibuja el marcador
|
|
scoreboard_->render();
|
|
|
|
// Dibuja el fade
|
|
fade_->render();
|
|
|
|
// Vuelca el contenido del renderizador en pantalla
|
|
screen_->blit();
|
|
}
|
|
|
|
// Gestiona el nivel de amenaza
|
|
void Game::updateMenace()
|
|
{
|
|
if (game_completed_)
|
|
return;
|
|
|
|
const auto stage = balloon_formations_->getStage(current_stage_);
|
|
const float percent = current_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
|
|
deployBalloonFormation();
|
|
|
|
// Recalcula el nivel de amenaza con el nuevo globo
|
|
evaluateAndSetMenace();
|
|
}
|
|
}
|
|
|
|
// Pinta diferentes mensajes en la pantalla
|
|
void Game::renderMessages()
|
|
{
|
|
// GetReady
|
|
if (counter_ < STAGE_COUNTER_ && !demo_.enabled)
|
|
text_nokia2_big_->write((int)get_ready_bitmap_path_[counter_], param.game.play_area.center_y - 8, lang::getText(75), -2);
|
|
|
|
// STAGE NUMBER
|
|
if (stage_bitmap_counter_ < STAGE_COUNTER_)
|
|
{
|
|
const auto stage_number = balloon_formations_->getStage(current_stage_).number;
|
|
std::string text;
|
|
|
|
if (stage_number == 10)
|
|
{
|
|
// Ultima fase
|
|
text = lang::getText(79);
|
|
}
|
|
else
|
|
{
|
|
// X fases restantes
|
|
text = std::to_string(11 - stage_number) + lang::getText(38);
|
|
}
|
|
|
|
if (!game_completed_)
|
|
{
|
|
// Escribe el número de fases restantes
|
|
text_nokia2_big_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2, no_color, 2, shdw_txt_color);
|
|
}
|
|
else
|
|
{
|
|
// Escribe el texto de juego completado
|
|
text = lang::getText(50);
|
|
text_nokia2_big_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2, no_color, 1, shdw_txt_color);
|
|
text_nokia2_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_] + text_nokia2_big_->getCharacterSize() + 2, lang::getText(76), -1, no_color, 1, shdw_txt_color);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Habilita el efecto del item de detener el tiempo
|
|
void Game::enableTimeStopItem()
|
|
{
|
|
stopAllBalloons();
|
|
reverseColorsToAllBalloons();
|
|
time_stopped_counter_ = TIME_STOPPED_COUNTER_;
|
|
}
|
|
|
|
// Deshabilita el efecto del item de detener el tiempo
|
|
void Game::disableTimeStopItem()
|
|
{
|
|
time_stopped_counter_ = 0;
|
|
startAllBalloons();
|
|
normalColorsToAllBalloons();
|
|
}
|
|
|
|
// Comprueba si la música ha de estar sonando
|
|
void Game::checkMusicStatus()
|
|
{
|
|
// Si la música no está sonando
|
|
if (JA_GetMusicState() == JA_MUSIC_INVALID || JA_GetMusicState() == JA_MUSIC_STOPPED)
|
|
// Si se ha completado el juego o los jugadores han terminado, detiene la música
|
|
game_completed_ || allPlayersAreGameOver() ? JA_StopMusic() : JA_PlayMusic(Resource::get()->getMusic("playing.ogg"));
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
|
|
// Vuelve a dejar el sonido como estaba
|
|
(demo_.enabled) ? JA_EnableSound(options.audio.sound.enabled) : JA_StopMusic();
|
|
}
|
|
|
|
// Indica si se puede crear una powerball
|
|
bool Game::canPowerBallBeCreated()
|
|
{
|
|
return (!power_ball_enabled_) && (calculateScreenPower() > POWERBALL_SCREENPOWER_MINIMUM) && (power_ball_counter_ == 0);
|
|
}
|
|
|
|
// Calcula el poder actual de los globos en pantalla
|
|
int Game::calculateScreenPower()
|
|
{
|
|
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon)
|
|
{ return sum + (balloon->isEnabled() ? balloon->getPower() : 0); });
|
|
}
|
|
|
|
// Inicializa las variables que contienen puntos de ruta para mover objetos
|
|
void Game::initPaths()
|
|
{
|
|
// Vector con los valores del seno para 360 grados
|
|
float sin[360];
|
|
for (int i = 0; i < 360; ++i)
|
|
sin[i] = SDL_sinf((float)i * 3.14f / 180.0f);
|
|
|
|
// Letrero de STAGE #
|
|
constexpr auto first_part = STAGE_COUNTER_ / 4; // 50
|
|
constexpr auto second_part = first_part * 3; // 150
|
|
const auto center_point = param.game.play_area.center_y - (BLOCK * 2);
|
|
const auto distance = (param.game.play_area.rect.h) - (param.game.play_area.center_y - 16);
|
|
|
|
for (int i = 0; i < first_part; ++i)
|
|
{
|
|
int index = static_cast<int>((i * 1.8f) + 90) % 360;
|
|
stage_bitmap_path_[i] = sin[index] * distance + center_point;
|
|
}
|
|
|
|
for (int i = first_part; i < second_part; ++i)
|
|
stage_bitmap_path_[i] = center_point;
|
|
|
|
for (int i = second_part; i < STAGE_COUNTER_; ++i)
|
|
{
|
|
int index = static_cast<int>(((i - 149) * 1.8f) + 90) % 360;
|
|
stage_bitmap_path_[i] = sin[index] * (center_point + 17) - 17;
|
|
}
|
|
|
|
// Letrero de GetReady
|
|
const auto size = text_nokia2_big_->lenght(lang::getText(75), -2);
|
|
|
|
const float start1 = param.game.play_area.rect.x - size;
|
|
const float finish1 = param.game.play_area.center_x - (size / 2);
|
|
const float finish2 = param.game.play_area.rect.w;
|
|
|
|
const float distance1 = finish1 - start1;
|
|
const float distance2 = finish2 - finish1;
|
|
|
|
for (int i = 0; i < first_part; ++i)
|
|
{
|
|
get_ready_bitmap_path_[i] = sin[(int)(i * 1.8f)];
|
|
get_ready_bitmap_path_[i] *= distance1;
|
|
get_ready_bitmap_path_[i] -= size;
|
|
}
|
|
|
|
for (int i = first_part; i < second_part; ++i)
|
|
get_ready_bitmap_path_[i] = (int)finish1;
|
|
|
|
for (int i = second_part; i < STAGE_COUNTER_; ++i)
|
|
{
|
|
get_ready_bitmap_path_[i] = sin[(int)((i - second_part) * 1.8f)];
|
|
get_ready_bitmap_path_[i] *= distance2;
|
|
get_ready_bitmap_path_[i] += finish1;
|
|
}
|
|
}
|
|
|
|
// Actualiza el tramo final de juego, una vez completado
|
|
void Game::updateGameCompleted()
|
|
{
|
|
if (game_completed_)
|
|
game_completed_counter_++;
|
|
|
|
if (game_completed_counter_ == GAME_COMPLETED_END_)
|
|
{
|
|
section::name = section::Name::TITLE;
|
|
section::options = section::Options::TITLE_1;
|
|
}
|
|
}
|
|
|
|
// 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))
|
|
{
|
|
// Evento de salida de la aplicación
|
|
if (event.type == SDL_QUIT)
|
|
{
|
|
section::name = section::Name::QUIT;
|
|
section::options = section::Options::QUIT_FROM_EVENT;
|
|
break;
|
|
}
|
|
|
|
else if (event.type == SDL_WINDOWEVENT)
|
|
{
|
|
switch (event.window.event)
|
|
{
|
|
case SDL_WINDOWEVENT_FOCUS_LOST:
|
|
{
|
|
pause(!demo_.enabled);
|
|
break;
|
|
}
|
|
|
|
case SDL_WINDOWEVENT_FOCUS_GAINED:
|
|
{
|
|
pause(false);
|
|
break;
|
|
}
|
|
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
|
{
|
|
reloadTextures();
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
else if (event.type == SDL_KEYDOWN)
|
|
{
|
|
switch (event.key.keysym.sym)
|
|
{
|
|
case SDLK_1: // Crea una powerball
|
|
{
|
|
createPowerBall();
|
|
break;
|
|
}
|
|
case SDLK_2: // Crea dos globos gordos
|
|
{
|
|
createTwoBigBalloons();
|
|
}
|
|
break;
|
|
case SDLK_3: // Activa el modo para pasar el juego automaticamente
|
|
{
|
|
auto_pop_balloons_ = !auto_pop_balloons_;
|
|
Notifier::get()->showText("auto_pop_balloons_ " + boolToString(auto_pop_balloons_));
|
|
break;
|
|
}
|
|
case SDLK_4: // Suelta un item
|
|
{
|
|
createItem(ItemType::CLOCK, players_.at(0)->getPosX(), players_.at(0)->getPosY() - 40);
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Recarga las texturas
|
|
void Game::reloadTextures()
|
|
{
|
|
for (auto &texture : item_textures_)
|
|
texture->reLoad();
|
|
|
|
for (auto &texture : balloon_textures_)
|
|
texture->reLoad();
|
|
|
|
for (auto &textures : player_textures_)
|
|
for (auto &texture : textures)
|
|
texture->reLoad();
|
|
|
|
for (auto &texture : game_text_textures_)
|
|
texture->reLoad();
|
|
|
|
bullet_texture_->reLoad();
|
|
background_->reloadTextures();
|
|
}
|
|
|
|
// 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(balloon_formations_->getStage(current_stage_).number);
|
|
scoreboard_->setPower((float)current_power_ / (float)balloon_formations_->getStage(current_stage_).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_);
|
|
}
|
|
|
|
// Añade una puntuación a la tabla de records
|
|
void Game::addScoreToScoreBoard(const std::string &name, int score)
|
|
{
|
|
const auto entry = HiScoreEntry(trim(name), score);
|
|
auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
|
|
manager->add(entry);
|
|
manager->saveToFile(asset_->get("score.bin"));
|
|
}
|
|
|
|
// 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]->setStatusPlaying(PlayerStatus::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->setStatusPlaying(PlayerStatus::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.controller.begin(), options.controller.end(),
|
|
[player_id](const auto &controller)
|
|
{
|
|
return controller.player_id == player_id;
|
|
});
|
|
|
|
if (it != options.controller.end())
|
|
{
|
|
return std::distance(options.controller.begin(), it);
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// Gestiona la entrada durante el juego
|
|
void Game::checkInput()
|
|
{
|
|
checkPauseInput(); // Verifica si se debe pausar el juego.
|
|
|
|
if (demo_.enabled)
|
|
{
|
|
handleDemoMode(); // Controla el comportamiento de los jugadores en modo demo.
|
|
}
|
|
else
|
|
{
|
|
handlePlayersInput(); // Gestiona el input normal de los jugadores.
|
|
}
|
|
|
|
screen_->checkInput(); // Verifica el input en la pantalla del juego.
|
|
globalInputs::check(); // Verifica los inputs globales.
|
|
}
|
|
|
|
// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
|
|
void Game::checkPauseInput()
|
|
{
|
|
for (int i = 0; i < input_->getNumControllers(); ++i)
|
|
{
|
|
if (input_->checkModInput(InputType::SERVICE, InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
|
|
{
|
|
pause(!paused_); // Alterna entre pausado y no pausado.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gestiona las entradas de los jugadores en el modo demo, incluyendo movimientos y disparos automáticos.
|
|
void Game::handleDemoMode()
|
|
{
|
|
int i = 0;
|
|
for (const auto &player : players_)
|
|
{
|
|
if (player->isPlaying())
|
|
{
|
|
handleDemoPlayerInput(player, i); // Maneja el input específico del jugador en modo demo.
|
|
}
|
|
if (input_->checkAnyButtonPressed())
|
|
{
|
|
section::name = section::Name::TITLE; // Salir del modo demo y regresar al menú principal.
|
|
return;
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
// Procesa las entradas para un jugador específico durante el modo demo.
|
|
void Game::handleDemoPlayerInput(const std::shared_ptr<Player> &player, int index)
|
|
{
|
|
const auto &demoData = demo_.data[index][demo_.counter];
|
|
|
|
if (demoData.left == 1)
|
|
player->setInput(InputType::LEFT);
|
|
else if (demoData.right == 1)
|
|
player->setInput(InputType::RIGHT);
|
|
else if (demoData.no_input == 1)
|
|
player->setInput(InputType::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 bulletType)
|
|
{
|
|
if (player->canFire())
|
|
{
|
|
player->setInput(bulletType == BulletType::UP ? InputType::FIRE_CENTER : bulletType == BulletType::LEFT ? InputType::FIRE_LEFT
|
|
: InputType::FIRE_RIGHT);
|
|
createBullet(player->getPosX() + (player->getWidth() / 2) - 6, player->getPosY() + (player->getHeight() / 2), bulletType, player->isPowerUp(), player->getId());
|
|
JA_PlaySound(Resource::get()->getSound("bullet.wav"));
|
|
player->setFireCooldown(10); // Establece un tiempo de espera para el próximo disparo.
|
|
}
|
|
}
|
|
|
|
// 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())
|
|
{
|
|
handleNormalPlayerInput(player); // Maneja el input de los jugadores en modo normal.
|
|
}
|
|
else if (player->isContinue() || player->isWaiting())
|
|
{
|
|
handlePlayerContinue(player); // Gestiona la continuación del jugador.
|
|
}
|
|
else if (player->isEnteringName())
|
|
{
|
|
handleNameInput(player); // Gestiona la introducción del nombre del jugador.
|
|
}
|
|
}
|
|
}
|
|
|
|
// Maneja las entradas de movimiento y disparo para un jugador en modo normal.
|
|
void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player)
|
|
{
|
|
const auto controllerIndex = player->getController();
|
|
const bool autofire = player->isPowerUp() || options.game.autofire;
|
|
|
|
if (input_->checkInput(InputType::LEFT, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
player->setInput(InputType::LEFT);
|
|
#ifdef RECORDING
|
|
demo_.keys.left = 1;
|
|
#endif
|
|
}
|
|
else if (input_->checkInput(InputType::RIGHT, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
player->setInput(InputType::RIGHT);
|
|
#ifdef RECORDING
|
|
demo_.keys.right = 1;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
player->setInput(InputType::NONE);
|
|
#ifdef RECORDING
|
|
demo_.keys.no_input = 1;
|
|
#endif
|
|
}
|
|
|
|
handleFireInputs(player, autofire, controllerIndex); // 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(InputType::FIRE_CENTER, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
handleFireInput(player, BulletType::UP);
|
|
#ifdef RECORDING
|
|
demo_.keys.fire = 1;
|
|
#endif
|
|
}
|
|
else if (input_->checkInput(InputType::FIRE_LEFT, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
handleFireInput(player, BulletType::LEFT);
|
|
#ifdef RECORDING
|
|
demo_.keys.fire_left = 1;
|
|
#endif
|
|
}
|
|
else if (input_->checkInput(InputType::FIRE_RIGHT, autofire, options.controller[controllerIndex].device_type, options.controller[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(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
player->setStatusPlaying(PlayerStatus::PLAYING);
|
|
}
|
|
|
|
// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
|
|
if (input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index) ||
|
|
input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index) ||
|
|
input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
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(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index) ||
|
|
input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index) ||
|
|
input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
if (player->getRecordNamePos() == 7)
|
|
{
|
|
player->setInput(InputType::START);
|
|
addScoreToScoreBoard(player->getRecordName(), player->getScore());
|
|
player->setStatusPlaying(PlayerStatus::CONTINUE);
|
|
}
|
|
else
|
|
{
|
|
player->setInput(InputType::RIGHT);
|
|
}
|
|
}
|
|
else if (input_->checkInput(InputType::UP, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
player->setInput(InputType::UP);
|
|
}
|
|
else if (input_->checkInput(InputType::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
player->setInput(InputType::DOWN);
|
|
}
|
|
else if (input_->checkInput(InputType::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
player->setInput(InputType::LEFT);
|
|
}
|
|
else if (input_->checkInput(InputType::RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
player->setInput(InputType::RIGHT);
|
|
}
|
|
else if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
|
|
{
|
|
player->setInput(InputType::START);
|
|
addScoreToScoreBoard(player->getRecordName(), player->getScore());
|
|
player->setStatusPlaying(PlayerStatus::CONTINUE);
|
|
}
|
|
}
|
|
|
|
// Inicializa las variables para el modo DEMO
|
|
void Game::initDemo(int player_id)
|
|
{
|
|
if (demo_.enabled)
|
|
{
|
|
// 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 demos = 3;
|
|
const auto demo = rand() % demos;
|
|
const int stages[demos] = {0, 3, 5};
|
|
current_stage_ = stages[demo];
|
|
}
|
|
|
|
// Actualiza el numero de globos explotados según la fase del modo demostración
|
|
for (int i = 0; i < current_stage_; ++i)
|
|
{
|
|
balloons_popped_ += balloon_formations_->getStage(i).power_to_complete;
|
|
}
|
|
|
|
// Activa o no al otro jugador
|
|
if (rand() % 2 == 0)
|
|
{
|
|
const auto other_player_id = player_id == 1 ? 2 : 1;
|
|
auto other_player = getPlayer(other_player_id);
|
|
other_player->setStatusPlaying(PlayerStatus::PLAYING);
|
|
}
|
|
|
|
// Asigna cafes a los jugadores
|
|
for (auto &player : players_)
|
|
{
|
|
for (int i = 0; i < rand() % 3; ++i)
|
|
player->giveExtraHit();
|
|
|
|
player->setInvulnerable(false);
|
|
}
|
|
|
|
// Deshabilita los sonidos
|
|
JA_EnableSound(false);
|
|
|
|
// Configura los marcadores
|
|
scoreboard_->setMode(SCOREBOARD_LEFT_PANEL, ScoreboardMode::DEMO);
|
|
scoreboard_->setMode(SCOREBOARD_RIGHT_PANEL, ScoreboardMode::DEMO);
|
|
}
|
|
|
|
// 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 (int i = 0; i < 10; ++i)
|
|
{
|
|
total_power_to_complete_game_ += balloon_formations_->getStage(i).power_to_complete;
|
|
}
|
|
}
|
|
|
|
// Inicializa el marcador
|
|
void Game::initScoreboard()
|
|
{
|
|
scoreboard_->setPos({param.scoreboard.x, param.scoreboard.y, param.scoreboard.w, param.scoreboard.h});
|
|
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 GameDifficulty::EASY:
|
|
{
|
|
default_balloon_speed_ = BALLOON_SPEED[0];
|
|
difficulty_score_multiplier_ = 0.5f;
|
|
scoreboard_->setColor(scoreboard_easy_color);
|
|
break;
|
|
}
|
|
|
|
case GameDifficulty::NORMAL:
|
|
{
|
|
default_balloon_speed_ = BALLOON_SPEED[0];
|
|
difficulty_score_multiplier_ = 1.0f;
|
|
scoreboard_->setColor(scoreboard_normal_color);
|
|
break;
|
|
}
|
|
|
|
case GameDifficulty::HARD:
|
|
{
|
|
default_balloon_speed_ = BALLOON_SPEED[4];
|
|
difficulty_score_multiplier_ = 1.5f;
|
|
scoreboard_->setColor(scoreboard_hard_color);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
balloon_speed_ = default_balloon_speed_;
|
|
}
|
|
|
|
// Inicializa los jugadores
|
|
void Game::initPlayers(int player_id)
|
|
{
|
|
// Crea los dos jugadores
|
|
const int y = param.game.play_area.rect.h - 30;
|
|
players_.emplace_back(std::make_unique<Player>(1, param.game.play_area.first_quarter_x - 15, y, demo_.enabled, param.game.play_area.rect, player_textures_[0], player_animations_));
|
|
players_.back()->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL);
|
|
players_.back()->setName(lang::getText(53));
|
|
players_.back()->setController(getController(players_.back()->getId()));
|
|
|
|
players_.emplace_back(std::make_unique<Player>(2, param.game.play_area.third_quarter_x - 15, y, demo_.enabled, param.game.play_area.rect, player_textures_[1], player_animations_));
|
|
players_.back()->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL);
|
|
players_.back()->setName(lang::getText(54));
|
|
players_.back()->setController(getController(players_.back()->getId()));
|
|
|
|
// Activa el jugador que coincide con el "player_id"
|
|
auto player = getPlayer(player_id);
|
|
player->setStatusPlaying(PlayerStatus::PLAYING);
|
|
player->setInvulnerable(false);
|
|
}
|
|
|
|
// Crea dos globos gordos
|
|
void Game::createTwoBigBalloons()
|
|
{
|
|
const auto set = balloon_formations_->getStage(0).balloon_pool.set[1];
|
|
const auto numEnemies = set.number_of_balloons;
|
|
for (int i = 0; i < numEnemies; ++i)
|
|
{
|
|
auto p = set.init[i];
|
|
createBalloon(p.x, p.y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
|
|
}
|
|
}
|
|
|
|
// Pausa la música
|
|
void Game::pauseMusic()
|
|
{
|
|
if (JA_GetMusicState() == JA_MUSIC_PLAYING && !demo_.enabled)
|
|
JA_PauseMusic();
|
|
}
|
|
|
|
// Reanuda la música
|
|
void Game::resumeMusic()
|
|
{
|
|
if (JA_GetMusicState() == JA_MUSIC_PAUSED && !demo_.enabled)
|
|
JA_ResumeMusic();
|
|
}
|
|
|
|
// Detiene la música
|
|
void Game::stopMusic()
|
|
{
|
|
if (!demo_.enabled)
|
|
JA_StopMusic();
|
|
} |