Files
coffee_crisis_arcade_edition/source/game.cpp

3655 lines
92 KiB
C++

#include "game.h"
// Constructor
Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section)
{
// Copia los punteros
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->lang = lang;
this->input = input;
this->param = param;
this->options = options;
this->section = section;
// Pasa variables
this->demo.enabled = demo;
this->numPlayers = numPlayers;
this->currentStage = currentStage;
lastStageReached = currentStage;
if (numPlayers == 1)
{ // Si solo juega un jugador, permite jugar tanto con teclado como con mando
onePlayerControl = options->input[0].deviceType;
options->input[0].deviceType = INPUT_USE_ANY;
}
difficulty = options->difficulty;
// Crea los objetos
fade = new Fade(renderer, param);
eventHandler = new SDL_Event();
scoreboard = new Scoreboard(renderer, screen, asset, lang, options);
background = new Background(renderer, screen, asset, param);
// Carga los recursos
loadMedia();
// Carga ficheros
loadDemoFile();
// Establece la máxima puntuación desde fichero o desde las puntuaciones online
setHiScore();
n1000Sprite = new SmartSprite(gameTextTexture, renderer);
n2500Sprite = new SmartSprite(gameTextTexture, renderer);
n5000Sprite = new SmartSprite(gameTextTexture, renderer);
gameOverSprite = new Sprite(16, 80, 128, 96, gameOverTexture, renderer);
gameOverEndSprite = new Sprite(PLAY_AREA_CENTER_X - gameOverEndTexture->getWidth() / 2, 80, 128, 96, gameOverEndTexture, renderer);
canvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, playArea.w, playArea.h);
SDL_SetTextureBlendMode(canvas, SDL_BLENDMODE_BLEND);
// Inicializa las variables necesarias para la sección 'Game'
init();
}
Game::~Game()
{
saveScoreFile();
saveDemoFile();
// Restaura el metodo de control
if (numPlayers == 1)
{
options->input[0].deviceType = onePlayerControl;
}
// Elimina todos los objetos contenidos en vectores
deleteAllVectorObjects();
bulletTexture->unload();
delete bulletTexture;
gameTextTexture->unload();
delete gameTextTexture;
gameOverTexture->unload();
delete gameOverTexture;
gameOverEndTexture->unload();
delete gameOverEndTexture;
// Animaciones
for (auto animation : playerAnimations)
{
delete animation;
}
playerAnimations.clear();
for (auto animation : balloonAnimations)
{
delete animation;
}
balloonAnimations.clear();
for (auto animation : itemAnimations)
{
delete animation;
}
itemAnimations.clear();
// Texturas
for (auto texture : player1Textures)
{
texture->unload();
delete texture;
}
player1Textures.clear();
for (auto texture : player2Textures)
{
texture->unload();
delete texture;
}
player2Textures.clear();
for (auto texture : itemTextures)
{
texture->unload();
delete texture;
}
itemTextures.clear();
for (auto texture : balloonTextures)
{
texture->unload();
delete texture;
}
balloonTextures.clear();
delete scoreboard;
delete background;
delete text;
delete textBig;
delete textNokia2;
delete textNokiaBig2;
delete gameOverMenu;
delete pauseMenu;
delete fade;
delete eventHandler;
delete n1000Sprite;
delete n2500Sprite;
delete n5000Sprite;
delete gameOverSprite;
delete gameOverEndSprite;
SDL_DestroyTexture(canvas);
JA_DeleteSound(balloonSound);
JA_DeleteSound(bulletSound);
JA_DeleteSound(playerCollisionSound);
JA_DeleteSound(hiScoreSound);
JA_DeleteSound(itemDropSound);
JA_DeleteSound(itemPickUpSound);
JA_DeleteSound(coffeeOutSound);
JA_DeleteSound(stageChangeSound);
JA_DeleteSound(bubble1Sound);
JA_DeleteSound(bubble2Sound);
JA_DeleteSound(bubble3Sound);
JA_DeleteSound(bubble4Sound);
JA_DeleteSound(clockSound);
JA_DeleteSound(powerBallSound);
JA_DeleteSound(coffeeMachineSound);
JA_DeleteMusic(gameMusic);
}
// Inicializa las variables necesarias para la sección 'Game'
void Game::init()
{
ticks = 0;
ticksSpeed = 15;
// Elimina qualquier jugador que hubiese antes de crear los nuevos
for (auto player : players)
{
delete player;
};
players.clear();
// Crea los jugadores
if (numPlayers == 1)
{
Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[options->playerSelected], playerAnimations);
players.push_back(player);
}
else if (numPlayers == 2)
{
Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[0], playerAnimations);
Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[1], playerAnimations);
players.push_back(player1);
players.push_back(player2);
}
// Variables relacionadas con la dificultad
switch (difficulty)
{
case DIFFICULTY_EASY:
defaultEnemySpeed = BALLOON_SPEED_1;
difficultyScoreMultiplier = 0.5f;
difficultyColor = difficultyEasyColor;
scoreboard->setColor(difficultyColor);
break;
case DIFFICULTY_NORMAL:
defaultEnemySpeed = BALLOON_SPEED_1;
difficultyScoreMultiplier = 1.0f;
difficultyColor = difficultyNormalColor;
scoreboard->setColor(scoreboardColor);
break;
case DIFFICULTY_HARD:
defaultEnemySpeed = BALLOON_SPEED_5;
difficultyScoreMultiplier = 1.5f;
difficultyColor = difficultyHardColor;
scoreboard->setColor(difficultyColor);
break;
default:
break;
}
// Colores
pauseMenu->setSelectorColor(difficultyColor, 255);
gameOverMenu->setSelectorColor(difficultyColor, 255);
// Variables para el marcador
scoreboard->setPos({param->scoreboard.x, param->scoreboard.y, param->scoreboard.w, param->scoreboard.h});
// Resto de variables
gameCompleted = false;
gameCompletedCounter = 0;
section->name = SECTION_PROG_GAME;
section->subsection = SUBSECTION_GAME_PLAY_1P;
menaceCurrent = 0;
menaceThreshold = 0;
hiScoreAchieved = false;
stageBitmapCounter = STAGE_COUNTER;
deathCounter = DEATH_COUNTER;
timeStopped = false;
timeStoppedCounter = 0;
counter = 0;
lastEnemyDeploy = 0;
enemyDeployCounter = 0;
enemySpeed = defaultEnemySpeed;
helper.needCoffee = false;
helper.needCoffeeMachine = false;
helper.needPowerBall = false;
helper.counter = HELP_COUNTER;
helper.itemPoints1Odds = ITEM_POINTS_1_DISK_ODDS;
helper.itemPoints2Odds = ITEM_POINTS_2_GAVINA_ODDS;
helper.itemPoints3Odds = ITEM_POINTS_3_PACMAR_ODDS;
helper.itemClockOdds = ITEM_CLOCK_ODDS;
helper.itemCoffeeOdds = ITEM_COFFEE_ODDS;
helper.itemCoffeeMachineOdds = ITEM_COFFEE_MACHINE_ODDS;
powerBallEnabled = false;
powerBallCounter = 0;
coffeeMachineEnabled = false;
pauseCounter = 0;
leavingPauseMenu = false;
if (demo.enabled)
{
const int num = rand() % 2;
if (num == 0)
{
balloonsPopped = 1000;
currentStage = 3;
}
else
{
balloonsPopped = 1800;
currentStage = 6;
}
}
initPaths();
initEnemyFormations();
initEnemyPools();
initGameStages();
// Mas variables
balloonsPopped = 0;
for (int i = 0; i < currentStage; ++i)
{
balloonsPopped += stage[i].powerToComplete;
}
totalPowerToCompleteGame = 0;
for (int i = 0; i < 10; ++i)
{
totalPowerToCompleteGame += stage[i].powerToComplete;
}
// Modo demo
demo.recording = false;
demo.counter = 0;
// Inicializa el objeto para el fundido
fade->setColor(0x27, 0x27, 0x36);
// Con los globos creados, calcula el nivel de amenaza
evaluateAndSetMenace();
// Inicializa el bitmap de 1000 puntos
n1000Sprite->setPosX(0);
n1000Sprite->setPosY(0);
n1000Sprite->setWidth(26);
n1000Sprite->setHeight(9);
n1000Sprite->setVelX(0.0f);
n1000Sprite->setVelY(-0.5f);
n1000Sprite->setAccelX(0.0f);
n1000Sprite->setAccelY(-0.1f);
n1000Sprite->setSpriteClip(0, 0, 26, 9);
n1000Sprite->setEnabled(false);
n1000Sprite->setEnabledCounter(0);
n1000Sprite->setDestX(0);
n1000Sprite->setDestY(0);
// Inicializa el bitmap de 2500 puntos
n2500Sprite->setPosX(0);
n2500Sprite->setPosY(0);
n2500Sprite->setWidth(28);
n2500Sprite->setHeight(9);
n2500Sprite->setVelX(0.0f);
n2500Sprite->setVelY(-0.5f);
n2500Sprite->setAccelX(0.0f);
n2500Sprite->setAccelY(-0.1f);
n2500Sprite->setSpriteClip(26, 0, 28, 9);
n2500Sprite->setEnabled(false);
n2500Sprite->setEnabledCounter(0);
n2500Sprite->setDestX(0);
n2500Sprite->setDestY(0);
// Inicializa el bitmap de 5000 puntos
n5000Sprite->setPosX(0);
n5000Sprite->setPosY(0);
n5000Sprite->setWidth(28);
n5000Sprite->setHeight(9);
n5000Sprite->setVelX(0.0f);
n5000Sprite->setVelY(-0.5f);
n5000Sprite->setAccelX(0.0f);
n5000Sprite->setAccelY(-0.1f);
n5000Sprite->setSpriteClip(54, 0, 28, 9);
n5000Sprite->setEnabled(false);
n5000Sprite->setEnabledCounter(0);
n5000Sprite->setDestX(0);
n5000Sprite->setDestY(0);
}
// Carga los recursos necesarios para la sección 'Game'
void Game::loadMedia()
{
if (options->console)
{
std::cout << std::endl
<< "** LOADING RESOURCES FOR GAME SECTION" << std::endl;
}
// Texturas
bulletTexture = new Texture(renderer, asset->get("bullet.png"));
gameTextTexture = new Texture(renderer, asset->get("game_text.png"));
gameOverTexture = new Texture(renderer, asset->get("menu_game_over.png"));
gameOverEndTexture = new Texture(renderer, asset->get("menu_game_over_end.png"));
// Texturas - Globos
Texture *balloon1Texture = new Texture(renderer, asset->get("balloon1.png"));
balloonTextures.push_back(balloon1Texture);
Texture *balloon2Texture = new Texture(renderer, asset->get("balloon2.png"));
balloonTextures.push_back(balloon2Texture);
Texture *balloon3Texture = new Texture(renderer, asset->get("balloon3.png"));
balloonTextures.push_back(balloon3Texture);
Texture *balloon4Texture = new Texture(renderer, asset->get("balloon4.png"));
balloonTextures.push_back(balloon4Texture);
// Texturas - Items
Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png"));
itemTextures.push_back(item1);
Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png"));
itemTextures.push_back(item2);
Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png"));
itemTextures.push_back(item3);
Texture *item4 = new Texture(renderer, asset->get("item_clock.png"));
itemTextures.push_back(item4);
Texture *item5 = new Texture(renderer, asset->get("item_coffee.png"));
itemTextures.push_back(item5);
Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png"));
itemTextures.push_back(item6);
// Texturas - Player1
Texture *player1Head = new Texture(renderer, asset->get("player_bal1_head.png"));
player1Textures.push_back(player1Head);
Texture *player1Body = new Texture(renderer, asset->get("player_bal1_body.png"));
player1Textures.push_back(player1Body);
Texture *player1Legs = new Texture(renderer, asset->get("player_bal1_legs.png"));
player1Textures.push_back(player1Legs);
Texture *player1Death = new Texture(renderer, asset->get("player_bal1_death.png"));
player1Textures.push_back(player1Death);
Texture *player1Fire = new Texture(renderer, asset->get("player_bal1_fire.png"));
player1Textures.push_back(player1Fire);
playerTextures.push_back(player1Textures);
// Texturas - Player2
Texture *player2Head = new Texture(renderer, asset->get("player_arounder_head.png"));
player2Textures.push_back(player2Head);
Texture *player2Body = new Texture(renderer, asset->get("player_arounder_body.png"));
player2Textures.push_back(player2Body);
Texture *player2Legs = new Texture(renderer, asset->get("player_arounder_legs.png"));
player2Textures.push_back(player2Legs);
Texture *player2Death = new Texture(renderer, asset->get("player_arounder_death.png"));
player2Textures.push_back(player2Death);
Texture *player2Fire = new Texture(renderer, asset->get("player_arounder_fire.png"));
player2Textures.push_back(player2Fire);
playerTextures.push_back(player2Textures);
// Animaciones -- Jugador
std::vector<std::string> *playerHeadAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_head.ani"), playerHeadAnimation);
playerAnimations.push_back(playerHeadAnimation);
std::vector<std::string> *playerBodyAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_body.ani"), playerBodyAnimation);
playerAnimations.push_back(playerBodyAnimation);
std::vector<std::string> *playerLegsAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_legs.ani"), playerLegsAnimation);
playerAnimations.push_back(playerLegsAnimation);
std::vector<std::string> *playerDeathAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_death.ani"), playerDeathAnimation);
playerAnimations.push_back(playerDeathAnimation);
std::vector<std::string> *playerFireAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_fire.ani"), playerFireAnimation);
playerAnimations.push_back(playerFireAnimation);
// Animaciones -- Globos
std::vector<std::string> *balloon1Animation = new std::vector<std::string>;
loadAnimations(asset->get("balloon1.ani"), balloon1Animation);
balloonAnimations.push_back(balloon1Animation);
std::vector<std::string> *balloon2Animation = new std::vector<std::string>;
loadAnimations(asset->get("balloon2.ani"), balloon2Animation);
balloonAnimations.push_back(balloon2Animation);
std::vector<std::string> *balloon3Animation = new std::vector<std::string>;
loadAnimations(asset->get("balloon3.ani"), balloon3Animation);
balloonAnimations.push_back(balloon3Animation);
std::vector<std::string> *balloon4Animation = new std::vector<std::string>;
loadAnimations(asset->get("balloon4.ani"), balloon4Animation);
balloonAnimations.push_back(balloon4Animation);
// Animaciones -- Items
std::vector<std::string> *item1Animation = new std::vector<std::string>;
loadAnimations(asset->get("item_points1_disk.ani"), item1Animation);
itemAnimations.push_back(item1Animation);
std::vector<std::string> *item2Animation = new std::vector<std::string>;
loadAnimations(asset->get("item_points2_gavina.ani"), item2Animation);
itemAnimations.push_back(item2Animation);
std::vector<std::string> *item3Animation = new std::vector<std::string>;
loadAnimations(asset->get("item_points3_pacmar.ani"), item3Animation);
itemAnimations.push_back(item3Animation);
std::vector<std::string> *item4Animation = new std::vector<std::string>;
loadAnimations(asset->get("item_clock.ani"), item4Animation);
itemAnimations.push_back(item4Animation);
std::vector<std::string> *item5Animation = new std::vector<std::string>;
loadAnimations(asset->get("item_coffee.ani"), item5Animation);
itemAnimations.push_back(item5Animation);
std::vector<std::string> *item6Animation = new std::vector<std::string>;
loadAnimations(asset->get("item_coffee_machine.ani"), item6Animation);
itemAnimations.push_back(item6Animation);
// Texto
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
textBig = new Text(asset->get("smb2_big.png"), asset->get("smb2_big.txt"), renderer);
textNokia2 = new Text(asset->get("nokia2.png"), asset->get("nokia2.txt"), renderer);
textNokiaBig2 = new Text(asset->get("nokia_big2.png"), asset->get("nokia_big2.txt"), renderer);
// Menus
gameOverMenu = new Menu(renderer, asset, input, asset->get("gameover.men"));
gameOverMenu->setItemCaption(0, lang->getText(48));
gameOverMenu->setItemCaption(1, lang->getText(49));
const int w = text->getCharacterSize() * lang->getText(45).length();
gameOverMenu->setRectSize(w, 0);
gameOverMenu->centerMenuOnX(199);
pauseMenu = new Menu(renderer, asset, input, asset->get("pause.men"));
pauseMenu->setItemCaption(0, lang->getText(41));
pauseMenu->setItemCaption(1, lang->getText(46));
pauseMenu->setItemCaption(2, lang->getText(47));
// Sonidos
balloonSound = JA_LoadSound(asset->get("balloon.wav").c_str());
bubble1Sound = JA_LoadSound(asset->get("bubble1.wav").c_str());
bubble2Sound = JA_LoadSound(asset->get("bubble2.wav").c_str());
bubble3Sound = JA_LoadSound(asset->get("bubble3.wav").c_str());
bubble4Sound = JA_LoadSound(asset->get("bubble4.wav").c_str());
bulletSound = JA_LoadSound(asset->get("bullet.wav").c_str());
clockSound = JA_LoadSound(asset->get("clock.wav").c_str());
coffeeOutSound = JA_LoadSound(asset->get("coffeeout.wav").c_str());
hiScoreSound = JA_LoadSound(asset->get("hiscore.wav").c_str());
itemDropSound = JA_LoadSound(asset->get("itemdrop.wav").c_str());
itemPickUpSound = JA_LoadSound(asset->get("itempickup.wav").c_str());
playerCollisionSound = JA_LoadSound(asset->get("player_collision.wav").c_str());
powerBallSound = JA_LoadSound(asset->get("powerball.wav").c_str());
stageChangeSound = JA_LoadSound(asset->get("stage_change.wav").c_str());
coffeeMachineSound = JA_LoadSound(asset->get("title.wav").c_str());
// Musicas
gameMusic = JA_LoadMusic(asset->get("playing.ogg").c_str());
if (options->console)
{
std::cout << "** RESOURCES FOR GAME SECTION LOADED" << std::endl
<< std::endl;
}
}
// Carga el fichero de puntos
bool Game::loadScoreFile()
{
// Indicador de éxito en la carga
bool success = true;
const std::string p = asset->get("score.bin");
const std::string filename = p.substr(p.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
// El fichero no existe
if (file == nullptr)
{
if (options->console)
{
std::cout << "Warning: Unable to open " << filename.c_str() << " file" << std::endl;
}
// Creamos el fichero para escritura
file = SDL_RWFromFile(p.c_str(), "w+b");
if (file != nullptr)
{
if (options->console)
{
std::cout << "New file (" << filename.c_str() << ") created!" << std::endl;
}
// Inicializamos los datos
for (int i = 0; i < TOTAL_SCORE_DATA; ++i)
{
scoreDataFile[i] = 0;
SDL_RWwrite(file, &scoreDataFile[i], sizeof(Uint32), 1);
}
// Cerramos el fichero
SDL_RWclose(file);
}
else
{
if (options->console)
{
std::cout << "Error: Unable to create file " << filename.c_str() << std::endl;
}
success = false;
}
}
// El fichero existe
else
{
// Cargamos los datos
if (options->console)
{
std::cout << "Reading file " << filename.c_str() << std::endl;
}
for (int i = 0; i < TOTAL_SCORE_DATA; ++i)
SDL_RWread(file, &scoreDataFile[i], sizeof(Uint32), 1);
// Cierra el fichero
SDL_RWclose(file);
}
// Establece el valor de la máxima puntuación a partir del vector con los datos
if (scoreDataFile[0] == 0)
{
hiScore = 10000;
}
// Comprueba el checksum para ver si se ha modificado el fichero
else if (scoreDataFile[0] % 43 == scoreDataFile[1])
{
hiScore = scoreDataFile[0];
}
else
{
hiScore = 10000;
}
return success;
}
// Carga el fichero de datos para la demo
bool Game::loadDemoFile()
{
// Indicador de éxito en la carga
bool success = true;
const std::string p = asset->get("demo.bin");
const std::string filename = p.substr(p.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
// El fichero no existe
if (file == nullptr)
{
if (options->console)
{
std::cout << "Warning: Unable to open " << filename.c_str() << " file" << std::endl;
}
// Creamos el fichero para escritura
file = SDL_RWFromFile(p.c_str(), "w+b");
if (file != nullptr)
{
if (options->console)
{
std::cout << "New file (" << filename.c_str() << ") created!" << std::endl;
}
// Inicializamos los datos
for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
{
demo.keys.left = 0;
demo.keys.right = 0;
demo.keys.noInput = 0;
demo.keys.fire = 0;
demo.keys.fireLeft = 0;
demo.keys.fireRight = 0;
demo.dataFile[i] = demo.keys;
SDL_RWwrite(file, &demo.dataFile[i], sizeof(demoKeys_t), 1);
}
// Cerramos el fichero
SDL_RWclose(file);
}
else
{
if (options->console)
{
std::cout << "Error: Unable to create file " << filename.c_str() << std::endl;
}
success = false;
}
}
// El fichero existe
else
{
// Cargamos los datos
if (options->console)
{
std::cout << "Reading file " << filename.c_str() << std::endl;
}
for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
SDL_RWread(file, &demo.dataFile[i], sizeof(demoKeys_t), 1);
// Cierra el fichero
SDL_RWclose(file);
}
return success;
}
// Guarda el fichero de puntos
bool Game::saveScoreFile()
{
bool success = true;
const std::string p = asset->get("score.bin");
const std::string filename = p.substr(p.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
if (file != nullptr)
{
// Guardamos los datos
for (int i = 0; i < TOTAL_SCORE_DATA; ++i)
{
SDL_RWwrite(file, &scoreDataFile[i], sizeof(Uint32), 1);
}
if (options->console)
{
std::cout << "Writing file " << filename.c_str() << std::endl;
}
// Cerramos el fichero
SDL_RWclose(file);
}
else
{
if (options->console)
{
std::cout << "Error: Unable to save " << filename.c_str() << " file! " << SDL_GetError() << std::endl;
}
}
return success;
}
// Guarda el fichero de datos para la demo
bool Game::saveDemoFile()
{
bool success = true;
const std::string p = asset->get("demo.bin");
const std::string filename = p.substr(p.find_last_of("\\/") + 1);
if (demo.recording)
{
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
if (file != nullptr)
{
// Guardamos los datos
for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
{
SDL_RWwrite(file, &demo.dataFile[i], sizeof(demoKeys_t), 1);
}
if (options->console)
{
std::cout << "Writing file " << filename.c_str() << std::endl;
}
// Cerramos el fichero
SDL_RWclose(file);
}
else
{
if (options->console)
{
std::cout << "Error: Unable to save " << filename.c_str() << " file! " << SDL_GetError() << std::endl;
}
}
}
return success;
}
// Inicializa las formaciones enemigas
void Game::initEnemyFormations()
{
const int y4 = (PLAY_AREA_TOP - BLOCK);
const int x4_0 = PLAY_AREA_LEFT;
const int x4_100 = (PLAY_AREA_RIGHT)-BALLOON_WIDTH_4;
const int y3 = (PLAY_AREA_TOP - BLOCK);
const int x3_0 = PLAY_AREA_LEFT;
const int x3_100 = (PLAY_AREA_RIGHT)-BALLOON_WIDTH_3;
const int y2 = (PLAY_AREA_TOP - BLOCK);
const int x2_0 = PLAY_AREA_LEFT;
const int x2_100 = (PLAY_AREA_RIGHT)-BALLOON_WIDTH_2;
const int y1 = (PLAY_AREA_TOP - BLOCK);
const int x1_0 = PLAY_AREA_LEFT;
const int x1_50 = PLAY_AREA_CENTER_X - (BALLOON_WIDTH_1 / 2);
const int x1_100 = (PLAY_AREA_RIGHT)-BALLOON_WIDTH_1;
// Inicializa a cero las variables
for (int i = 0; i < NUMBER_OF_ENEMY_FORMATIONS; i++)
{
enemyFormation[i].numberOfEnemies = 0;
for (int j = 0; j < MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION; j++)
{
enemyFormation[i].init[j].x = 0;
enemyFormation[i].init[j].y = 0;
enemyFormation[i].init[j].velX = 0;
enemyFormation[i].init[j].kind = 0;
enemyFormation[i].init[j].creationCounter = 0;
}
}
const Uint16 creationTime = 300;
int incX = 0;
Uint8 incTime = 0;
Uint8 j = 0;
// #00 - Dos enemigos BALLOON4 uno a cada extremo
j = 0;
enemyFormation[j].numberOfEnemies = 2;
incX = x4_100;
incTime = 0;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x4_0 + (i * incX);
enemyFormation[j].init[i].y = y4;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemyFormation[j].init[i].kind = BALLOON_4;
enemyFormation[j].init[i].creationCounter = creationTime + (incTime * i);
}
// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
j = 1;
enemyFormation[j].numberOfEnemies = 2;
incX = PLAY_AREA_CENTER_X;
incTime = 0;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = PLAY_AREA_CENTER_FIRST_QUARTER_X - (BALLOON_WIDTH_4 / 2) + (i * incX);
enemyFormation[j].init[i].y = y4;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemyFormation[j].init[i].kind = BALLOON_4;
enemyFormation[j].init[i].creationCounter = creationTime + (incTime * i);
}
// #02 - Cuatro enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 2;
enemyFormation[j].numberOfEnemies = 4;
incX = BALLOON_WIDTH_2 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x2_0 + (i * incX);
enemyFormation[j].init[i].y = y2;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_2;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #03 - Cuatro enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 3;
enemyFormation[j].numberOfEnemies = 4;
incX = BALLOON_WIDTH_2 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x2_100 - (i * incX);
enemyFormation[j].init[i].y = y2;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_2;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #04 - Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
j = 4;
enemyFormation[j].numberOfEnemies = 3;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x3_0 + (i * incX);
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_3;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #05 - Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
j = 5;
enemyFormation[j].numberOfEnemies = 3;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x3_100 - (i * incX);
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_3;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #06 - Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
j = 6;
enemyFormation[j].numberOfEnemies = 3;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x3_0 + (i * incX);
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_3;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #07 - Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
j = 7;
enemyFormation[j].numberOfEnemies = 3;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x3_100 - (i * incX);
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_3;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #08 - Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
j = 8;
enemyFormation[j].numberOfEnemies = 6;
incX = BALLOON_WIDTH_1 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x1_0 + (i * incX);
enemyFormation[j].init[i].y = 13;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_1;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #09 - Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
j = 9;
enemyFormation[j].numberOfEnemies = 6;
incX = BALLOON_WIDTH_1 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x1_100 - (i * incX);
enemyFormation[j].init[i].y = 13;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_1;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #10 - Tres enemigos BALLOON4 seguidos desde la izquierda
j = 10;
enemyFormation[j].numberOfEnemies = 3;
incX = BALLOON_WIDTH_4 + 1;
incTime = 15;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x4_0 + (i * incX);
enemyFormation[j].init[i].y = y4;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_4;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #11 - Tres enemigos BALLOON4 seguidos desde la derecha
j = 11;
enemyFormation[j].numberOfEnemies = 3;
incX = BALLOON_WIDTH_4 + 1;
incTime = 15;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x4_100 - (i * incX);
enemyFormation[j].init[i].y = y4;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_4;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #12 - Seis enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 12;
enemyFormation[j].numberOfEnemies = 6;
incX = BALLOON_WIDTH_2 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x2_0 + (i * incX);
enemyFormation[j].init[i].y = y2;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_2;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #13 - Seis enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 13;
enemyFormation[j].numberOfEnemies = 6;
incX = BALLOON_WIDTH_2 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x2_100 - (i * incX);
enemyFormation[j].init[i].y = y2;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_2;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #14 - Cinco enemigos BALLOON3. Hacia la derecha. Separados
j = 14;
enemyFormation[j].numberOfEnemies = 5;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x3_0 + (i * incX);
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_3;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #15 - Cinco enemigos BALLOON3. Hacia la izquierda. Separados
j = 15;
enemyFormation[j].numberOfEnemies = 5;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x3_100 - (i * incX);
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_3;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #16 - Cinco enemigos BALLOON3. Hacia la derecha. Juntos
j = 16;
enemyFormation[j].numberOfEnemies = 5;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x3_0 + (i * incX);
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_3;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #17 - Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
j = 17;
enemyFormation[j].numberOfEnemies = 5;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x3_100 - (i * incX);
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_3;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #18 - Doce enemigos BALLOON1. Hacia la derecha. Juntos
j = 18;
enemyFormation[j].numberOfEnemies = 12;
incX = BALLOON_WIDTH_1 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x1_0 + (i * incX);
enemyFormation[j].init[i].y = y1;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].kind = BALLOON_1;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #19 - Doce enemigos BALLOON1. Hacia la izquierda. Juntos
j = 19;
enemyFormation[j].numberOfEnemies = 12;
incX = BALLOON_WIDTH_1 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = x1_100 - (i * incX);
enemyFormation[j].init[i].y = y1;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].kind = BALLOON_1;
enemyFormation[j].init[i].creationCounter = creationTime - (incTime * i);
}
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simetricos
j = 20;
enemyFormation[j].numberOfEnemies = 4;
incX = BALLOON_WIDTH_4 + 1;
incTime = 0;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
Uint8 half = enemyFormation[j].numberOfEnemies / 2;
if (i < half)
{
enemyFormation[j].init[i].x = x4_0 + (i * incX);
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
}
else
{
enemyFormation[j].init[i].x = x4_100 - ((i - half) * incX);
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
}
enemyFormation[j].init[i].y = y4;
enemyFormation[j].init[i].kind = BALLOON_4;
enemyFormation[j].init[i].creationCounter = creationTime + (incTime * i);
}
// #21 - Diez enemigos BALLOON2 uno detras del otro. Izquierda/derecha. Simetricos
j = 21;
enemyFormation[j].numberOfEnemies = 10;
incX = BALLOON_WIDTH_2 + 1;
incTime = 3;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
Uint8 half = enemyFormation[j].numberOfEnemies / 2;
if (i < half)
{
enemyFormation[j].init[i].x = x2_0 + (i * incX);
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * i);
}
else
{
enemyFormation[j].init[i].x = x2_100 - ((i - half) * incX);
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * (i - half));
}
enemyFormation[j].init[i].y = y2;
enemyFormation[j].init[i].kind = BALLOON_2;
}
// #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simetricos
j = 22;
enemyFormation[j].numberOfEnemies = 10;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
Uint8 half = enemyFormation[j].numberOfEnemies / 2;
if (i < half)
{
enemyFormation[j].init[i].x = x3_0 + (i * incX);
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * i);
}
else
{
enemyFormation[j].init[i].x = x3_100 - ((i - half) * incX);
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * (i - half));
}
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].kind = BALLOON_3;
}
// #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simetricos
j = 23;
enemyFormation[j].numberOfEnemies = 10;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
Uint8 half = enemyFormation[j].numberOfEnemies / 2;
if (i < half)
{
enemyFormation[j].init[i].x = x3_0 + (i * incX);
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * i);
}
else
{
enemyFormation[j].init[i].x = x3_100 - ((i - half) * incX);
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * (i - half));
}
enemyFormation[j].init[i].y = y3;
enemyFormation[j].init[i].kind = BALLOON_3;
}
// #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simetricos
j = 24;
enemyFormation[j].numberOfEnemies = 30;
incX = 0;
incTime = 5;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
Uint8 half = enemyFormation[j].numberOfEnemies / 2;
if (i < half)
{
enemyFormation[j].init[i].x = x1_50;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) + (incTime * i);
}
else
{
enemyFormation[j].init[i].x = x1_50;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) + (incTime * (i - half));
}
enemyFormation[j].init[i].y = y1;
enemyFormation[j].init[i].kind = BALLOON_1;
}
// #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simetricos
j = 25;
enemyFormation[j].numberOfEnemies = 30;
incX = BALLOON_WIDTH_1 + 1;
incTime = 5;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
Uint8 half = enemyFormation[j].numberOfEnemies / 2;
if (i < half)
{
enemyFormation[j].init[i].x = x1_50 + 20;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * i);
}
else
{
enemyFormation[j].init[i].x = x1_50 - 20;
enemyFormation[j].init[i].velX = BALLOON_VELX_POSITIVE;
enemyFormation[j].init[i].creationCounter = (creationTime) - (incTime * (i - half));
}
enemyFormation[j].init[i].y = y1;
enemyFormation[j].init[i].kind = BALLOON_1;
}
// Crea las mismas formaciones pero con hexagonos a partir de la posición 50 del vector
for (int k = 0; k < j + 1; k++)
{
enemyFormation[k + 50].numberOfEnemies = enemyFormation[k].numberOfEnemies;
for (int i = 0; i < enemyFormation[k + 50].numberOfEnemies; i++)
{
enemyFormation[k + 50].init[i].x = enemyFormation[k].init[i].x;
enemyFormation[k + 50].init[i].y = enemyFormation[k].init[i].y;
enemyFormation[k + 50].init[i].velX = enemyFormation[k].init[i].velX;
enemyFormation[k + 50].init[i].creationCounter = enemyFormation[k].init[i].creationCounter;
enemyFormation[k + 50].init[i].kind = enemyFormation[k].init[i].kind + 4;
}
}
// TEST
enemyFormation[99].numberOfEnemies = 4;
enemyFormation[99].init[0].x = 10;
enemyFormation[99].init[0].y = y1;
enemyFormation[99].init[0].velX = 0;
enemyFormation[99].init[0].kind = BALLOON_1;
enemyFormation[99].init[0].creationCounter = 200;
enemyFormation[99].init[1].x = 50;
enemyFormation[99].init[1].y = y1;
enemyFormation[99].init[1].velX = 0;
enemyFormation[99].init[1].kind = BALLOON_2;
enemyFormation[99].init[1].creationCounter = 200;
enemyFormation[99].init[2].x = 90;
enemyFormation[99].init[2].y = y1;
enemyFormation[99].init[2].velX = 0;
enemyFormation[99].init[2].kind = BALLOON_3;
enemyFormation[99].init[2].creationCounter = 200;
enemyFormation[99].init[3].x = 140;
enemyFormation[99].init[3].y = y1;
enemyFormation[99].init[3].velX = 0;
enemyFormation[99].init[3].kind = BALLOON_4;
enemyFormation[99].init[3].creationCounter = 200;
}
// Inicializa los conjuntos de formaciones
void Game::initEnemyPools()
{
// EnemyPool #0
enemyPool[0].set[0] = &enemyFormation[0];
enemyPool[0].set[1] = &enemyFormation[1];
enemyPool[0].set[2] = &enemyFormation[2];
enemyPool[0].set[3] = &enemyFormation[3];
enemyPool[0].set[4] = &enemyFormation[4];
enemyPool[0].set[5] = &enemyFormation[5];
enemyPool[0].set[6] = &enemyFormation[6];
enemyPool[0].set[7] = &enemyFormation[7];
enemyPool[0].set[8] = &enemyFormation[8];
enemyPool[0].set[9] = &enemyFormation[9];
// EnemyPool #1
enemyPool[1].set[0] = &enemyFormation[10];
enemyPool[1].set[1] = &enemyFormation[11];
enemyPool[1].set[2] = &enemyFormation[12];
enemyPool[1].set[3] = &enemyFormation[13];
enemyPool[1].set[4] = &enemyFormation[14];
enemyPool[1].set[5] = &enemyFormation[15];
enemyPool[1].set[6] = &enemyFormation[16];
enemyPool[1].set[7] = &enemyFormation[17];
enemyPool[1].set[8] = &enemyFormation[18];
enemyPool[1].set[9] = &enemyFormation[19];
// EnemyPool #2
enemyPool[2].set[0] = &enemyFormation[0];
enemyPool[2].set[1] = &enemyFormation[1];
enemyPool[2].set[2] = &enemyFormation[2];
enemyPool[2].set[3] = &enemyFormation[3];
enemyPool[2].set[4] = &enemyFormation[4];
enemyPool[2].set[5] = &enemyFormation[55];
enemyPool[2].set[6] = &enemyFormation[56];
enemyPool[2].set[7] = &enemyFormation[57];
enemyPool[2].set[8] = &enemyFormation[58];
enemyPool[2].set[9] = &enemyFormation[59];
// EnemyPool #3
enemyPool[3].set[0] = &enemyFormation[50];
enemyPool[3].set[1] = &enemyFormation[51];
enemyPool[3].set[2] = &enemyFormation[52];
enemyPool[3].set[3] = &enemyFormation[53];
enemyPool[3].set[4] = &enemyFormation[54];
enemyPool[3].set[5] = &enemyFormation[5];
enemyPool[3].set[6] = &enemyFormation[6];
enemyPool[3].set[7] = &enemyFormation[7];
enemyPool[3].set[8] = &enemyFormation[8];
enemyPool[3].set[9] = &enemyFormation[9];
// EnemyPool #4
enemyPool[4].set[0] = &enemyFormation[60];
enemyPool[4].set[1] = &enemyFormation[61];
enemyPool[4].set[2] = &enemyFormation[62];
enemyPool[4].set[3] = &enemyFormation[63];
enemyPool[4].set[4] = &enemyFormation[64];
enemyPool[4].set[5] = &enemyFormation[65];
enemyPool[4].set[6] = &enemyFormation[66];
enemyPool[4].set[7] = &enemyFormation[67];
enemyPool[4].set[8] = &enemyFormation[68];
enemyPool[4].set[9] = &enemyFormation[69];
// EnemyPool #5
enemyPool[5].set[0] = &enemyFormation[10];
enemyPool[5].set[1] = &enemyFormation[61];
enemyPool[5].set[2] = &enemyFormation[12];
enemyPool[5].set[3] = &enemyFormation[63];
enemyPool[5].set[4] = &enemyFormation[14];
enemyPool[5].set[5] = &enemyFormation[65];
enemyPool[5].set[6] = &enemyFormation[16];
enemyPool[5].set[7] = &enemyFormation[67];
enemyPool[5].set[8] = &enemyFormation[18];
enemyPool[5].set[9] = &enemyFormation[69];
// EnemyPool #6
enemyPool[6].set[0] = &enemyFormation[60];
enemyPool[6].set[1] = &enemyFormation[11];
enemyPool[6].set[2] = &enemyFormation[62];
enemyPool[6].set[3] = &enemyFormation[13];
enemyPool[6].set[4] = &enemyFormation[64];
enemyPool[6].set[5] = &enemyFormation[15];
enemyPool[6].set[6] = &enemyFormation[66];
enemyPool[6].set[7] = &enemyFormation[17];
enemyPool[6].set[8] = &enemyFormation[68];
enemyPool[6].set[9] = &enemyFormation[19];
// EnemyPool #7
enemyPool[7].set[0] = &enemyFormation[20];
enemyPool[7].set[1] = &enemyFormation[21];
enemyPool[7].set[2] = &enemyFormation[22];
enemyPool[7].set[3] = &enemyFormation[23];
enemyPool[7].set[4] = &enemyFormation[24];
enemyPool[7].set[5] = &enemyFormation[65];
enemyPool[7].set[6] = &enemyFormation[66];
enemyPool[7].set[7] = &enemyFormation[67];
enemyPool[7].set[8] = &enemyFormation[68];
enemyPool[7].set[9] = &enemyFormation[69];
// EnemyPool #8
enemyPool[8].set[0] = &enemyFormation[70];
enemyPool[8].set[1] = &enemyFormation[71];
enemyPool[8].set[2] = &enemyFormation[72];
enemyPool[8].set[3] = &enemyFormation[73];
enemyPool[8].set[4] = &enemyFormation[74];
enemyPool[8].set[5] = &enemyFormation[15];
enemyPool[8].set[6] = &enemyFormation[16];
enemyPool[8].set[7] = &enemyFormation[17];
enemyPool[8].set[8] = &enemyFormation[18];
enemyPool[8].set[9] = &enemyFormation[19];
// EnemyPool #9
enemyPool[9].set[0] = &enemyFormation[20];
enemyPool[9].set[1] = &enemyFormation[21];
enemyPool[9].set[2] = &enemyFormation[22];
enemyPool[9].set[3] = &enemyFormation[23];
enemyPool[9].set[4] = &enemyFormation[24];
enemyPool[9].set[5] = &enemyFormation[70];
enemyPool[9].set[6] = &enemyFormation[71];
enemyPool[9].set[7] = &enemyFormation[72];
enemyPool[9].set[8] = &enemyFormation[73];
enemyPool[9].set[9] = &enemyFormation[74];
}
// Inicializa las fases del juego
void Game::initGameStages()
{
// STAGE 1
stage[0].number = 1;
stage[0].currentPower = 0;
stage[0].powerToComplete = 200;
stage[0].minMenace = 7 + (4 * 1);
stage[0].maxMenace = 7 + (4 * 3);
stage[0].enemyPool = &enemyPool[0];
// STAGE 2
stage[1].number = 2;
stage[1].currentPower = 0;
stage[1].powerToComplete = 300;
stage[1].minMenace = 7 + (4 * 2);
stage[1].maxMenace = 7 + (4 * 4);
stage[1].enemyPool = &enemyPool[1];
// STAGE 3
stage[2].number = 3;
stage[2].currentPower = 0;
stage[2].powerToComplete = 600;
stage[2].minMenace = 7 + (4 * 3);
stage[2].maxMenace = 7 + (4 * 5);
stage[2].enemyPool = &enemyPool[2];
// STAGE 4
stage[3].number = 4;
stage[3].currentPower = 0;
stage[3].powerToComplete = 600;
stage[3].minMenace = 7 + (4 * 3);
stage[3].maxMenace = 7 + (4 * 5);
stage[3].enemyPool = &enemyPool[3];
// STAGE 5
stage[4].number = 5;
stage[4].currentPower = 0;
stage[4].powerToComplete = 600;
stage[4].minMenace = 7 + (4 * 4);
stage[4].maxMenace = 7 + (4 * 6);
stage[4].enemyPool = &enemyPool[4];
// STAGE 6
stage[5].number = 6;
stage[5].currentPower = 0;
stage[5].powerToComplete = 600;
stage[5].minMenace = 7 + (4 * 4);
stage[5].maxMenace = 7 + (4 * 6);
stage[5].enemyPool = &enemyPool[5];
// STAGE 7
stage[6].number = 7;
stage[6].currentPower = 0;
stage[6].powerToComplete = 650;
stage[6].minMenace = 7 + (4 * 5);
stage[6].maxMenace = 7 + (4 * 7);
stage[6].enemyPool = &enemyPool[6];
// STAGE 8
stage[7].number = 8;
stage[7].currentPower = 0;
stage[7].powerToComplete = 750;
stage[7].minMenace = 7 + (4 * 5);
stage[7].maxMenace = 7 + (4 * 7);
stage[7].enemyPool = &enemyPool[7];
// STAGE 9
stage[8].number = 9;
stage[8].currentPower = 0;
stage[8].powerToComplete = 850;
stage[8].minMenace = 7 + (4 * 6);
stage[8].maxMenace = 7 + (4 * 8);
stage[8].enemyPool = &enemyPool[8];
// STAGE 10
stage[9].number = 10;
stage[9].currentPower = 0;
stage[9].powerToComplete = 950;
stage[9].minMenace = 7 + (4 * 7);
stage[9].maxMenace = 7 + (4 * 10);
stage[9].enemyPool = &enemyPool[9];
}
// Crea una formación de enemigos
void Game::deployEnemyFormation()
{
// Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última
if (enemyDeployCounter == 0)
{
// En este punto se decide entre crear una powerball o una formación enemiga
if ((rand() % 100 < 15) && (canPowerBallBeCreated()))
{
// Crea una powerball
createPowerBall();
// Da un poco de margen para que se creen mas enemigos
enemyDeployCounter = 50;
}
else
{
// Decrementa el contador de despliegues enemigos de la PowerBall
powerBallCounter > 0 ? powerBallCounter-- : powerBallCounter = 0;
// Elige una formación enemiga la azar
Uint8 set = (rand() % 10);
// Evita repetir la ultima formación enemiga desplegada
if (set == lastEnemyDeploy)
++set %= 10;
lastEnemyDeploy = set;
const Uint8 numEnemies = stage[currentStage].enemyPool->set[set]->numberOfEnemies;
for (int i = 0; i < numEnemies; ++i)
{
createBalloon(stage[currentStage].enemyPool->set[set]->init[i].x,
stage[currentStage].enemyPool->set[set]->init[i].y,
stage[currentStage].enemyPool->set[set]->init[i].kind,
stage[currentStage].enemyPool->set[set]->init[i].velX,
enemySpeed,
stage[currentStage].enemyPool->set[set]->init[i].creationCounter);
}
enemyDeployCounter = 300;
}
}
}
// Aumenta el poder de la fase
void Game::increaseStageCurrentPower(Uint8 power)
{
stage[currentStage].currentPower += power;
}
// Establece el valor de la variable
void Game::setHiScore(Uint32 score)
{
hiScore = score;
}
// Actualiza el valor de hiScore en caso necesario
void Game::updateHiScore()
{
// Si la puntuación actual es mayor que la máxima puntuación
for (auto player : players)
if (player->getScore() > hiScore)
{
// Actualiza la máxima puntuación
hiScore = player->getScore();
// Almacena la máxima puntuación en el fichero junto con un checksum
scoreDataFile[0] = hiScore;
scoreDataFile[1] = hiScore % 43;
// Si se supera la máxima puntuación emite sonido
if (hiScoreAchieved == false)
{
hiScoreAchieved = true;
JA_PlaySound(hiScoreSound);
}
}
}
// Actualiza las variables del jugador
void Game::updatePlayers()
{
for (auto player : players)
{
player->update();
// Comprueba la colisión entre el jugador y los globos
if (checkPlayerBalloonCollision(player))
{
if (player->isAlive())
{
if (demo.enabled)
{
section->name = SECTION_PROG_HI_SCORE_TABLE;
}
else
{
killPlayer(player);
}
}
}
// Comprueba las colisiones entre el jugador y los items
checkPlayerItemCollision(player);
}
}
// Dibuja a los jugadores
void Game::renderPlayers()
{
for (auto player : players)
{
player->render();
}
}
// Actualiza las variables de la fase
void Game::updateStage()
{
if (stage[currentStage].currentPower >= stage[currentStage].powerToComplete)
{
// Cambio de fase
currentStage++;
lastStageReached = currentStage;
if (currentStage == 10)
{ // Ha llegado al final el juego
gameCompleted = true; // Marca el juego como completado
currentStage = 9; // Deja el valor dentro de los limites
stage[currentStage].currentPower = 0; // Deja el poder a cero para que no vuelva a entrar en esta condición
destroyAllBalloons(); // Destruye a todos los enemigos
stage[currentStage].currentPower = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos lo globos
menaceCurrent = 255; // Sube el nivel de amenaza para que no cree mas globos
for (auto player : players)
{ // Añade un millon de puntos a los jugadores que queden vivos
if (player->isAlive())
{
player->addScore(1000000);
}
}
updateHiScore();
JA_StopMusic();
}
JA_PlaySound(stageChangeSound);
stageBitmapCounter = 0;
enemySpeed = defaultEnemySpeed;
setBalloonSpeed(enemySpeed);
screen->flash(flashColor, 5);
screen->shake();
}
// Incrementa el contador del bitmap que aparece mostrando el cambio de fase
if (stageBitmapCounter < STAGE_COUNTER)
{
stageBitmapCounter++;
}
// Si el juego se ha completado, el bitmap se detiene en el centro de la pantalla
if (gameCompleted)
{
if (stageBitmapCounter > 100)
{
stageBitmapCounter = 100;
}
}
}
// Actualiza el estado de muerte
void Game::updateDeath()
{
// Comprueba si todos los jugadores estan muertos
bool allPlayersAreDead = true;
for (auto player : players)
{
allPlayersAreDead &= (!player->isAlive());
}
if (allPlayersAreDead)
{
if (deathCounter > 0)
{
deathCounter--;
if ((deathCounter == 250) || (deathCounter == 200) || (deathCounter == 180) || (deathCounter == 120) || (deathCounter == 60))
{
// Hace sonar aleatoriamente uno de los 4 sonidos de burbujas
const Uint8 index = rand() % 4;
JA_Sound_t *sound[4] = {bubble1Sound, bubble2Sound, bubble3Sound, bubble4Sound};
JA_PlaySound(sound[index], 0);
}
}
else
{
section->subsection = SUBSECTION_GAME_GAMEOVER;
}
}
}
// Renderiza el fade final cuando se acaba la partida
void Game::renderDeathFade(int counter)
{
// Counter debe ir de 0 a 150
SDL_SetRenderDrawColor(renderer, 0x27, 0x27, 0x36, 255);
const int desp = 16;
const int max = param->gameHeight / desp;
if (counter < 150)
{
// 192 / 6 = 32, 6 cuadrados de 32 pixeles
SDL_Rect rect[max];
Uint8 h = counter / 3;
for (int i = 0; i < max; ++i)
{
rect[i].x = 0;
rect[i].y = i * desp;
rect[i].w = param->gameWidth;
if (i == 0)
{
rect[i].h = h;
}
else
{
rect[i].h = std::max(rect[i - 1].h - 3, 0);
}
SDL_RenderFillRect(renderer, &rect[i]);
}
}
else
{
SDL_Rect rect = {0, 0, param->gameWidth, param->gameHeight};
SDL_RenderFillRect(renderer, &rect);
}
}
// Actualiza los globos
void Game::updateBalloons()
{
for (auto balloon : balloons)
{
balloon->update();
}
}
// Pinta en pantalla todos los globos activos
void Game::renderBalloons()
{
for (auto balloon : balloons)
{
balloon->render();
}
}
// Crea un globo nuevo en el vector de globos
Uint8 Game::createBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 creationtimer)
{
const int index = (kind - 1) % 4;
Balloon *b = new Balloon(x, y, kind, velx, speed, creationtimer, balloonTextures[index], balloonAnimations[index], renderer);
balloons.push_back(b);
return (Uint8)(balloons.size() - 1);
}
// Crea una PowerBall
void Game::createPowerBall()
{
const int posY = PLAY_AREA_TOP;
const int left = PLAY_AREA_LEFT;
const int center = PLAY_AREA_CENTER_X - (BALLOON_WIDTH_4 / 2);
const int right = PLAY_AREA_RIGHT - BALLOON_WIDTH_4;
const int luck = rand() % 3;
const int x[3] = {left, center, right};
const float vx[3] = {BALLOON_VELX_POSITIVE, BALLOON_VELX_POSITIVE, BALLOON_VELX_NEGATIVE};
Balloon *b = new Balloon(x[luck], posY, POWER_BALL, vx[luck], enemySpeed, 100, balloonTextures[3], balloonAnimations[3], renderer);
balloons.push_back(b);
powerBallEnabled = true;
powerBallCounter = POWERBALL_COUNTER;
}
// Establece la velocidad de los globos
void Game::setBalloonSpeed(float speed)
{
for (auto balloon : balloons)
{
if (balloon->isEnabled())
{
balloon->setSpeed(speed);
}
}
}
// Incrementa la velocidad de los globos
void Game::incBalloonSpeed()
{
// La velocidad solo se incrementa en el modo normal
if (difficulty == DIFFICULTY_NORMAL)
{
if (enemySpeed == BALLOON_SPEED_1)
{
enemySpeed = BALLOON_SPEED_2;
}
else if (enemySpeed == BALLOON_SPEED_2)
{
enemySpeed = BALLOON_SPEED_3;
}
else if (enemySpeed == BALLOON_SPEED_3)
{
enemySpeed = BALLOON_SPEED_4;
}
else if (enemySpeed == BALLOON_SPEED_4)
{
enemySpeed = BALLOON_SPEED_5;
}
setBalloonSpeed(enemySpeed);
}
}
// Decrementa la velocidad de los globos
void Game::decBalloonSpeed()
{
// La velocidad solo se decrementa en el modo normal
if (difficulty == DIFFICULTY_NORMAL)
{
if (enemySpeed == BALLOON_SPEED_5)
{
enemySpeed = BALLOON_SPEED_4;
}
else if (enemySpeed == BALLOON_SPEED_4)
{
enemySpeed = BALLOON_SPEED_3;
}
else if (enemySpeed == BALLOON_SPEED_3)
{
enemySpeed = BALLOON_SPEED_2;
}
else if (enemySpeed == BALLOON_SPEED_2)
{
enemySpeed = BALLOON_SPEED_1;
}
setBalloonSpeed(enemySpeed);
}
}
// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
void Game::updateBalloonSpeed()
{
const float percent = (float)stage[currentStage].currentPower / (float)stage[currentStage].powerToComplete;
if (enemySpeed == BALLOON_SPEED_1)
{
if (percent > 0.2f)
{
incBalloonSpeed();
}
}
else if (enemySpeed == BALLOON_SPEED_2)
{
if (percent > 0.4f)
{
incBalloonSpeed();
}
}
else if (enemySpeed == BALLOON_SPEED_3)
{
if (percent > 0.6f)
{
incBalloonSpeed();
}
}
else if (enemySpeed == BALLOON_SPEED_4)
{
if (percent > 0.8f)
{
incBalloonSpeed();
}
}
}
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
void Game::popBalloon(Balloon *balloon)
{
// Aumenta el poder de la fase
increaseStageCurrentPower(1);
balloonsPopped++;
const Uint8 kind = balloon->getKind();
switch (kind)
{
// Si es del tipo más pequeño, simplemente elimina el globo
case BALLOON_1:
balloon->pop();
break;
case HEXAGON_1:
balloon->pop();
break;
// Si es del tipo PowerBall, destruye todos los globos
case POWER_BALL:
destroyAllBalloons();
powerBallEnabled = false;
enemyDeployCounter = 20;
break;
// En cualquier otro caso, crea dos globos de un tipo inferior
default:
const int index = createBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, enemySpeed, 0);
balloons[index]->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
if (balloons[index]->getClass() == BALLOON_CLASS)
{
balloons[index]->setVelY(-2.50f);
}
else
{
balloons[index]->setVelY(BALLOON_VELX_NEGATIVE);
}
const int index2 = createBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_POSITIVE, enemySpeed, 0);
balloons[index2]->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
if (balloons[index2]->getClass() == BALLOON_CLASS)
{
balloons[index2]->setVelY(-2.50f);
}
else
{
balloons[index2]->setVelY(BALLOON_VELX_NEGATIVE);
}
// Elimina el globo
balloon->pop();
break;
}
// Recalcula el nivel de amenaza
evaluateAndSetMenace();
}
// Explosiona un globo. Lo destruye
void Game::destroyBalloon(Balloon *balloon)
{
int score = 0;
Uint8 power = 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 BALLOON_SIZE_4:
score = BALLOON_SCORE_4 + (2 * BALLOON_SCORE_3) + (4 * BALLOON_SCORE_2) + (8 * BALLOON_SCORE_1);
power = 15;
break;
case BALLOON_SIZE_3:
score = BALLOON_SCORE_3 + (2 * BALLOON_SCORE_2) + (4 * BALLOON_SCORE_1);
power = 7;
break;
case BALLOON_SIZE_2:
score = BALLOON_SCORE_2 + (2 * BALLOON_SCORE_1);
power = 3;
break;
case BALLOON_SIZE_1:
score = BALLOON_SCORE_1;
power = 1;
break;
default:
score = 0;
power = 0;
break;
}
// Otorga los puntos correspondientes al globo
for (auto player : players)
{
player->addScore(Uint32(score * player->getScoreMultiplier() * difficultyScoreMultiplier));
}
updateHiScore();
// Aumenta el poder de la fase
increaseStageCurrentPower(power);
balloonsPopped += power;
// Destruye el globo
balloon->pop();
// Recalcula el nivel de amenaza
evaluateAndSetMenace();
}
// Explosiona todos los globos
void Game::popAllBalloons()
{
for (auto balloon : balloons)
{
if ((balloon->isEnabled()) && (!balloon->isPopping()) && (!balloon->isBeingCreated()))
{
popBalloon(balloon);
}
}
JA_PlaySound(balloonSound);
}
// Destruye todos los globos
void Game::destroyAllBalloons()
{
for (auto balloon : balloons)
{
if ((balloon->isEnabled()) && (!balloon->isPopping()))
{
destroyBalloon(balloon);
}
}
enemyDeployCounter = 255;
JA_PlaySound(powerBallSound);
screen->flash(flashColor, 5);
screen->shake();
}
// Detiene todos los globos
void Game::stopAllBalloons(Uint16 time)
{
for (auto balloon : balloons)
{
if (balloon->isEnabled())
{
balloon->setStop(true);
balloon->setStoppedTimer(time);
}
}
}
// Pone en marcha todos los globos
void Game::startAllBalloons()
{
for (auto balloon : balloons)
{
if ((balloon->isEnabled()) && (!balloon->isBeingCreated()))
{
balloon->setStop(false);
balloon->setStoppedTimer(0);
}
}
}
// Obtiene el numero de globos activos
Uint8 Game::countBalloons()
{
Uint8 num = 0;
for (auto balloon : balloons)
{
if (balloon->isEnabled())
{
if (!balloon->isPopping())
{
num++;
}
}
}
return num;
}
// Vacia el vector de globos
void Game::freeBalloons()
{
if (balloons.empty() == false)
{
for (int i = balloons.size() - 1; i >= 0; --i)
{
if (balloons[i]->isEnabled() == false)
{
delete balloons[i];
balloons.erase(balloons.begin() + i);
}
}
}
}
// Comprueba la colisión entre el jugador y los globos activos
bool Game::checkPlayerBalloonCollision(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(Player *player)
{
if (!player->isAlive())
{
return;
}
for (auto item : items)
{
if (item->isEnabled())
{
if (checkCollision(player->getCollider(), item->getCollider()))
{
switch (item->getClass())
{
case ITEM_POINTS_1_DISK:
player->addScore(1000);
updateHiScore();
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (n1000Sprite->getWidth() / 2), player->getPosY(), n1000Sprite);
JA_PlaySound(itemPickUpSound);
break;
case ITEM_POINTS_2_GAVINA:
player->addScore(2500);
updateHiScore();
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (n2500Sprite->getWidth() / 2), player->getPosY(), n2500Sprite);
JA_PlaySound(itemPickUpSound);
break;
case ITEM_POINTS_3_PACMAR:
player->addScore(5000);
updateHiScore();
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (n5000Sprite->getWidth() / 2), player->getPosY(), n5000Sprite);
JA_PlaySound(itemPickUpSound);
break;
case ITEM_CLOCK:
enableTimeStopItem();
JA_PlaySound(itemPickUpSound);
break;
case ITEM_COFFEE:
if (player->getCoffees() == 2)
{
player->addScore(5000);
updateHiScore();
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (n5000Sprite->getWidth() / 2), player->getPosY(), n5000Sprite);
}
player->giveExtraHit();
JA_PlaySound(itemPickUpSound);
break;
case ITEM_COFFEE_MACHINE:
player->setPowerUp(true);
JA_PlaySound(itemPickUpSound);
coffeeMachineEnabled = false;
break;
default:
break;
}
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
int index = bullet->getOwner();
players[index]->incScoreMultiplier();
players[index]->addScore(Uint32(balloon->getScore() * players[index]->getScoreMultiplier() * difficultyScoreMultiplier));
updateHiScore();
// Explota el globo
popBalloon(balloon);
// Si no es el modo demo, genera un sonido
if (!demo.enabled)
{
JA_PlaySound(balloonSound);
}
// Deshabilita la bala
bullet->disable();
// Suelta el item en caso de que salga uno
const Uint8 droppeditem = dropItem();
if ((droppeditem != NO_KIND) && !(demo.enabled) && !(demo.recording))
{
if (droppeditem != ITEM_COFFEE_MACHINE)
{
createItem(droppeditem, balloon->getPosX(), balloon->getPosY());
JA_PlaySound(itemDropSound);
}
else
{
createItem(droppeditem, players[index]->getPosX(), 0);
coffeeMachineEnabled = true;
}
}
break;
}
}
}
}
}
// Mueve las balas activas
void Game::moveBullets()
{
for (auto bullet : bullets)
{
if (bullet->isEnabled())
{
if (bullet->move() == BULLET_MOVE_OUT)
{
players[bullet->getOwner()]->decScoreMultiplier();
}
}
}
}
// Pinta las balas activas
void Game::renderBullets()
{
for (auto bullet : bullets)
{
if (bullet->isEnabled())
{
bullet->render();
}
}
}
// Crea un objeto bala
void Game::createBullet(int x, int y, Uint8 kind, bool poweredUp, int owner)
{
Bullet *b = new Bullet(x, y, kind, poweredUp, owner, bulletTexture, renderer);
bullets.push_back(b);
}
// Vacia el vector de balas
void Game::freeBullets()
{
if (bullets.empty() == false)
{
for (int i = bullets.size() - 1; i >= 0; --i)
{
if (bullets[i]->isEnabled() == false)
{
delete bullets[i];
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(coffeeMachineSound);
screen->shake();
}
}
}
}
// Pinta los items activos
void Game::renderItems()
{
for (auto item : items)
{
item->render();
}
}
// Devuelve un item en función del azar
Uint8 Game::dropItem()
{
const Uint8 luckyNumber = rand() % 100;
const Uint8 item = rand() % 6;
switch (item)
{
case 0:
if (luckyNumber < helper.itemPoints1Odds)
{
return ITEM_POINTS_1_DISK;
}
break;
case 1:
if (luckyNumber < helper.itemPoints2Odds)
{
return ITEM_POINTS_2_GAVINA;
}
break;
case 2:
if (luckyNumber < helper.itemPoints3Odds)
{
return ITEM_POINTS_3_PACMAR;
}
break;
case 3:
if (luckyNumber < helper.itemClockOdds)
{
return ITEM_CLOCK;
}
break;
case 4:
if (luckyNumber < helper.itemCoffeeOdds)
{
helper.itemCoffeeOdds = ITEM_COFFEE_ODDS;
return ITEM_COFFEE;
}
else
{
if (helper.needCoffee)
{
helper.itemCoffeeOdds++;
}
}
break;
case 5:
if (luckyNumber < helper.itemCoffeeMachineOdds)
{
helper.itemCoffeeMachineOdds = ITEM_COFFEE_MACHINE_ODDS;
if ((!coffeeMachineEnabled) && (helper.needCoffeeMachine))
{
return ITEM_COFFEE_MACHINE;
}
}
else
{
if (helper.needCoffeeMachine)
{
helper.itemCoffeeMachineOdds++;
}
}
break;
default:
break;
}
return NO_KIND;
}
// Crea un objeto item
void Game::createItem(Uint8 kind, float x, float y)
{
Item *item = new Item(kind, x, y, itemTextures[kind], itemAnimations[kind], renderer);
items.push_back(item);
}
// Vacia el vector de items
void Game::freeItems()
{
if (items.empty() == false)
{
for (int i = items.size() - 1; i >= 0; --i)
{
if (items[i]->isEnabled() == false)
{
delete items[i];
items.erase(items.begin() + i);
}
}
}
}
// Crea un objeto SmartSprite para mostrar la puntuación al coger un objeto
void Game::createItemScoreSprite(int x, int y, SmartSprite *sprite)
{
SmartSprite *ss = new SmartSprite(nullptr, renderer);
smartSprites.push_back(ss);
// Crea una copia del objeto
*ss = *sprite;
ss->setPosX(x);
ss->setPosY(y);
ss->setDestX(x);
ss->setDestY(y - 15);
ss->setEnabled(true);
ss->setEnabledCounter(100);
}
// Vacia el vector de smartsprites
void Game::freeSmartSprites()
{
if (smartSprites.empty() == false)
{
for (int i = smartSprites.size() - 1; i >= 0; --i)
{
if (smartSprites[i]->hasFinished())
{
delete smartSprites[i];
smartSprites.erase(smartSprites.begin() + i);
}
}
}
}
// Crea un SmartSprite para arrojar el item café al recibir un impacto
void Game::throwCoffee(int x, int y)
{
SmartSprite *ss = new SmartSprite(itemTextures[4], renderer);
smartSprites.push_back(ss);
ss->setPosX(x - 8);
ss->setPosY(y - 8);
ss->setWidth(16);
ss->setHeight(16);
ss->setVelX(-1.0f + ((rand() % 5) * 0.5f));
ss->setVelY(-4.0f);
ss->setAccelX(0.0f);
ss->setAccelY(0.2f);
ss->setDestX(x + (ss->getVelX() * 50));
ss->setDestY(param->gameHeight + 1);
ss->setEnabled(true);
ss->setEnabledCounter(1);
ss->setSpriteClip(0, 0, 16, 16);
ss->setRotate(true);
ss->setRotateSpeed(10);
ss->setRotateAmount(90.0);
}
// Actualiza los SmartSprites
void Game::updateSmartSprites()
{
for (auto ss : smartSprites)
{
ss->update();
}
}
// Pinta los SmartSprites activos
void Game::renderSmartSprites()
{
for (auto ss : smartSprites)
{
ss->render();
}
}
// Acciones a realizar cuando el jugador muere
void Game::killPlayer(Player *player)
{
if (!player->isInvulnerable())
{
if (player->hasExtraHit())
{
player->removeExtraHit();
throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2));
JA_PlaySound(coffeeOutSound);
screen->shake();
}
else
{
JA_PauseMusic();
stopAllBalloons(10);
JA_PlaySound(playerCollisionSound);
screen->shake();
JA_PlaySound(coffeeOutSound);
player->setAlive(false);
if (allPlayersAreDead())
{
JA_StopMusic();
}
else
{
JA_ResumeMusic();
}
}
}
}
// Calcula y establece el valor de amenaza en funcion de los globos activos
void Game::evaluateAndSetMenace()
{
menaceCurrent = 0;
for (auto balloon : balloons)
{
if (balloon->isEnabled())
{
menaceCurrent += balloon->getMenace();
}
}
}
// Obtiene el valor de la variable
Uint8 Game::getMenace()
{
return menaceCurrent;
}
// Establece el valor de la variable
void Game::setTimeStopped(bool value)
{
timeStopped = value;
}
// Obtiene el valor de la variable
bool Game::isTimeStopped()
{
return timeStopped;
}
// Establece el valor de la variable
void Game::setTimeStoppedCounter(Uint16 value)
{
timeStoppedCounter = value;
}
// Incrementa el valor de la variable
void Game::incTimeStoppedCounter(Uint16 value)
{
timeStoppedCounter += value;
}
// Actualiza y comprueba el valor de la variable
void Game::updateTimeStoppedCounter()
{
if (isTimeStopped())
{
if (timeStoppedCounter > 0)
{
timeStoppedCounter--;
stopAllBalloons(TIME_STOPPED_COUNTER);
}
else
{
disableTimeStopItem();
}
}
}
// Actualiza la variable enemyDeployCounter
void Game::updateEnemyDeployCounter()
{
if (enemyDeployCounter > 0)
{
enemyDeployCounter--;
}
}
// Actualiza el juego
void Game::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza el contador de juego
counter++;
// Actualiza el objeto screen
screen->update();
// Comprueba el teclado/mando
checkGameInput();
// Actualiza las variables del jugador
updatePlayers();
// Actualiza el marcador
updateScoreboard();
// Actualiza el fondo
updateBackground();
// Mueve los globos
updateBalloons();
// Mueve las balas
moveBullets();
// Actualiza los items
updateItems();
// Actualiza el valor de currentStage
updateStage();
// Actualiza el estado de muerte
updateDeath();
// Actualiza los SmartSprites
updateSmartSprites();
// Actualiza los contadores de estado y efectos
updateTimeStoppedCounter();
updateEnemyDeployCounter();
// 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
updateBalloonSpeed();
// Actualiza el tramo final de juego, una vez completado
updateGameCompleted();
// Vacia los vectores
freeBullets();
freeBalloons();
freeItems();
freeSmartSprites();
}
}
// Actualiza el fondo
void Game::updateBackground()
{
// Si el juego está completado, se reduce la velocidad de las nubes
if (gameCompleted)
{
if (balloonsPopped > 400)
{
balloonsPopped -= 25;
}
else
{
balloonsPopped = 200;
}
}
// Calcula la velocidad en función de los globos explotados y el total de globos a explotar para acabar el juego
const float speed = (-0.2f) + (-3.00f * ((float)balloonsPopped / (float)totalPowerToCompleteGame));
// Aplica la velocidad calculada para las nubes
background->setCloudsSpeed(speed);
const float gradientNumber = std::min(((float)balloonsPopped / 1250.0f), 3.0f);
const float percent = gradientNumber - (int)gradientNumber;
background->setGradientNumber((int)gradientNumber);
background->setTransition(percent);
// Actualiza el objeto
background->update();
}
// Dibuja la linea que separa la zona ade juego del marcador
void Game::renderSeparator()
{
// Dibuja la linea que separa el marcador de la zona de juego
SDL_SetRenderDrawColor(renderer, separator.r, separator.g, separator.b, 255);
SDL_RenderDrawLine(renderer, SCOREBOARD_X, SCOREBOARD_Y, SCOREBOARD_X + SCOREBOARD_WIDTH, SCOREBOARD_Y);
}
// 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
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, canvas);
// Dibuja los objetos
background->render();
renderItems();
renderSmartSprites();
renderBalloons();
renderBullets();
renderMessages();
renderPlayers();
// Deja el renderizador apuntando donde estaba
SDL_SetRenderTarget(renderer, temp);
}
// Dibuja el juego
void Game::render()
{
// Dibuja los graficos de la zona de juego en la textura
fillCanvas();
// 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, &playArea);
// Dibuja el marcador
scoreboard->render();
// Dibuja el separador del marcador de la zona de juego
renderSeparator();
// Dibuja el sprite del jugador al morir
if ((deathCounter <= 150) && !players[0]->isAlive())
{
renderDeathFade(150 - deathCounter);
}
// Dibuja el fade de fin de juego
if ((gameCompleted) && (gameCompletedCounter >= GAME_COMPLETED_START_FADE))
{
renderDeathFade(gameCompletedCounter - GAME_COMPLETED_START_FADE);
}
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Gestiona el nivel de amenaza
void Game::updateMenace()
{
if (gameCompleted)
{
return;
}
const float percent = stage[currentStage].currentPower / stage[currentStage].powerToComplete;
const Uint8 difference = stage[currentStage].maxMenace - stage[currentStage].minMenace;
// Aumenta el nivel de amenaza en función de la puntuación
menaceThreshold = stage[currentStage].minMenace + (difference * percent);
// Si el nivel de amenza es inferior al umbral
if (menaceCurrent < menaceThreshold)
{
// Crea una formación de enemigos
deployEnemyFormation();
// Recalcula el nivel de amenaza con el nuevo globo
evaluateAndSetMenace();
}
}
// Gestiona la entrada durante el juego
void Game::checkGameInput()
{
demo.keys.left = 0;
demo.keys.right = 0;
demo.keys.noInput = 0;
demo.keys.fire = 0;
demo.keys.fireLeft = 0;
demo.keys.fireRight = 0;
// Comprueba las teclas de cambiar el tamaño de la centana y el modo de video
if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
}
// Modo Demo activo
if (demo.enabled)
{
const int index = 0;
if (demo.dataFile[demo.counter].left == 1)
{
players[index]->setInput(input_left);
}
if (demo.dataFile[demo.counter].right == 1)
{
players[index]->setInput(input_right);
}
if (demo.dataFile[demo.counter].noInput == 1)
{
players[index]->setInput(input_null);
}
if (demo.dataFile[demo.counter].fire == 1)
{
if (players[index]->canFire())
{
players[index]->setInput(input_fire_center);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index);
players[index]->setFireCooldown(10);
}
}
if (demo.dataFile[demo.counter].fireLeft == 1)
{
if (players[index]->canFire())
{
players[index]->setInput(input_fire_left);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index);
players[index]->setFireCooldown(10);
}
}
if (demo.dataFile[demo.counter].fireRight == 1)
{
if (players[index]->canFire())
{
players[index]->setInput(input_fire_right);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index);
players[index]->setFireCooldown(10);
}
}
// Si pulsamos la tecla de salir, se acaba el programa
if (input->checkInput(input_exit))
{
section->name = SECTION_PROG_QUIT;
}
// Si se pulsa cualquier tecla, se sale del modo demo
else if (input->checkAnyInput())
{
section->name = SECTION_PROG_TITLE;
}
// Incrementa el contador de la demo
if (demo.counter < TOTAL_DEMO_DATA)
{
demo.counter++;
}
else
{
section->name = SECTION_PROG_HI_SCORE_TABLE;
}
}
// Modo Demo no activo
else
{
int i = 0;
for (auto player : players)
{
if (player->isAlive())
{
// Input a la izquierda
if (input->checkInput(input_left, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
{
player->setInput(input_left);
demo.keys.left = 1;
}
else
{
// Input a la derecha
if (input->checkInput(input_right, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
{
player->setInput(input_right);
demo.keys.right = 1;
}
else
{
// Ninguno de los dos inputs anteriores
player->setInput(input_null);
demo.keys.noInput = 1;
}
}
// Comprueba el input de disparar al centro
if (input->checkInput(input_fire_center, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
{
if (player->canFire())
{
player->setInput(input_fire_center);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_UP, player->isPowerUp(), i);
player->setFireCooldown(10);
// Reproduce el sonido de disparo
JA_PlaySound(bulletSound);
demo.keys.fire = 1;
}
}
// Comprueba el input de disparar a la izquierda
if (input->checkInput(input_fire_left, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
{
if (player->canFire())
{
player->setInput(input_fire_left);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_LEFT, player->isPowerUp(), i);
player->setFireCooldown(10);
// Reproduce el sonido de disparo
JA_PlaySound(bulletSound);
demo.keys.fireLeft = 1;
}
}
// Comprueba el input de disparar a la derecha
if (input->checkInput(input_fire_right, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
{
if (player->canFire())
{
player->setInput(input_fire_right);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_RIGHT, player->isPowerUp(), i);
player->setFireCooldown(10);
// Reproduce el sonido de disparo
JA_PlaySound(bulletSound);
demo.keys.fireRight = 1;
}
}
// Comprueba el input de pausa
if (input->checkInput(input_cancel, REPEAT_FALSE, options->input[i].deviceType, options->input[i].id))
{
section->subsection = SUBSECTION_GAME_PAUSE;
}
if (demo.counter < TOTAL_DEMO_DATA)
{
if (demo.recording)
{
demo.dataFile[demo.counter] = demo.keys;
}
demo.counter++;
}
else if (demo.recording)
{
section->name = SECTION_PROG_QUIT;
}
i++;
}
}
}
}
// Pinta diferentes mensajes en la pantalla
void Game::renderMessages()
{
// GetReady
if ((counter < STAGE_COUNTER) && (!demo.enabled))
{
textNokiaBig2->write((int)getReadyBitmapPath[counter], PLAY_AREA_CENTER_Y - 8, lang->getText(75), -2);
}
// Time Stopped
if (timeStopped)
{
if ((timeStoppedCounter > 100) || (timeStoppedCounter % 10 > 4))
{
textNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, lang->getText(36) + std::to_string(timeStoppedCounter / 10), -1, noColor, 1, shdwTxtColor);
}
if (timeStoppedCounter > 100)
{
if (timeStoppedCounter % 30 == 0)
{
JA_PlaySound(clockSound, false);
}
}
else
{
if (timeStoppedCounter % 15 == 0)
{
JA_PlaySound(clockSound, false);
}
}
}
// D E M O
if (demo.enabled)
{
if (demo.counter % 30 > 14)
{
textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, lang->getText(37), 0, noColor, 2, shdwTxtColor);
}
}
// STAGE NUMBER
if (stageBitmapCounter < STAGE_COUNTER)
{
const int stageNum = stage[currentStage].number;
std::string text;
if (stageNum == 10)
{ // Ultima fase
text = lang->getText(79);
}
else
{ // X fases restantes
text = std::to_string(11 - stage[currentStage].number) + lang->getText(38);
}
if (!gameCompleted)
{ // Escribe el numero de fases restantes
textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 2, shdwTxtColor);
}
else
{ // Escribe el texto de juego completado
text = lang->getText(50);
textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 1, shdwTxtColor);
textNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter] + textNokiaBig2->getCharacterSize() + 2, lang->getText(76), -1, noColor, 1, shdwTxtColor);
}
}
}
// Habilita el efecto del item de detener el tiempo
void Game::enableTimeStopItem()
{
stopAllBalloons(TIME_STOPPED_COUNTER);
setTimeStopped(true);
incTimeStoppedCounter(TIME_STOPPED_COUNTER);
if (JA_GetMusicState() == JA_MUSIC_PLAYING)
{
JA_PauseMusic();
}
}
// Deshabilita el efecto del item de detener el tiempo
void Game::disableTimeStopItem()
{
timeStopped = false;
setTimeStoppedCounter(0);
startAllBalloons();
if (JA_GetMusicState() == JA_MUSIC_PAUSED)
{
JA_ResumeMusic();
}
}
// Bucle para el juego
void Game::run()
{
while (section->name == SECTION_PROG_GAME)
{
// Sección juego en pausa
if (section->subsection == SUBSECTION_GAME_PAUSE)
{
runPausedGame();
}
// Sección Game Over
if (section->subsection == SUBSECTION_GAME_GAMEOVER)
{
runGameOverScreen();
}
// Sección juego jugando
if ((section->subsection == SUBSECTION_GAME_PLAY_1P) || (section->subsection == SUBSECTION_GAME_PLAY_2P))
{
// Si la música no está sonando
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{
// Reproduce la música
if (!gameCompleted)
{
if (players[0]->isAlive())
{
JA_PlayMusic(gameMusic);
}
}
}
// Actualiza la lógica del juego
update();
// Comprueba los eventos que hay en cola
checkEvents();
// Dibuja los objetos
render();
}
}
}
// Actualiza las variables del menu de pausa del juego
void Game::updatePausedGame()
{
// Calcula la lógica de los objetos
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
if (leavingPauseMenu)
{
if (pauseCounter > 0)
{ // El contador está descendiendo
const bool a = pauseCounter == 90;
const bool b = pauseCounter == 60;
const bool c = pauseCounter == 30;
if (a || b || c)
{
JA_PlaySound(clockSound);
}
pauseCounter--;
}
else
{ // Ha finalizado el contador
section->name = SECTION_PROG_GAME;
section->subsection = numPlayers == 1 ? SUBSECTION_GAME_PLAY_1P : SUBSECTION_GAME_PLAY_2P;
if (JA_GetMusicState() == JA_MUSIC_PAUSED)
{
JA_ResumeMusic();
}
}
}
else
{ // Actualiza la lógica del menu de pausa
pauseMenu->update();
// Comprueba las entradas para el menu
pauseMenu->checkInput();
// Comprueba si se ha seleccionado algún item del menú
switch (pauseMenu->getItemSelected())
{
case 1:
leavingPauseMenu = true;
break;
case 2:
fade->setType(FADE_CENTER);
fade->activate();
break;
default:
break;
}
// Actualiza el fade
fade->update();
if (fade->hasEnded())
{
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
JA_StopMusic();
}
}
}
}
// Dibuja el menu de pausa del juego
void Game::renderPausedGame()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean(bgColor);
// Pinta el escenario
fillCanvas();
SDL_RenderCopy(renderer, canvas, nullptr, &playArea);
if ((deathCounter <= 150) && !players[0]->isAlive())
{
renderDeathFade(150 - deathCounter);
}
if ((gameCompleted) && (gameCompletedCounter >= GAME_COMPLETED_START_FADE))
{
renderDeathFade(gameCompletedCounter - GAME_COMPLETED_START_FADE);
}
if (leavingPauseMenu)
{
textNokiaBig2->writeCentered(GAMECANVAS_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, std::to_string((pauseCounter / 30) + 1));
}
else
{
pauseMenu->render();
}
fade->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Bucle para el menu de pausa del juego
void Game::runPausedGame()
{
// Pone en pausa la música
if (JA_GetMusicState() == JA_MUSIC_PLAYING)
{
JA_PauseMusic();
}
// Reinicia el menu
pauseMenu->reset();
leavingPauseMenu = false;
// Inicializa variables
pauseCounter = 90;
while ((section->subsection == SUBSECTION_GAME_PAUSE) && (section->name == SECTION_PROG_GAME))
{
updatePausedGame();
checkEvents();
renderPausedGame();
}
}
// Actualiza los elementos de la pantalla de game over
void Game::updateGameOverScreen()
{
// Variables
static int postFade = 0;
// Calcula la lógica de los objetos
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza la lógica del menu
gameOverMenu->update();
// Actualiza el fade
fade->update();
// Si ha terminado el fade, actua segun se haya operado
if (fade->hasEnded())
{
switch (postFade)
{
case 0: // YES
section->name = SECTION_PROG_GAME;
deleteAllVectorObjects();
init();
section->subsection = numPlayers == 1 ? SUBSECTION_GAME_PLAY_1P : SUBSECTION_GAME_PLAY_2P;
break;
case 1: // NO
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
break;
default:
break;
}
}
// Comprueba las entradas para el menu solo si no esta el juego completo
if (!gameCompleted)
{
gameOverMenu->checkInput();
// Comprueba si se ha seleccionado algún item del menú
switch (gameOverMenu->getItemSelected())
{
case 0: // YES
postFade = 0;
fade->activate();
break;
case 1: // NO
postFade = 1;
fade->activate();
break;
default:
break;
}
}
}
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_PROG_QUIT;
break;
}
else if (eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0)
{
if (gameCompleted)
{
postFade = 1;
fade->activate();
JA_PlaySound(itemPickUpSound);
}
}
}
}
// Dibuja los elementos de la pantalla de game over
void Game::renderGameOverScreen()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean(bgColor);
// Dibujo
if (!gameCompleted)
{ // Dibujo de haber perdido la partida
gameOverSprite->render();
}
else
{ // Dinujo de haber completado la partida
gameOverEndSprite->render();
}
// Dibuja los objetos
if (numPlayers == 1)
{
// Congratulations!!
if (gameCompleted)
{
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 8), lang->getText(50));
}
// Game Over
textBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 6), lang->getText(43));
// Your Score
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 3), lang->getText(44) + std::to_string(players[0]->getScore()));
}
else
{
// Congratulations!!
if (gameCompleted)
{
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 9), lang->getText(50));
}
// Game Over
textBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 7), lang->getText(43));
// Player1 Score
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), lang->getText(77) + std::to_string(players[0]->getScore()));
// Player2 Score
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 2), lang->getText(78) + std::to_string(players[1]->getScore()));
}
// Continue?
if (!gameCompleted)
{ // Solo dibuja el menu de continuar en el caso de no haber completado la partida
text->writeCentered(199, PLAY_AREA_CENTER_Y + BLOCK * 3, lang->getText(45));
gameOverMenu->render();
}
// Pinta el fade
fade->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Bucle para la pantalla de game over
void Game::runGameOverScreen()
{
// Guarda los puntos
saveScoreFile();
// Reinicia el menu
gameOverMenu->reset();
while ((section->subsection == SUBSECTION_GAME_GAMEOVER) && (section->name == SECTION_PROG_GAME))
{
updateGameOverScreen();
renderGameOverScreen();
}
}
// Indica si se puede crear una powerball
bool Game::canPowerBallBeCreated()
{
if ((!powerBallEnabled) && (calculateScreenPower() > POWERBALL_SCREENPOWER_MINIMUM) && (powerBallCounter == 0))
{
return true;
}
return false;
}
// Calcula el poder actual de los globos en pantalla
int Game::calculateScreenPower()
{
int power = 0;
for (auto balloon : balloons)
{
if (balloon->isEnabled())
{
power += balloon->getPower();
}
}
return power;
}
// 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 #
const int firstPart = STAGE_COUNTER / 4; // 50
const int secondPart = firstPart * 3; // 150
const int centerPoint = PLAY_AREA_CENTER_Y - (BLOCK * 2);
const int distance = (PLAY_AREA_BOTTOM) - (PLAY_AREA_CENTER_Y - 16);
for (int i = 0; i < STAGE_COUNTER; ++i)
{
if (i < firstPart)
{
stageBitmapPath[i] = (sin[(int)((i * 1.8f) + 90)] * (distance) + centerPoint);
}
else if (i < secondPart)
{
stageBitmapPath[i] = (int)centerPoint;
}
else
{
stageBitmapPath[i] = (sin[(int)(((i - 149) * 1.8f) + 90)] * (centerPoint + 17) - 17);
}
}
// Letrero de GetReady
const int size = textNokiaBig2->lenght(lang->getText(75), -2);
const float start1 = PLAY_AREA_LEFT - size;
const float finish1 = PLAY_AREA_CENTER_X - (size / 2);
const float start2 = finish1;
const float finish2 = PLAY_AREA_RIGHT;
const float distance1 = finish1 - start1;
const float distance2 = finish2 - start2;
for (int i = 0; i < STAGE_COUNTER; ++i)
{
if (i < firstPart)
{
getReadyBitmapPath[i] = sin[(int)(i * 1.8f)];
getReadyBitmapPath[i] *= distance1;
getReadyBitmapPath[i] -= size;
}
else if (i < secondPart)
{
getReadyBitmapPath[i] = (int)finish1;
}
else
{
getReadyBitmapPath[i] = sin[(int)((i - 150) * 1.8f)];
getReadyBitmapPath[i] *= distance2;
getReadyBitmapPath[i] += finish1;
}
}
}
// Actualiza el tramo final de juego, una vez completado
void Game::updateGameCompleted()
{
if (gameCompleted)
{
gameCompletedCounter++;
}
if (gameCompletedCounter == GAME_COMPLETED_END)
{
section->subsection = SUBSECTION_GAME_GAMEOVER;
}
}
// Actualiza las variables de ayuda
void Game::updateHelper()
{
// Solo ofrece ayuda cuando la amenaza es elevada
if (menaceCurrent > 15)
{
for (auto player : players)
{
if (player->getCoffees() == 0)
{
helper.needCoffee = true;
}
else
{
helper.needCoffee = false;
}
if (!player->isPowerUp())
{
helper.needCoffeeMachine = true;
}
else
{
helper.needCoffeeMachine = false;
}
}
}
else
{
helper.needCoffee = false;
helper.needCoffeeMachine = false;
}
}
// Comprueba si todos los jugadores han muerto
bool Game::allPlayersAreDead()
{
bool success = true;
for (auto player : players)
{
success &= (!player->isAlive());
}
return success;
}
// Comprueba los eventos que hay en cola
void Game::checkEvents()
{
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_PROG_QUIT;
break;
}
else if (eventHandler->type == SDL_WINDOWEVENT)
{
if (eventHandler->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
{
section->subsection = SUBSECTION_GAME_PAUSE;
}
}
}
}
// Carga las animaciones
void Game::loadAnimations(std::string filePath, std::vector<std::string> *buffer)
{
std::ifstream file(filePath);
std::string line;
if (file)
{
if (options->console)
{
std::cout << "Animation loaded: " << filePath.substr(filePath.find_last_of("\\/") + 1).c_str() << std::endl;
}
while (std::getline(file, line))
{
buffer->push_back(line);
}
file.close();
}
}
// Elimina todos los objetos contenidos en vectores
void Game::deleteAllVectorObjects()
{
for (auto player : players)
{
delete player;
};
players.clear();
for (auto ballon : balloons)
{
delete ballon;
};
balloons.clear();
for (auto bullet : bullets)
{
delete bullet;
};
bullets.clear();
for (auto item : items)
{
delete item;
};
items.clear();
for (auto smartSprite : smartSprites)
{
delete smartSprite;
};
smartSprites.clear();
}
// Recarga las texturas
void Game::reloadTextures()
{
for (auto texture : itemTextures)
{
texture->reLoad();
}
for (auto texture : balloonTextures)
{
texture->reLoad();
}
for (auto texture : player1Textures)
{
texture->reLoad();
}
for (auto texture : player2Textures)
{
texture->reLoad();
}
bulletTexture->reLoad();
gameTextTexture->reLoad();
background->reloadTextures();
}
// Establece la máxima puntuación desde fichero o desde las puntuaciones online
void Game::setHiScore()
{
// Carga el fichero de puntos
loadScoreFile();
hiScoreName = "";
}
// Actualiza el marcador
void Game::updateScoreboard()
{
scoreboard->setScore1(players[0]->getScore());
scoreboard->setMult1(players[0]->getScoreMultiplier());
scoreboard->setStage(stage[currentStage].number);
scoreboard->setPower((float)stage[currentStage].currentPower / (float)stage[currentStage].powerToComplete);
scoreboard->setHiScore(hiScore);
scoreboard->setHiScoreName(hiScoreName);
}