Files
coffee_crisis_arcade_edition/source/game.cpp

2642 lines
70 KiB
C++

#include "game.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_h
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rwops.h> // for SDL_RWFromFile, SDL_RWclose, SDL_R...
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
#include <stdlib.h> // for rand
#include <algorithm> // for min
#include <fstream> // for basic_ifstream
#include <iostream> // for char_traits, basic_istream, ifstream
#include <numeric>
#include "asset.h" // for Asset
#include "background.h" // for Background
#include "balloon.h" // for Balloon, BALLOON_SPEED_1, BALLOON_...
#include "bullet.h" // for Bullet, BulletType::LEFT, BulletType::RIGHT
#include "balloon_formations.h" // for Stage, EnemyFormations, enemyIni...
#include "explosions.h" // for Explosions
#include "fade.h" // for Fade, FadeType::RANDOM_SQUARE, FADE_VEN...
#include "global_inputs.h" // for globalInputs::check
#include "input.h" // for inputs_e, Input, INPUT_DO_NOT_ALLO...
#include "item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
#include "jail_audio.h" // for JA_PlaySound, JA_DeleteSound, JA_L...
#include "lang.h" // for getText
#include "manage_hiscore_table.h" // for ManageHiScoreTable
#include "options.h" // for options
#include "param.h" // for param
#include "player.h" // for Player, PlayerStatus::PLAYING, PLA...
#include "scoreboard.h" // for Scoreboard, scoreboard_modes_e
#include "screen.h" // for Screen
#include "smart_sprite.h" // for SmartSprite
#include "text.h" // for Text, TEXT_CENTER
#include "texture.h" // for Texture
#include "dbgtxt.h"
struct JA_Music_t;
struct JA_Sound_t;
// Constructor
Game::Game(int player_id, int current_stage, bool demo, JA_Music_t *music)
: music_(music), current_stage_(current_stage)
{
// Copia los punteros
asset_ = Asset::get();
input_ = Input::get();
screen_ = Screen::get();
renderer_ = screen_->getRenderer();
// Pasa variables
demo_.enabled = demo;
last_stage_reached_ = current_stage_;
difficulty_ = options.game.difficulty;
// Crea los objetos
Scoreboard::init(renderer_);
scoreboard_ = Scoreboard::get();
fade_ = std::make_unique<Fade>(renderer_);
background_ = std::make_unique<Background>(renderer_);
explosions_ = std::make_unique<Explosions>();
balloon_formations_ = std::make_unique<BalloonFormations>();
// Carga los recursos
loadMedia();
// Inicializa los vectores con los datos para la demo
if (demo_.enabled)
{ // Aleatoriza la asignación del fichero
const auto index1 = rand() % 2;
const auto index2 = (index1 + 1) % 2;
loadDemoFile(asset_->get("demo1.bin"), &this->demo_.data_file[index1]);
loadDemoFile(asset_->get("demo2.bin"), &this->demo_.data_file[index2]);
}
background_->setPos(param.game.play_area.rect);
p1000_sprite_ = std::make_shared<SmartSprite>(game_text_texture_);
p2500_sprite_ = std::make_shared<SmartSprite>(game_text_texture_);
p5000_sprite_ = std::make_shared<SmartSprite>(game_text_texture_);
explosions_->addTexture(1, explosions_textures_[0], explosions_animations_[0]);
explosions_->addTexture(2, explosions_textures_[1], explosions_animations_[1]);
explosions_->addTexture(3, explosions_textures_[2], explosions_animations_[2]);
explosions_->addTexture(4, explosions_textures_[3], explosions_animations_[3]);
canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h);
SDL_SetTextureBlendMode(canvas_, SDL_BLENDMODE_BLEND);
// Inicializa las variables necesarias para la sección 'Game'
init(player_id);
}
Game::~Game()
{
// Guarda las puntuaciones en un fichero
auto manager = std::make_unique<ManageHiScoreTable>(&options.game.hi_score_table);
manager->saveToFile(asset_->get("score.bin"));
#ifdef RECORDING
saveDemoFile(asset->get("demo1.bin"));
#endif
// Elimina todos los objetos contenidos en vectores
deleteAllVectorObjects();
// Libera los recursos
unloadMedia();
Scoreboard::destroy();
SDL_DestroyTexture(canvas_);
}
// Inicializa las variables necesarias para la sección 'Game'
void Game::init(int player_id)
{
ticks_ = 0;
ticks_speed_ = 15;
// Elimina qualquier jugador que hubiese antes de crear los nuevos
players_.clear();
// Crea los dos jugadores
auto player1 = std::make_unique<Player>(1, (param.game.play_area.first_quarter_x * ((0 * 2) + 1)) - 11, param.game.play_area.rect.h - 30, demo_.enabled, &param.game.play_area.rect, player_textures_[0], player_animations_);
player1->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL);
player1->setName(lang::getText(53));
const auto controller1 = getController(player1->getId());
player1->setController(controller1);
players_.push_back(std::move(player1));
auto player2 = std::make_unique<Player>(2, (param.game.play_area.first_quarter_x * ((1 * 2) + 1)) - 11, param.game.play_area.rect.h - 30, demo_.enabled, &param.game.play_area.rect, player_textures_[1], player_animations_);
player2->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL);
player2->setName(lang::getText(54));
const auto controller2 = getController(player2->getId());
player2->setController(controller2);
players_.push_back(std::move(player2));
// Obtiene mediante "playerID" el jugador que va a empezar jugar
auto main_player = getPlayer(player_id);
// Cambia el estado del jugador seleccionado
main_player->setStatusPlaying(PlayerStatus::PLAYING);
// Como es el principio del juego, empieza sin inmunidad
main_player->setInvulnerable(false);
// Variables relacionadas con la dificultad
switch (difficulty_)
{
case GameDifficulty::EASY:
{
default_balloon_speed_ = BALLOON_SPEED_1;
difficulty_score_multiplier_ = 0.5f;
difficulty_color_ = difficulty_easy_color;
scoreboard_->setColor(difficulty_color_);
break;
}
case GameDifficulty::NORMAL:
{
default_balloon_speed_ = BALLOON_SPEED_1;
difficulty_score_multiplier_ = 1.0f;
difficulty_color_ = difficulty_normal_color;
scoreboard_->setColor(scoreboard_color);
break;
}
case GameDifficulty::HARD:
{
default_balloon_speed_ = BALLOON_SPEED_5;
difficulty_score_multiplier_ = 1.5f;
difficulty_color_ = difficulty_hard_color;
scoreboard_->setColor(difficulty_color_);
break;
}
default:
break;
}
// Variables para el marcador
scoreboard_->setPos({param.scoreboard.x, param.scoreboard.y, param.scoreboard.w, param.scoreboard.h});
for (const auto &player : players_)
{
scoreboard_->setName(player->getScoreBoardPanel(), player->getName());
if (player->isWaiting())
{
scoreboard_->setMode(player->getScoreBoardPanel(), ScoreboardMode::WAITING);
}
}
scoreboard_->setMode(SCOREBOARD_CENTER_PANEL, ScoreboardMode::STAGE_INFO);
// Resto de variables
hi_score_.score = options.game.hi_score_table[0].score;
hi_score_.name = options.game.hi_score_table[0].name;
paused_ = false;
game_completed_ = false;
game_completed_counter_ = 0;
section::name = section::Name::GAME;
section::options = section::Options::GAME_PLAY_1P;
current_power_ = 0;
menace_current_ = 0;
menace_threshold_ = 0;
hi_score_achieved_ = false;
stage_bitmap_counter_ = STAGE_COUNTER;
game_over_counter_ = GAME_OVER_COUNTER;
time_stopped_ = false;
time_stopped_counter_ = 0;
counter_ = 0;
last_ballon_deploy_ = 0;
balloon_deploy_counter_ = 0;
balloon_speed_ = default_balloon_speed_;
helper_.need_coffee = false;
helper_.need_coffee_machine = false;
helper_.need_power_ball = false;
helper_.counter = HELP_COUNTER;
helper_.item_disk_odds = ITEM_POINTS_1_DISK_ODDS;
helper_.item_gavina_odds = ITEM_POINTS_2_GAVINA_ODDS;
helper_.item_pacmar_odds = ITEM_POINTS_3_PACMAR_ODDS;
helper_.item_clock_odds = ITEM_CLOCK_ODDS;
helper_.item_coffee_odds = ITEM_COFFEE_ODDS;
helper_.item_coffee_machine_odds = ITEM_COFFEE_MACHINE_ODDS;
power_ball_enabled_ = false;
power_ball_counter_ = 0;
coffee_machine_enabled_ = false;
balloons_popped_ = 0;
#ifdef DEBUG
auto_pop_balloons_ = false;
#endif
// Inicializa las variables para el modo DEMO
if (demo_.enabled)
{
// 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 de la demo
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);
}
for (auto &player : players_)
{
// Añade 0, 1 o 2 cafes al jugador
for (int i = 0; i < rand() % 3; ++i)
{
player->giveExtraHit();
}
// Empieza sin inmunidad
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);
}
initPaths();
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;
}
// Modo grabar demo
#ifdef RECORDING
demo.recording = true;
#else
demo_.recording = false;
#endif
demo_.counter = 0;
// Inicializa el objeto para el fundido
fade_->setColor(fade_color.r, fade_color.g, fade_color.b);
fade_->setPost(param.fade.post_duration);
fade_->setType(FadeType::VENETIAN);
// Con los globos creados, calcula el nivel de amenaza
evaluateAndSetMenace();
// Inicializa el bitmap de 1000 puntos
constexpr auto height = 15;
constexpr auto sprite1_width = 35;
constexpr auto sprite2_width = 38;
constexpr auto sprite3_width = 39;
p1000_sprite_->setPosX(0);
p1000_sprite_->setPosY(0);
p1000_sprite_->setWidth(sprite1_width);
p1000_sprite_->setHeight(height);
p1000_sprite_->setVelX(0.0f);
p1000_sprite_->setVelY(-0.5f);
p1000_sprite_->setAccelX(0.0f);
p1000_sprite_->setAccelY(-0.1f);
p1000_sprite_->setSpriteClip(0, 0, sprite1_width, height);
p1000_sprite_->setEnabled(false);
p1000_sprite_->setFinishedCounter(0);
p1000_sprite_->setDestX(0);
p1000_sprite_->setDestY(0);
// Inicializa el bitmap de 2500 puntos
p2500_sprite_->setPosX(0);
p2500_sprite_->setPosY(0);
p2500_sprite_->setWidth(sprite2_width);
p2500_sprite_->setHeight(height);
p2500_sprite_->setVelX(0.0f);
p2500_sprite_->setVelY(-0.5f);
p2500_sprite_->setAccelX(0.0f);
p2500_sprite_->setAccelY(-0.1f);
p2500_sprite_->setSpriteClip(sprite1_width, 0, sprite2_width, height);
p2500_sprite_->setEnabled(false);
p2500_sprite_->setFinishedCounter(0);
p2500_sprite_->setDestX(0);
p2500_sprite_->setDestY(0);
// Inicializa el bitmap de 5000 puntos
p5000_sprite_->setPosX(0);
p5000_sprite_->setPosY(0);
p5000_sprite_->setWidth(sprite3_width);
p5000_sprite_->setHeight(height);
p5000_sprite_->setVelX(0.0f);
p5000_sprite_->setVelY(-0.5f);
p5000_sprite_->setAccelX(0.0f);
p5000_sprite_->setAccelY(-0.1f);
p5000_sprite_->setSpriteClip(sprite1_width + sprite2_width, 0, sprite3_width, height);
p5000_sprite_->setEnabled(false);
p5000_sprite_->setFinishedCounter(0);
p5000_sprite_->setDestX(0);
p5000_sprite_->setDestY(0);
}
// Carga los recursos necesarios para la sección 'Game'
void Game::loadMedia()
{
#ifdef VERBOSE
std::cout << "\n** LOADING RESOURCES FOR GAME SECTION" << std::endl;
#endif
// Limpia
{
player_animations_.clear();
balloon_animations_.clear();
item_animations_.clear();
player1_textures_.clear();
player2_textures_.clear();
item_textures_.clear();
balloon_textures_.clear();
explosions_textures_.clear();
}
// Texturas
{
bullet_texture_ = std::make_shared<Texture>(renderer_, asset_->get("bullet.png"));
game_text_texture_ = std::make_shared<Texture>(renderer_, asset_->get("game_text.png"));
}
// Texturas - Globos
{
auto balloon1_texture = std::make_shared<Texture>(renderer_, asset_->get("balloon1.png"));
balloon_textures_.push_back(balloon1_texture);
auto balloon2_texture = std::make_shared<Texture>(renderer_, asset_->get("balloon2.png"));
balloon_textures_.push_back(balloon2_texture);
auto balloon3_texture = std::make_shared<Texture>(renderer_, asset_->get("balloon3.png"));
balloon_textures_.push_back(balloon3_texture);
auto balloon4_texture = std::make_shared<Texture>(renderer_, asset_->get("balloon4.png"));
balloon_textures_.push_back(balloon4_texture);
auto balloon5_texture = std::make_shared<Texture>(renderer_, asset_->get("powerball.png"));
balloon_textures_.push_back(balloon5_texture);
// Texturas - Explosiones
auto explosion1_texture = std::make_shared<Texture>(renderer_, asset_->get("explosion1.png"));
explosions_textures_.push_back(explosion1_texture);
auto explosion2_texture = std::make_shared<Texture>(renderer_, asset_->get("explosion2.png"));
explosions_textures_.push_back(explosion2_texture);
auto explosion3_texture = std::make_shared<Texture>(renderer_, asset_->get("explosion3.png"));
explosions_textures_.push_back(explosion3_texture);
auto explosion4_texture = std::make_shared<Texture>(renderer_, asset_->get("explosion4.png"));
explosions_textures_.push_back(explosion4_texture);
}
// Texturas - Items
{
auto item1 = std::make_shared<Texture>(renderer_, asset_->get("item_points1_disk.png"));
item_textures_.push_back(item1);
auto item2 = std::make_shared<Texture>(renderer_, asset_->get("item_points2_gavina.png"));
item_textures_.push_back(item2);
auto item3 = std::make_shared<Texture>(renderer_, asset_->get("item_points3_pacmar.png"));
item_textures_.push_back(item3);
auto item4 = std::make_shared<Texture>(renderer_, asset_->get("item_clock.png"));
item_textures_.push_back(item4);
auto item5 = std::make_shared<Texture>(renderer_, asset_->get("item_coffee.png"));
item_textures_.push_back(item5);
auto item6 = std::make_shared<Texture>(renderer_, asset_->get("item_coffee_machine.png"));
item_textures_.push_back(item6);
}
// Texturas - Player1
{
auto player1_texture = std::make_shared<Texture>(renderer_, asset_->get("player1.gif"));
player1_texture->addPalette(asset_->get("player1_pal1.gif"));
player1_texture->addPalette(asset_->get("player1_pal2.gif"));
player1_texture->addPalette(asset_->get("player1_pal3.gif"));
player1_textures_.push_back(player1_texture);
auto player1_power_texture = std::make_shared<Texture>(renderer_, asset_->get("player_power.gif"));
player1_power_texture->addPalette(asset_->get("player_power_pal.gif"));
player1_textures_.push_back(player1_power_texture);
player_textures_.push_back(player1_textures_);
}
// Texturas - Player2
{
auto player2_texture = std::make_shared<Texture>(renderer_, asset_->get("player2.gif"));
player2_texture->addPalette(asset_->get("player2_pal1.gif"));
player2_texture->addPalette(asset_->get("player2_pal2.gif"));
player2_texture->addPalette(asset_->get("player2_pal3.gif"));
player2_textures_.push_back(player2_texture);
auto player2_power_texture = std::make_shared<Texture>(renderer_, asset_->get("player_power.gif"));
player2_power_texture->addPalette(asset_->get("player_power_pal.gif"));
player2_power_texture->setPalette(1);
player2_textures_.push_back(player2_power_texture);
player_textures_.push_back(player2_textures_);
}
// Animaciones -- Jugador
{
std::vector<std::string> *player_animations = new std::vector<std::string>;
loadAnimations(asset_->get("player.ani"), player_animations);
player_animations_.push_back(player_animations);
std::vector<std::string> *player_power_animations = new std::vector<std::string>;
loadAnimations(asset_->get("player_power.ani"), player_power_animations);
player_animations_.push_back(player_power_animations);
}
// Animaciones -- Globos
{
std::vector<std::string> *balloon1_animations = new std::vector<std::string>;
loadAnimations(asset_->get("balloon1.ani"), balloon1_animations);
balloon_animations_.push_back(balloon1_animations);
std::vector<std::string> *balloon2_animations = new std::vector<std::string>;
loadAnimations(asset_->get("balloon2.ani"), balloon2_animations);
balloon_animations_.push_back(balloon2_animations);
std::vector<std::string> *balloon3_animations = new std::vector<std::string>;
loadAnimations(asset_->get("balloon3.ani"), balloon3_animations);
balloon_animations_.push_back(balloon3_animations);
std::vector<std::string> *balloon4_animations = new std::vector<std::string>;
loadAnimations(asset_->get("balloon4.ani"), balloon4_animations);
balloon_animations_.push_back(balloon4_animations);
std::vector<std::string> *balloon5_animations = new std::vector<std::string>;
loadAnimations(asset_->get("powerball.ani"), balloon5_animations);
balloon_animations_.push_back(balloon5_animations);
}
// Animaciones -- Explosiones
{
std::vector<std::string> *explosions1_animations = new std::vector<std::string>;
loadAnimations(asset_->get("explosion1.ani"), explosions1_animations);
explosions_animations_.push_back(explosions1_animations);
std::vector<std::string> *explosions2_animations = new std::vector<std::string>;
loadAnimations(asset_->get("explosion2.ani"), explosions2_animations);
explosions_animations_.push_back(explosions2_animations);
std::vector<std::string> *explosions3_animations = new std::vector<std::string>;
loadAnimations(asset_->get("explosion3.ani"), explosions3_animations);
explosions_animations_.push_back(explosions3_animations);
std::vector<std::string> *explosions4_animations = new std::vector<std::string>;
loadAnimations(asset_->get("explosion4.ani"), explosions4_animations);
explosions_animations_.push_back(explosions4_animations);
}
// Animaciones -- Items
{
std::vector<std::string> *item1_animations = new std::vector<std::string>;
loadAnimations(asset_->get("item_points1_disk.ani"), item1_animations);
item_animations_.push_back(item1_animations);
std::vector<std::string> *item2_animations = new std::vector<std::string>;
loadAnimations(asset_->get("item_points2_gavina.ani"), item2_animations);
item_animations_.push_back(item2_animations);
std::vector<std::string> *item3_animations = new std::vector<std::string>;
loadAnimations(asset_->get("item_points3_pacmar.ani"), item3_animations);
item_animations_.push_back(item3_animations);
std::vector<std::string> *item4_animations = new std::vector<std::string>;
loadAnimations(asset_->get("item_clock.ani"), item4_animations);
item_animations_.push_back(item4_animations);
std::vector<std::string> *item5_animations = new std::vector<std::string>;
loadAnimations(asset_->get("item_coffee.ani"), item5_animations);
item_animations_.push_back(item5_animations);
std::vector<std::string> *item6_animations = new std::vector<std::string>;
loadAnimations(asset_->get("item_coffee_machine.ani"), item6_animations);
item_animations_.push_back(item6_animations);
}
// Texto
{
text_ = std::make_unique<Text>(asset_->get("smb2.gif"), asset_->get("smb2.txt"), renderer_);
text_big_ = std::make_unique<Text>(asset_->get("smb2_big.png"), asset_->get("smb2_big.txt"), renderer_);
text_nokia2_ = std::make_unique<Text>(asset_->get("nokia2.png"), asset_->get("nokia2.txt"), renderer_);
text_nokia2_big_ = std::make_unique<Text>(asset_->get("nokia_big2.png"), asset_->get("nokia_big2.txt"), renderer_);
}
// Sonidos
{
balloon_sound_ = JA_LoadSound(asset_->get("balloon.wav").c_str());
bubble1_sound_ = JA_LoadSound(asset_->get("bubble1.wav").c_str());
bubble2_sound_ = JA_LoadSound(asset_->get("bubble2.wav").c_str());
bubble3_sound_ = JA_LoadSound(asset_->get("bubble3.wav").c_str());
bubble4_sound_ = JA_LoadSound(asset_->get("bubble4.wav").c_str());
bullet_sound_ = JA_LoadSound(asset_->get("bullet.wav").c_str());
clock_sound_ = JA_LoadSound(asset_->get("clock.wav").c_str());
coffee_out_sound_ = JA_LoadSound(asset_->get("coffeeout.wav").c_str());
hi_score_sound_ = JA_LoadSound(asset_->get("hiscore.wav").c_str());
item_drop_sound_ = JA_LoadSound(asset_->get("itemdrop.wav").c_str());
item_pick_up_sound_ = JA_LoadSound(asset_->get("itempickup.wav").c_str());
player_collision_sound_ = JA_LoadSound(asset_->get("player_collision.wav").c_str());
power_ball_sound_ = JA_LoadSound(asset_->get("powerball.wav").c_str());
stage_change_sound_ = JA_LoadSound(asset_->get("stage_change.wav").c_str());
coffee_machine_sound_ = JA_LoadSound(asset_->get("title.wav").c_str());
}
#ifdef VERBOSE
std::cout << "** RESOURCES FOR GAME SECTION LOADED\n"
<< std::endl;
#endif
}
// Libera los recursos previamente cargados
void Game::unloadMedia()
{
// Texturas
player1_textures_.clear();
player2_textures_.clear();
item_textures_.clear();
balloon_textures_.clear();
explosions_textures_.clear();
// Animaciones
player_animations_.clear();
balloon_animations_.clear();
explosions_animations_.clear();
item_animations_.clear();
// Sonidos
JA_DeleteSound(balloon_sound_);
JA_DeleteSound(bullet_sound_);
JA_DeleteSound(player_collision_sound_);
JA_DeleteSound(hi_score_sound_);
JA_DeleteSound(item_drop_sound_);
JA_DeleteSound(item_pick_up_sound_);
JA_DeleteSound(coffee_out_sound_);
JA_DeleteSound(stage_change_sound_);
JA_DeleteSound(bubble1_sound_);
JA_DeleteSound(bubble2_sound_);
JA_DeleteSound(bubble3_sound_);
JA_DeleteSound(bubble4_sound_);
JA_DeleteSound(clock_sound_);
JA_DeleteSound(power_ball_sound_);
JA_DeleteSound(coffee_machine_sound_);
}
// Carga el fichero de datos para la demo
bool Game::loadDemoFile(const std::string &file_path, DemoKeys (*data_file)[TOTAL_DEMO_DATA])
{
// Indicador de éxito en la carga
auto success = true;
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
#endif
auto file = SDL_RWFromFile(file_path.c_str(), "r+b");
if (!file)
{ // El fichero no existe
#ifdef VERBOSE
std::cout << "Warning: Unable to open " << file_name.c_str() << " file" << std::endl;
#endif
// Creamos el fichero para escritura
file = SDL_RWFromFile(file_path.c_str(), "w+b");
// Si ha creado el fichero
if (file)
{
#ifdef VERBOSE
std::cout << "New file (" << file_name.c_str() << ") created!" << std::endl;
#endif
// Inicializas los datos y los guarda en el fichero
for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
{
DemoKeys dk;
dk.left = 0;
dk.right = 0;
dk.no_input = 0;
dk.fire = 0;
dk.fire_left = 0;
dk.fire_right = 0;
(*data_file)[i] = dk;
SDL_RWwrite(file, &dk, sizeof(DemoKeys), 1);
}
// Cerramos el fichero
SDL_RWclose(file);
}
else
{ // Si no puede crear el fichero
#ifdef VERBOSE
std::cout << "Error: Unable to create file " << file_name.c_str() << std::endl;
#endif
success = false;
}
}
// El fichero existe
else
{
// Mensaje de proceder a la carga de los datos
#ifdef VERBOSE
std::cout << "Reading file: " << file_name.c_str() << std::endl;
#endif
// Lee todos los datos del fichero y los deja en el destino
for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
{
DemoKeys tmp;
SDL_RWread(file, &tmp, sizeof(DemoKeys), 1);
(*data_file)[i] = tmp;
}
// Cierra el fichero
SDL_RWclose(file);
}
return success;
}
#ifdef RECORDING
// Guarda el fichero de datos para la demo
bool Game::saveDemoFile(const std::string &file_path)
{
auto success = true;
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
#endif // VERBOSE
auto file = SDL_RWFromFile(file_path.c_str(), "w+b");
if (file)
{
// Guarda los datos
for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
{
SDL_RWwrite(file, &demo.dataFile[0][i], sizeof(DemoKeys), 1);
}
#ifdef VERBOSE
std::cout << "Writing file " << file_name.c_str() << std::endl;
#endif // VERBOSE
// Cierra el fichero
SDL_RWclose(file);
}
else
{
#ifdef VERBOSE
std::cout << "Error: Unable to save " << file_name.c_str() << " file! " << SDL_GetError() << std::endl;
#endif // VERBOSE
}
return success;
}
#endif // RECORDING
// Crea una formación de enemigos
void Game::deployBalloonFormation()
{
// Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última
if (balloon_deploy_counter_ == 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
balloon_deploy_counter_ = 300;
}
else
{
// Decrementa el contador de despliegues enemigos de la PowerBall
power_ball_counter_ > 0 ? power_ball_counter_-- : power_ball_counter_ = 0;
// Elige una formación enemiga la azar
auto set = rand() % 10;
// Evita repetir la ultima formación enemiga desplegada
if (set == last_ballon_deploy_)
{
++set %= 10;
}
last_ballon_deploy_ = set;
const Stage stage = balloon_formations_->getStage(current_stage_);
const auto numEnemies = stage.balloon_pool->set[set]->number_of_balloons;
for (int i = 0; i < numEnemies; ++i)
{
createBalloon(stage.balloon_pool->set[set]->init[i].x,
stage.balloon_pool->set[set]->init[i].y,
stage.balloon_pool->set[set]->init[i].kind,
stage.balloon_pool->set[set]->init[i].vel_x,
balloon_speed_,
stage.balloon_pool->set[set]->init[i].creation_counter);
}
balloon_deploy_counter_ = 300;
}
}
}
// Aumenta el poder de la fase
void Game::increaseStageCurrentPower(int power)
{
current_power_ += power;
}
// Actualiza el valor de hiScore en caso necesario
void Game::updateHiScore()
{
// Si la puntuación actual es mayor que la máxima puntuación
for (const auto &player : players_)
{
if (player->getScore() > hi_score_.score)
{
// Actualiza la máxima puntuación
hi_score_.score = player->getScore();
// Si se supera la máxima puntuación emite sonido
if (hi_score_achieved_ == false)
{
hi_score_achieved_ = true;
JA_PlaySound(hi_score_sound_);
}
}
}
}
// Actualiza las variables del jugador
void Game::updatePlayers()
{
for (auto &player : players_)
{
player->update();
if (player->isPlaying())
{
// Comprueba la colisión entre el jugador y los globos
if (checkPlayerBalloonCollision(player))
{
killPlayer(player);
if (demo_.enabled && allPlayersAreNotPlaying())
{
fade_->setType(FadeType::RANDOM_SQUARE);
fade_->activate();
}
}
// Comprueba las colisiones entre el jugador y los items
checkPlayerItemCollision(player);
}
}
}
// Dibuja a los jugadores
void Game::renderPlayers()
{
for (auto &player : players_)
{
if (!player->isWaiting())
{
player->render();
#ifdef DEBUG
// SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
// const Circle c = player->getCollider();
// DrawCircle(renderer, c.x, c.y, c.r);
#endif
}
}
}
// Comprueba si hay cambio de fase y actualiza las variables
void Game::updateStage()
{
if (current_power_ >= balloon_formations_->getStage(current_stage_).power_to_complete)
{
// Cambio de fase
current_stage_++;
current_power_ = 0;
last_stage_reached_ = current_stage_;
if (current_stage_ == 10)
{ // Ha llegado al final el juego
game_completed_ = true; // Marca el juego como completado
current_stage_ = 9; // Deja el valor dentro de los limites
destroyAllBalloons(); // Destruye a todos los enemigos
current_power_ = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos lo globos
menace_current_ = 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->isPlaying())
{
player->addScore(1000000);
}
}
updateHiScore();
JA_StopMusic();
}
JA_PlaySound(stage_change_sound_);
stage_bitmap_counter_ = 0;
balloon_speed_ = default_balloon_speed_;
setBalloonSpeed(balloon_speed_);
screen_->flash(flash_color, 5);
screen_->shake();
}
// Incrementa el contador del bitmap que aparece mostrando el cambio de fase
if (stage_bitmap_counter_ < STAGE_COUNTER)
{
stage_bitmap_counter_++;
}
// Si el juego se ha completado, el bitmap se detiene en el centro de la pantalla
if (game_completed_)
{
if (stage_bitmap_counter_ > 100)
{
stage_bitmap_counter_ = 100;
}
}
}
// Actualiza el estado de fin de la partida
void Game::updateGameOver()
{
// Si todos estan en estado de Game Over
if (allPlayersAreGameOver())
{
if (game_over_counter_ > 0)
{
game_over_counter_--;
if ((game_over_counter_ == 250) || (game_over_counter_ == 200) || (game_over_counter_ == 180) || (game_over_counter_ == 120) || (game_over_counter_ == 60))
{
// Hace sonar aleatoriamente uno de los 4 sonidos de burbujas
const auto index = rand() % 4;
JA_Sound_t *sound[4] = {bubble1_sound_, bubble2_sound_, bubble3_sound_, bubble4_sound_};
JA_PlaySound(sound[index], 0);
}
if (game_over_counter_ == 150)
{
fade_->activate();
}
}
if (fade_->hasEnded())
{
section::name = section::Name::HI_SCORE_TABLE;
}
}
}
// 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
std::shared_ptr<Balloon> Game::createBalloon(float x, int y, int kind, float velx, float speed, int creation_timer)
{
const auto index = (kind - 1) % 4;
auto b = std::make_shared<Balloon>(x, y, kind, velx, speed, creation_timer, balloon_textures_[index], balloon_animations_[index]);
balloons_.push_back(b);
return b;
}
// Crea una PowerBall
void Game::createPowerBall()
{
constexpr auto values = 6;
constexpr auto posY = -BLOCK;
const auto left = param.game.play_area.rect.x;
const auto center = param.game.play_area.center_x - (BALLOON_WIDTH_4 / 2);
const auto right = param.game.play_area.rect.w - BALLOON_WIDTH_4;
const auto vel_pos = BALLOON_VELX_POSITIVE;
const auto vel_neg = BALLOON_VELX_NEGATIVE;
const auto luck = rand() % values;
const int x[values] = {left, left, center, center, right, right};
const float vx[values] = {vel_pos, vel_pos, vel_pos, vel_neg, vel_neg, vel_neg};
auto b = std::make_unique<Balloon>(x[luck], posY, POWER_BALL, vx[luck], balloon_speed_, 300, balloon_textures_[4], balloon_animations_[4]);
balloons_.push_back(std::move(b));
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 = (float)current_power_ / (float)balloon_formations_->getStage(current_stage_).power_to_complete;
float old_balloon_speed = balloon_speed_;
// Comprueba si se ha de modificar la velocidad de los globos
if (balloon_speed_ == BALLOON_SPEED_1 && percent > 0.2f)
{
balloon_speed_ = BALLOON_SPEED_2;
}
else if (balloon_speed_ == BALLOON_SPEED_2 && percent > 0.4f)
{
balloon_speed_ = BALLOON_SPEED_3;
}
else if (balloon_speed_ == BALLOON_SPEED_3 && percent > 0.6f)
{
balloon_speed_ = BALLOON_SPEED_4;
}
else if (balloon_speed_ == BALLOON_SPEED_4 && percent > 0.8f)
{
balloon_speed_ = BALLOON_SPEED_5;
}
// Si ha habido cambio, se aplica a todos los globos
if (old_balloon_speed != balloon_speed_)
{
setBalloonSpeed(balloon_speed_);
}
}
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
void Game::popBalloon(std::shared_ptr<Balloon> balloon)
{
// Aumenta el poder de la fase
increaseStageCurrentPower(1);
balloons_popped_++;
const auto kind = balloon->getKind();
if (kind == POWER_BALL)
{
destroyAllBalloons();
power_ball_enabled_ = false;
balloon_deploy_counter_ = 20;
}
else
{
const auto size = balloon->getSize();
if (size == BALLOON_SIZE_1)
{ // Si es del tipo más pequeño, simplemente elimina el globo
explosions_->add(balloon->getPosX(), balloon->getPosY(), size);
balloon->pop();
}
else
{ // En cualquier otro caso, crea dos globos de un tipo inferior
auto balloon_left = createBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, balloon_speed_, 0);
balloon_left->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
balloon_left->setVelY(balloon_left->getClass() == BALLOON_CLASS ? -2.50f : BALLOON_VELX_NEGATIVE);
auto balloon_right = createBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_POSITIVE, balloon_speed_, 0);
balloon_right->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
balloon_right->setVelY(balloon_right->getClass() == BALLOON_CLASS ? -2.50f : BALLOON_VELX_NEGATIVE);
// Elimina el globo
explosions_->add(balloon->getPosX(), balloon->getPosY(), size);
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)
{
auto score = 0;
// Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos
const auto size = balloon->getSize();
switch (size)
{
case BALLOON_SIZE_4:
{
score = BALLOON_SCORE_4 + (2 * BALLOON_SCORE_3) + (4 * BALLOON_SCORE_2) + (8 * BALLOON_SCORE_1);
break;
}
case BALLOON_SIZE_3:
{
score = BALLOON_SCORE_3 + (2 * BALLOON_SCORE_2) + (4 * BALLOON_SCORE_1);
break;
}
case BALLOON_SIZE_2:
{
score = BALLOON_SCORE_2 + (2 * BALLOON_SCORE_1);
break;
}
case BALLOON_SIZE_1:
{
score = BALLOON_SCORE_1;
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(), size);
balloon->pop();
// Recalcula el nivel de amenaza
evaluateAndSetMenace();
}
// Destruye todos los globos
void Game::destroyAllBalloons()
{
for (auto &balloon : balloons_)
{
if (balloon->canBeDestroyed())
{
destroyBalloon(balloon);
}
}
balloon_deploy_counter_ = 300;
JA_PlaySound(power_ball_sound_);
screen_->flash(flash_color, 5);
screen_->shake();
}
// Detiene todos los globos
void Game::stopAllBalloons(int 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);
}
}
}
// 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->getClass())
{
case ITEM_POINTS_1_DISK:
{
player->addScore(1000);
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (p1000_sprite_->getWidth() / 2), player->getPosY(), p1000_sprite_);
break;
}
case ITEM_POINTS_2_GAVINA:
{
player->addScore(2500);
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (p2500_sprite_->getWidth() / 2), player->getPosY(), p2500_sprite_);
break;
}
case ITEM_POINTS_3_PACMAR:
{
player->addScore(5000);
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (p5000_sprite_->getWidth() / 2), player->getPosY(), p5000_sprite_);
break;
}
case ITEM_CLOCK:
{
enableTimeStopItem();
break;
}
case ITEM_COFFEE:
{
if (player->getCoffees() == 2)
{
player->addScore(5000);
createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (p5000_sprite_->getWidth() / 2), player->getPosY(), p5000_sprite_);
}
player->giveExtraHit();
break;
}
case ITEM_COFFEE_MACHINE:
{
player->setPowerUp();
coffee_machine_enabled_ = false;
break;
}
default:
break;
}
updateHiScore();
JA_PlaySound(item_pick_up_sound_);
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->incScoreMultiplier();
player->addScore(balloon->getScore() * player->getScoreMultiplier() * difficulty_score_multiplier_);
updateHiScore();
// Suelta el item si se da el caso
const auto droppeditem = dropItem();
if (droppeditem != ITEM_NULL && !demo_.recording)
{
if (droppeditem != ITEM_COFFEE_MACHINE)
{
createItem(droppeditem, balloon->getPosX(), balloon->getPosY());
JA_PlaySound(item_drop_sound_);
}
else
{
createItem(droppeditem, player->getPosX(), 0);
coffee_machine_enabled_ = true;
}
}
// Explota el globo
popBalloon(balloon);
// Sonido de explosión
JA_PlaySound(balloon_sound_);
// Deshabilita la bala
bullet->disable();
break;
}
}
}
}
}
// Mueve las balas activas
void Game::moveBullets()
{
for (auto &bullet : bullets_)
{
if (bullet->isEnabled())
{
if (bullet->move() == BulletMoveStatus::OUT)
{
getPlayer(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, BulletType kind, bool powered_up, int owner)
{
auto b = std::make_unique<Bullet>(x, y, kind, powered_up, owner, &(param.game.play_area.rect), bullet_texture_);
bullets_.push_back(std::move(b));
}
// 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(coffee_machine_sound_);
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
int 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 ITEM_POINTS_1_DISK;
}
break;
case 1:
if (lucky_number < helper_.item_gavina_odds)
{
return ITEM_POINTS_2_GAVINA;
}
break;
case 2:
if (lucky_number < helper_.item_pacmar_odds)
{
return ITEM_POINTS_3_PACMAR;
}
break;
case 3:
if (lucky_number < helper_.item_clock_odds)
{
return ITEM_CLOCK;
}
break;
case 4:
if (lucky_number < helper_.item_coffee_odds)
{
helper_.item_coffee_odds = ITEM_COFFEE_ODDS;
return ITEM_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 ITEM_COFFEE_MACHINE;
}
}
else
{
if (helper_.need_coffee_machine)
{
helper_.item_coffee_machine_odds++;
}
}
break;
default:
break;
}
return ITEM_NULL;
}
// Crea un objeto item
void Game::createItem(int kind, float x, float y)
{
auto item = std::make_unique<Item>(kind, x, y, &(param.game.play_area.rect), item_textures_[kind - 1], item_animations_[kind - 1]);
items_.push_back(std::move(item));
}
// 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 SmartSprite para mostrar la puntuación al coger un objeto
void Game::createItemScoreSprite(int x, int y, std::shared_ptr<SmartSprite> sprite)
{
auto ss = new SmartSprite(nullptr);
smart_sprites_.push_back(ss);
// Crea una copia del objeto
*ss = *sprite;
ss->setPosX(x);
ss->setPosY(y);
ss->setDestX(x);
ss->setDestY(y - 25);
ss->setEnabled(true);
ss->setFinishedCounter(100);
}
// Vacia el vector de smartsprites
void Game::freeSmartSprites()
{
if (!smart_sprites_.empty())
{
for (int i = smart_sprites_.size() - 1; i >= 0; --i)
{
if (smart_sprites_[i]->hasFinished())
{
smart_sprites_.erase(smart_sprites_.begin() + i);
}
}
}
}
// Crea un SmartSprite para arrojar el item café al recibir un impacto
void Game::throwCoffee(int x, int y)
{
auto ss = new SmartSprite(item_textures_[4]);
smart_sprites_.push_back(ss);
ss->setPosX(x - 8);
ss->setPosY(y - 8);
ss->setWidth(param.game.item_size);
ss->setHeight(param.game.item_size);
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.game.height + 1);
ss->setEnabled(true);
ss->setFinishedCounter(1);
ss->setSpriteClip(0, param.game.item_size, param.game.item_size, param.game.item_size);
ss->setRotate(true);
ss->setRotateSpeed(10);
ss->setRotateAmount(90.0);
}
// Actualiza los SmartSprites
void Game::updateSmartSprites()
{
for (auto ss : smart_sprites_)
{
ss->update();
}
}
// Pinta los SmartSprites activos
void Game::renderSmartSprites()
{
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(coffee_out_sound_);
screen_->shake();
}
else
{
// Si no tiene cafes, muere
if (!demo_.enabled)
{
JA_PauseMusic();
}
stopAllBalloons(10);
JA_PlaySound(player_collision_sound_);
screen_->shake();
JA_PlaySound(coffee_out_sound_);
player->setStatusPlaying(PlayerStatus::DYING);
if (!demo_.enabled)
{
// En el modo DEMO ni se para la musica ni se añade la puntuación a la tabla
allPlayersAreNotPlaying() ? JA_StopMusic() : JA_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); });
}
// Obtiene el valor de la variable
int Game::getMenace() const
{
return menace_current_;
}
// Establece el valor de la variable
void Game::setTimeStopped(bool value)
{
time_stopped_ = value;
}
// Obtiene el valor de la variable
bool Game::isTimeStopped() const
{
return time_stopped_;
}
// Establece el valor de la variable
void Game::setTimeStoppedCounter(int value)
{
time_stopped_counter_ = value;
}
// Incrementa el valor de la variable
void Game::incTimeStoppedCounter(int value)
{
time_stopped_counter_ += value;
}
// Actualiza y comprueba el valor de la variable
void Game::updateTimeStoppedCounter()
{
if (isTimeStopped())
{
if (time_stopped_counter_ > 0)
{
time_stopped_counter_--;
stopAllBalloons(TIME_STOPPED_COUNTER);
}
else
{
disableTimeStopItem();
}
}
}
// Actualiza la variable enemyDeployCounter
void Game::updateBalloonDeployCounter()
{
if (balloon_deploy_counter_ > 0)
{
--balloon_deploy_counter_;
}
}
// Actualiza el juego
void Game::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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 SmartSprites
updateSmartSprites();
// Actualiza los contadores de estado y efectos
updateTimeStoppedCounter();
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();
freeSmartSprites();
}
// 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();
renderSmartSprites();
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, &param.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();
}
}
// Gestiona la entrada durante el juego
void Game::checkInput()
{
// Comprueba si se pulsa el botón de pausa
for (int i = 0; i < input_->getNumControllers(); ++i)
{
// Comprueba si se va a pausar el juego
if (input_->checkModInput(InputType::SERVICE, InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
{
pause(!paused_);
return;
}
}
// Modo Demo activo
if (demo_.enabled)
{
auto i = 0;
for (auto &player : players_)
{
if (player->isPlaying())
{
// Comprueba direcciones
if (demo_.data_file[i][demo_.counter].left == 1)
{
player->setInput(InputType::LEFT);
}
else if (demo_.data_file[i][demo_.counter].right == 1)
{
player->setInput(InputType::RIGHT);
}
else if (demo_.data_file[i][demo_.counter].no_input == 1)
{
player->setInput(InputType::NONE);
}
// Comprueba botones
if (demo_.data_file[i][demo_.counter].fire == 1)
{
if (player->canFire())
{
player->setInput(InputType::FIRE_CENTER);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::UP, player->isPowerUp(), player->getId());
player->setFireCooldown(10);
}
}
else if (demo_.data_file[i][demo_.counter].fire_left == 1)
{
if (player->canFire())
{
player->setInput(InputType::FIRE_LEFT);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::LEFT, player->isPowerUp(), player->getId());
player->setFireCooldown(10);
}
}
else if (demo_.data_file[i][demo_.counter].fire_right == 1)
{
if (player->canFire())
{
player->setInput(InputType::FIRE_RIGHT);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::RIGHT, player->isPowerUp(), player->getId());
player->setFireCooldown(10);
}
}
// Si se pulsa cualquier tecla, se sale del modo demo
if (input_->checkAnyButtonPressed())
{
section::name = section::Name::TITLE;
return;
}
}
i++;
}
}
// Modo Demo no activo
else
{
#ifdef RECORDING
// Resetea el teclado
demo.keys.left = 0;
demo.keys.right = 0;
demo.keys.no_input = 0;
demo.keys.fire = 0;
demo.keys.fire_left = 0;
demo.keys.fire_right = 0;
#endif
for (auto &player : players_)
{
const auto controllerIndex = player->getController();
const auto autofire = player->isPowerUp() || options.game.autofire;
if (player->isPlaying())
{
// Input a la izquierda
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
{
// Input a la derecha
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
{
// Ninguno de los dos inputs anteriores
player->setInput(InputType::NONE);
#ifdef RECORDING
demo.keys.no_input = 1;
#endif
}
}
// Comprueba el input de disparar al centro
if (input_->checkInput(InputType::FIRE_CENTER, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
{
if (player->canFire())
{
player->setInput(InputType::FIRE_CENTER);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::UP, player->isPowerUp(), player->getId());
player->setFireCooldown(10);
// Reproduce el sonido de disparo
JA_PlaySound(bullet_sound_);
#ifdef RECORDING
demo.keys.fire = 1;
#endif
}
}
// Comprueba el input de disparar a la izquierda
else if (input_->checkInput(InputType::FIRE_LEFT, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
{
if (player->canFire())
{
player->setInput(InputType::FIRE_LEFT);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::LEFT, player->isPowerUp(), player->getId());
player->setFireCooldown(10);
// Reproduce el sonido de disparo
JA_PlaySound(bullet_sound_);
#ifdef RECORDING
demo.keys.fire_left = 1;
#endif
}
}
// Comprueba el input de disparar a la derecha
else if (input_->checkInput(InputType::FIRE_RIGHT, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
{
if (player->canFire())
{
player->setInput(InputType::FIRE_RIGHT);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::RIGHT, player->isPowerUp(), player->getId());
player->setFireCooldown(10);
// Reproduce el sonido de disparo
JA_PlaySound(bullet_sound_);
#ifdef RECORDING
demo.keys.fire_right = 1;
#endif
}
}
#ifdef RECORDING
if (demo.recording)
{
if (demo.counter < TOTAL_DEMO_DATA)
{
demo.dataFile[0][demo.counter] = demo.keys;
}
}
#endif
}
else if (player->isContinue() || player->isWaiting())
{
// Si no está jugando, el botón de start le permite continuar jugando
if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
{
player->setStatusPlaying(PlayerStatus::PLAYING);
}
// Si está continuando, los botones de fuego hacen decrementar el contador
const auto fire1 = input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
const auto fire2 = input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
const auto fire3 = input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
if (fire1 || fire2 || fire3)
{
player->decContinueCounter();
}
}
else if (player->isEnteringName())
{
const auto fire1 = input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
const auto fire2 = input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
const auto fire3 = input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
if (fire1 || fire2 || fire3)
{
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);
}
}
}
}
// Comprueba el input para el resto de objetos
screen_->checkInput();
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
globalInputs::check();
}
// 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);
}
// Time Stopped
if (time_stopped_)
{
if (time_stopped_counter_ > 100 || time_stopped_counter_ % 10 > 4)
{
text_nokia2_->writeDX(TEXT_CENTER, param.game.play_area.center_x, param.game.play_area.first_quarter_y, lang::getText(36) + std::to_string(time_stopped_counter_ / 10), -1, no_color, 1, shdw_txt_color);
}
if (time_stopped_counter_ > 100)
{
if (time_stopped_counter_ % 30 == 0)
{
JA_PlaySound(clock_sound_);
}
}
else
{
if (time_stopped_counter_ % 15 == 0)
{
JA_PlaySound(clock_sound_);
}
}
}
// 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(TIME_STOPPED_COUNTER);
setTimeStopped(true);
incTimeStoppedCounter(TIME_STOPPED_COUNTER);
if (JA_GetMusicState() == JA_MUSIC_PLAYING && !demo_.enabled)
{
JA_PauseMusic();
}
}
// Deshabilita el efecto del item de detener el tiempo
void Game::disableTimeStopItem()
{
time_stopped_ = false;
setTimeStoppedCounter(0);
startAllBalloons();
if (JA_GetMusicState() == JA_MUSIC_PAUSED && !demo_.enabled)
{
JA_ResumeMusic();
}
}
// 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(music_);
}
}
// 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)
{
stage_bitmap_path_[i] = (sin[(int)((i * 1.8f) + 90)] * (distance) + center_point);
}
for (int i = first_part; i < second_part; ++i)
{
stage_bitmap_path_[i] = (int)center_point;
}
for (int i = second_part; i < STAGE_COUNTER; ++i)
{
stage_bitmap_path_[i] = (sin[(int)(((i - 149) * 1.8f) + 90)] * (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)
{
for (const auto &player : players_)
{
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;
break;
}
else if (event.type == SDL_WINDOWEVENT)
{
switch (event.window.event)
{
case SDL_WINDOWEVENT_FOCUS_LOST:
{
if (!demo_.enabled)
{
pause(true);
}
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)
{
// Crea una powerball
case SDLK_1:
{
createPowerBall();
break;
}
// Crea dos BALLON4
case SDLK_2:
{
const auto set = 0;
const auto stage = balloon_formations_->getStage(0);
const auto numEnemies = stage.balloon_pool->set[set]->number_of_balloons;
for (int i = 0; i < numEnemies; ++i)
{
createBalloon(stage.balloon_pool->set[set]->init[i].x,
stage.balloon_pool->set[set]->init[i].y,
stage.balloon_pool->set[set]->init[i].kind,
stage.balloon_pool->set[set]->init[i].vel_x,
balloon_speed_,
stage.balloon_pool->set[set]->init[i].creation_counter);
}
}
break;
// Activa el modo para pasar el juego automaticamente
case SDLK_3:
{
auto_pop_balloons_ = !auto_pop_balloons_;
screen_->showNotification("auto_pop_balloons_ " + boolToString(auto_pop_balloons_));
break;
}
// Ralentiza mucho la lógica
case SDLK_4:
{
ticks_speed_ *= 10;
break;
}
// Acelera mucho la lógica
case SDLK_5:
{
ticks_speed_ /= 10;
break;
}
default:
break;
}
}
#endif
}
}
// Carga las animaciones
void Game::loadAnimations(std::string filePath, std::vector<std::string> *buffer)
{
std::ifstream file(filePath);
std::string line;
if (file)
{
#ifdef VERBOSE
std::cout << "Animation loaded: " << filePath.substr(filePath.find_last_of("\\/") + 1).c_str() << std::endl;
#endif
while (std::getline(file, line))
{
buffer->push_back(line);
}
file.close();
}
}
// Elimina todos los objetos contenidos en vectores
void Game::deleteAllVectorObjects()
{
players_.clear();
balloons_.clear();
bullets_.clear();
items_.clear();
smart_sprites_.clear();
}
// Recarga las texturas
void Game::reloadTextures()
{
for (auto &texture : item_textures_)
{
texture->reLoad();
}
for (auto &texture : balloon_textures_)
{
texture->reLoad();
}
for (auto &texture : player1_textures_)
{
texture->reLoad();
}
for (auto &texture : player2_textures_)
{
texture->reLoad();
}
bullet_texture_->reLoad();
game_text_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)
{
for (const auto &player : players_)
{
if (player->getId() == id)
{
return player;
}
}
return nullptr;
}
// Obtiene un controlador a partir del "id" del jugador
int Game::getController(int player_id)
{
for (int i = 0; i < (int)options.controller.size(); ++i)
{
if (options.controller[i].player_id == player_id)
{
return i;
}
}
return -1;
}