migrat Ending a time based
This commit is contained in:
@@ -34,7 +34,7 @@ enum class Options {
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// --- Variables de estado globales ---
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#ifdef _DEBUG
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inline Scene current = Scene::CREDITS; // Escena actual
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inline Scene current = Scene::ENDING; // Escena actual
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inline Options options = Options::LOGO_TO_LOADING_SCREEN; // Opciones de la escena actual
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#else
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inline Scene current = Scene::LOGO; // Escena actual
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@@ -10,20 +10,17 @@
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#include "core/rendering/surface_sprite.hpp" // Para SSprite
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#include "core/rendering/text.hpp" // Para Text, TEXT_STROKE
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#include "core/resources/resource.hpp" // Para Resource
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#include "core/system/global_events.hpp" // Para check
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#include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
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#include "game/options.hpp" // Para Options, options, OptionsGame, SectionS...
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#include "game/scene_manager.hpp" // Para SceneManager
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#include "utils/defines.hpp" // Para GAME_SPEED
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#include "core/system/global_events.hpp" // Para check
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#include "utils/delta_timer.hpp" // Para DeltaTimer
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#include "utils/utils.hpp" // Para PaletteColor
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// Constructor
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Ending::Ending()
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: counter_(-1),
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pre_counter_(0),
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cover_counter_(0),
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ticks_(0),
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current_scene_(0) {
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: delta_timer_(std::make_unique<DeltaTimer>()) {
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SceneManager::current = SceneManager::Scene::ENDING;
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SceneManager::options = SceneManager::Options::NONE;
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@@ -48,29 +45,26 @@ Ending::Ending()
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// Actualiza el objeto
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void Ending::update() {
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks_ > GAME_SPEED) {
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// Actualiza el contador de ticks
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ticks_ = SDL_GetTicks();
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// Obtiene el delta time
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current_delta_ = delta_timer_->tick();
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// Comprueba las entradas
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checkInput();
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// Actualiza el contador
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updateCounters();
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// Actualiza el tiempo total
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total_time_ += current_delta_;
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// Actualiza la máquina de estados
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updateState(current_delta_);
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// Actualiza las cortinillas de los elementos
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updateSpriteCovers();
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// Comprueba si se ha de cambiar de escena
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checkChangeScene();
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// Actualiza el volumen de la musica
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updateMusicVolume();
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// Actualiza el objeto Screen
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Screen::get()->update();
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}
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Screen::get()->update(current_delta_);
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}
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// Dibuja el final en pantalla
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@@ -81,13 +75,18 @@ void Ending::render() {
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// Limpia la pantalla
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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// Skip rendering durante WARMING_UP
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if (state_ != State::WARMING_UP) {
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// Dibuja las imagenes de la escena
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sprite_pics_.at(current_scene_).image_sprite->render();
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sprite_pics_.at(current_scene_).cover_sprite->render();
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// Dibuja los textos de la escena
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for (const auto& ti : scenes_.at(current_scene_).text_index) {
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if (counter_ > ti.trigger) {
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// Convertir trigger de frames a segundos @ 60fps
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const float TRIGGER_TIME = static_cast<float>(ti.trigger) / 60.0F;
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if (state_time_ > TRIGGER_TIME) {
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sprite_texts_.at(ti.index).image_sprite->render();
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sprite_texts_.at(ti.index).cover_sprite->render();
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}
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@@ -95,6 +94,7 @@ void Ending::render() {
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// Dibuja la cortinilla de cambio de escena
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renderCoverTexture();
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}
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->render();
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@@ -113,6 +113,71 @@ void Ending::checkInput() {
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GlobalInputs::check();
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}
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// Transición entre estados
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void Ending::transitionToState(State new_state) {
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state_ = new_state;
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state_time_ = 0.0F;
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// Al cambiar a una escena, resetear fadeout_time_
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if (new_state != State::WARMING_UP && new_state != State::ENDING) {
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fadeout_time_ = 0.0F;
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}
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}
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// Actualiza la máquina de estados
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void Ending::updateState(float delta_time) {
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state_time_ += delta_time;
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switch (state_) {
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case State::WARMING_UP:
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if (state_time_ >= WARMUP_DURATION) {
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transitionToState(State::SCENE_0);
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current_scene_ = 0;
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}
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break;
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case State::SCENE_0:
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checkChangeScene();
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// Actualizar fadeout_time_ si estamos cerca del final
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if (state_time_ >= SCENE_0_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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}
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break;
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case State::SCENE_1:
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checkChangeScene();
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if (state_time_ >= SCENE_1_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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}
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break;
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case State::SCENE_2:
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checkChangeScene();
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if (state_time_ >= SCENE_2_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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}
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break;
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case State::SCENE_3:
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checkChangeScene();
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if (state_time_ >= SCENE_3_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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}
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break;
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case State::SCENE_4:
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checkChangeScene();
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if (state_time_ >= SCENE_4_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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}
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break;
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case State::ENDING:
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// Transición a ENDING2
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break;
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}
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}
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// Inicializa los textos
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void Ending::iniTexts() {
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// Vector con los textos
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@@ -370,63 +435,119 @@ void Ending::run() {
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JA_SetVolume(128);
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}
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// Actualiza los contadores
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void Ending::updateCounters() {
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// Incrementa el contador
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if (pre_counter_ < 200) {
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pre_counter_++;
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} else {
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counter_++;
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}
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if (counter_ > scenes_[current_scene_].counter_end - 100) {
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cover_counter_++;
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}
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}
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// Actualiza las cortinillas de los elementos
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void Ending::updateSpriteCovers() {
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// Skip durante WARMING_UP
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if (state_ == State::WARMING_UP) {
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return;
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}
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// Actualiza la cortinilla de los textos
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if (counter_ % 4 == 0) {
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for (auto ti : scenes_.at(current_scene_).text_index) {
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if (counter_ > ti.trigger) {
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if (sprite_texts_.at(ti.index).cover_clip_desp > 0) {
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sprite_texts_.at(ti.index).cover_clip_desp -= 2;
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} else if (sprite_texts_.at(ti.index).cover_clip_height > 0) {
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sprite_texts_.at(ti.index).cover_clip_height -= 2;
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sprite_texts_.at(ti.index).cover_sprite->setY(sprite_texts_.at(ti.index).cover_sprite->getY() + 2);
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for (const auto& ti : scenes_.at(current_scene_).text_index) {
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// Convertir trigger de frames a segundos @ 60fps
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const float TRIGGER_TIME = static_cast<float>(ti.trigger) / 60.0F;
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if (state_time_ > TRIGGER_TIME) {
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// Tiempo transcurrido desde que se activó el trigger
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const float TIME_SINCE_TRIGGER = state_time_ - TRIGGER_TIME;
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// Píxeles revelados: tiempo * velocidad
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const float PIXELS_REVEALED = TIME_SINCE_TRIGGER * TEXT_REVEAL_SPEED;
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// Obtener altura inicial de la superficie
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const float INITIAL_HEIGHT = sprite_texts_.at(ti.index).image_surface->getHeight();
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const float Y_INITIAL = sprite_texts_.at(ti.index).image_sprite->getY();
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// Fase 1: Revelar malla decorativa (8 píxeles)
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if (PIXELS_REVEALED < 8.0F) {
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sprite_texts_.at(ti.index).cover_clip_desp = static_cast<int>(8.0F - PIXELS_REVEALED);
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sprite_texts_.at(ti.index).cover_clip_height = static_cast<int>(INITIAL_HEIGHT);
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sprite_texts_.at(ti.index).cover_sprite->setY(Y_INITIAL);
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}
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sprite_texts_.at(ti.index).cover_sprite->setClip(0, sprite_texts_.at(ti.index).cover_clip_desp, sprite_texts_.at(ti.index).cover_sprite->getWidth(), sprite_texts_.at(ti.index).cover_clip_height);
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// Fase 2: Revelar contenido
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else {
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sprite_texts_.at(ti.index).cover_clip_desp = 0;
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const float CONTENT_PIXELS = PIXELS_REVEALED - 8.0F;
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sprite_texts_.at(ti.index).cover_clip_height = std::max(0, static_cast<int>(INITIAL_HEIGHT - CONTENT_PIXELS));
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sprite_texts_.at(ti.index).cover_sprite->setY(Y_INITIAL + static_cast<int>(CONTENT_PIXELS));
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}
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sprite_texts_.at(ti.index).cover_sprite->setClip(
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0,
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sprite_texts_.at(ti.index).cover_clip_desp,
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sprite_texts_.at(ti.index).cover_sprite->getWidth(),
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sprite_texts_.at(ti.index).cover_clip_height
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);
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}
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}
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// Actualiza la cortinilla de las imágenes
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if (counter_ % 2 == 0) {
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if (sprite_pics_.at(current_scene_).cover_clip_desp > 0) {
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sprite_pics_.at(current_scene_).cover_clip_desp -= 2;
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} else if (sprite_pics_.at(current_scene_).cover_clip_height > 0) {
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sprite_pics_.at(current_scene_).cover_clip_height -= 2;
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sprite_pics_.at(current_scene_).cover_clip_height = std::max(sprite_pics_.at(current_scene_).cover_clip_height, 0);
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sprite_pics_.at(current_scene_).cover_sprite->setY(sprite_pics_.at(current_scene_).cover_sprite->getY() + 2);
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// Actualiza la cortinilla de las imágenes (revelación continua desde el inicio de la escena)
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const float PIXELS_REVEALED = state_time_ * IMAGE_REVEAL_SPEED;
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const float INITIAL_HEIGHT = sprite_pics_.at(current_scene_).image_surface->getHeight();
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const float Y_INITIAL = sprite_pics_.at(current_scene_).image_sprite->getY();
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// Fase 1: Revelar malla decorativa (8 píxeles)
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if (PIXELS_REVEALED < 8.0F) {
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sprite_pics_.at(current_scene_).cover_clip_desp = static_cast<int>(8.0F - PIXELS_REVEALED);
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sprite_pics_.at(current_scene_).cover_clip_height = static_cast<int>(INITIAL_HEIGHT);
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sprite_pics_.at(current_scene_).cover_sprite->setY(Y_INITIAL);
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}
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sprite_pics_.at(current_scene_).cover_sprite->setClip(0, sprite_pics_.at(current_scene_).cover_clip_desp, sprite_pics_.at(current_scene_).cover_sprite->getWidth(), sprite_pics_.at(current_scene_).cover_clip_height);
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// Fase 2: Revelar contenido
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else {
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sprite_pics_.at(current_scene_).cover_clip_desp = 0;
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const float CONTENT_PIXELS = PIXELS_REVEALED - 8.0F;
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sprite_pics_.at(current_scene_).cover_clip_height = std::max(0, static_cast<int>(INITIAL_HEIGHT - CONTENT_PIXELS));
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sprite_pics_.at(current_scene_).cover_sprite->setY(Y_INITIAL + static_cast<int>(CONTENT_PIXELS));
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}
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sprite_pics_.at(current_scene_).cover_sprite->setClip(
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0,
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sprite_pics_.at(current_scene_).cover_clip_desp,
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sprite_pics_.at(current_scene_).cover_sprite->getWidth(),
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sprite_pics_.at(current_scene_).cover_clip_height
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);
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}
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// Comprueba si se ha de cambiar de escena
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void Ending::checkChangeScene() {
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if (counter_ > scenes_[current_scene_].counter_end) {
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current_scene_++;
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counter_ = 0;
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cover_counter_ = 0;
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if (current_scene_ == 5) {
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// Obtener duración de la escena actual
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float CURRENT_DURATION = 0.0F;
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State NEXT_STATE = State::ENDING;
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switch (state_) {
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case State::SCENE_0:
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CURRENT_DURATION = SCENE_0_DURATION;
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NEXT_STATE = State::SCENE_1;
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break;
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case State::SCENE_1:
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CURRENT_DURATION = SCENE_1_DURATION;
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NEXT_STATE = State::SCENE_2;
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break;
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case State::SCENE_2:
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CURRENT_DURATION = SCENE_2_DURATION;
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NEXT_STATE = State::SCENE_3;
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break;
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case State::SCENE_3:
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CURRENT_DURATION = SCENE_3_DURATION;
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NEXT_STATE = State::SCENE_4;
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break;
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case State::SCENE_4:
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CURRENT_DURATION = SCENE_4_DURATION;
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NEXT_STATE = State::ENDING;
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break;
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default:
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return;
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}
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// Comprobar si ha pasado la duración de la escena
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if (state_time_ >= CURRENT_DURATION) {
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if (NEXT_STATE == State::ENDING) {
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// Termina el bucle
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SceneManager::current = SceneManager::Scene::ENDING2;
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// Mantiene los valores anteriores
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current_scene_ = 4;
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cover_counter_ = 100;
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} else {
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// Transición a la siguiente escena
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current_scene_++;
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transitionToState(NEXT_STATE);
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}
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}
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}
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@@ -460,20 +581,23 @@ void Ending::fillCoverTexture() {
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// Dibuja la cortinilla de cambio de escena
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void Ending::renderCoverTexture() {
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if (cover_counter_ > 0) {
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// Dibuja la textura que cubre el texto
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const int OFFSET = std::min(cover_counter_, 100);
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SDL_FRect src_rect = {0.0F, 200.0F - (cover_counter_ * 2.0F), 256.0F, OFFSET * 2.0F};
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SDL_FRect dst_rect = {0.0F, 0.0F, 256.0F, OFFSET * 2.0F};
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if (fadeout_time_ > 0.0F) {
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// Convertir fadeout_time_ a equivalente de cover_counter_ @ 60fps
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const float FADEOUT_COUNTER = std::min(fadeout_time_ * 60.0F, 100.0F);
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SDL_FRect src_rect = {0.0F, 200.0F - (FADEOUT_COUNTER * 2.0F), 256.0F, FADEOUT_COUNTER * 2.0F};
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SDL_FRect dst_rect = {0.0F, 0.0F, 256.0F, FADEOUT_COUNTER * 2.0F};
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cover_surface_->render(&src_rect, &dst_rect);
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}
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}
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// Actualiza el volumen de la musica
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void Ending::updateMusicVolume() const {
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if (current_scene_ == 4 && cover_counter_ > 0) {
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const float STEP = (100.0F - cover_counter_) / 100.0F;
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const int VOLUME = 128 * STEP;
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if (state_ == State::SCENE_4 && fadeout_time_ > 0.0F) {
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// Convertir fadeout_time_ a equivalente de cover_counter_ @ 60fps
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const float FADEOUT_COUNTER = std::min(fadeout_time_ * 60.0F, 100.0F);
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const float STEP = (100.0F - FADEOUT_COUNTER) / 100.0F;
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const int VOLUME = static_cast<int>(128.0F * STEP);
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JA_SetVolume(VOLUME);
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}
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}
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@@ -7,6 +7,7 @@
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#include <vector> // Para vector
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class SurfaceSprite; // lines 8-8
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class Surface; // lines 9-9
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class DeltaTimer;
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class Ending {
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public:
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@@ -18,6 +19,30 @@ class Ending {
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void run();
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private:
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// --- Estados ---
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enum class State {
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WARMING_UP,
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SCENE_0,
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SCENE_1,
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SCENE_2,
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SCENE_3,
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SCENE_4,
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ENDING
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};
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// --- Constantes de tiempo (basado en 60 FPS) ---
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static constexpr float WARMUP_DURATION = 3.333F; // 200 frames @ 60fps
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static constexpr float FADEOUT_DURATION = 1.667F; // 100 frames @ 60fps
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static constexpr float SCENE_0_DURATION = 16.667F; // 1000 frames @ 60fps
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static constexpr float SCENE_1_DURATION = 23.333F; // 1400 frames @ 60fps
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static constexpr float SCENE_2_DURATION = 16.667F; // 1000 frames @ 60fps
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static constexpr float SCENE_3_DURATION = 13.333F; // 800 frames @ 60fps
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static constexpr float SCENE_4_DURATION = 16.667F; // 1000 frames @ 60fps
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static constexpr float TEXT_REVEAL_SPEED = 30.0F; // 2px cada 4 frames @ 60fps
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static constexpr float IMAGE_REVEAL_SPEED = 60.0F; // 2px cada 2 frames @ 60fps
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static constexpr float TEXT_LAPSE = 1.333F; // 80 frames @ 60fps
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static constexpr float FADEOUT_START_OFFSET = 1.667F; // Inicio fade-out 100 frames antes del fin
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// --- Estructuras ---
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struct EndingSurface // Estructura con dos texturas y sprites, uno para mostrar y el otro hace de cortinilla
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{
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@@ -51,13 +76,15 @@ class Ending {
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std::shared_ptr<Surface> cover_surface_; // Surface para cubrir el texto
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// --- Variables ---
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int counter_; // Contador
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int pre_counter_; // Contador previo
|
||||
int cover_counter_; // Contador para la cortinilla
|
||||
Uint32 ticks_; // Contador de ticks para ajustar la velocidad del programa
|
||||
std::unique_ptr<DeltaTimer> delta_timer_; // Temporizador delta para time-based update
|
||||
State state_ = State::WARMING_UP; // Estado actual
|
||||
float state_time_ = 0.0F; // Tiempo acumulado en el estado actual
|
||||
float total_time_ = 0.0F; // Tiempo total acumulado desde el inicio
|
||||
float fadeout_time_ = 0.0F; // Tiempo acumulado para el fade-out
|
||||
float current_delta_ = 0.0F; // Delta time del frame actual
|
||||
std::vector<EndingSurface> sprite_texts_; // Vector con los sprites de texto con su cortinilla
|
||||
std::vector<EndingSurface> sprite_pics_; // Vector con los sprites de texto con su cortinilla
|
||||
int current_scene_; // Escena actual
|
||||
int current_scene_ = 0; // Escena actual (0-4)
|
||||
std::vector<SceneData> scenes_; // Vector con los textos e imagenes de cada escena
|
||||
|
||||
// --- Funciones ---
|
||||
@@ -68,7 +95,8 @@ class Ending {
|
||||
void iniTexts(); // Inicializa los textos
|
||||
void iniPics(); // Inicializa las imagenes
|
||||
void iniScenes(); // Inicializa las escenas
|
||||
void updateCounters(); // Actualiza los contadores
|
||||
void updateState(float delta_time); // Actualiza la máquina de estados
|
||||
void transitionToState(State new_state); // Transición entre estados
|
||||
void updateSpriteCovers(); // Actualiza las cortinillas de los elementos
|
||||
void checkChangeScene(); // Comprueba si se ha de cambiar de escena
|
||||
void fillCoverTexture(); // Rellena la textura para la cortinilla
|
||||
|
||||
Reference in New Issue
Block a user