clang-tidy
This commit is contained in:
@@ -161,7 +161,7 @@ auto getPressedAction() -> InputAction {
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}
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_POSTFX, Input::DO_NOT_ALLOW_REPEAT)) {
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if (Options::video.postfx && (SDL_GetModState() & SDL_KMOD_SHIFT)) {
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if (Options::video.postfx && ((SDL_GetModState() & SDL_KMOD_SHIFT) != 0U)) {
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return InputAction::NEXT_POSTFX_PRESET;
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}
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return InputAction::TOGGLE_POSTFX;
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@@ -197,7 +197,7 @@ void handle() {
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if (Options::kiosk.enabled) {
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SDL_Keymod mod = SDL_GetModState();
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const bool* ks = SDL_GetKeyboardState(nullptr);
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if ((mod & SDL_KMOD_CTRL) && (mod & SDL_KMOD_SHIFT) && (mod & SDL_KMOD_ALT) && ks[SDL_SCANCODE_Q]) {
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if (((mod & SDL_KMOD_CTRL) != 0U) && ((mod & SDL_KMOD_SHIFT) != 0U) && ((mod & SDL_KMOD_ALT) != 0U) && ks[SDL_SCANCODE_Q]) {
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SceneManager::current = SceneManager::Scene::QUIT;
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return;
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}
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@@ -1,6 +1,6 @@
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#include "core/rendering/pixel_reveal.hpp"
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#include <algorithm> // Para min
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#include <algorithm> // Para min, ranges::all_of
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#include <numeric> // Para iota
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#include <queue> // Para queue (BFS en modo ORDERED)
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#include <random> // Para mt19937, shuffle
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@@ -30,7 +30,7 @@ PixelReveal::PixelReveal(int width, int height, float pixels_per_second, float s
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std::vector<int> offsets;
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offsets.push_back(0);
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std::queue<std::pair<int, int>> bq;
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bq.push({0, num_steps_});
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bq.emplace(0, num_steps_);
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while (static_cast<int>(offsets.size()) < num_steps_) {
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auto [lo, hi] = bq.front();
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bq.pop();
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@@ -39,14 +39,14 @@ PixelReveal::PixelReveal(int width, int height, float pixels_per_second, float s
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}
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const int MID = (lo + hi) / 2;
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offsets.push_back(MID);
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bq.push({lo, MID});
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bq.push({MID, hi});
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bq.emplace(lo, MID);
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bq.emplace(MID, hi);
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}
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// Genera el orden: para cada offset, todas las columnas col = offset, offset+N, offset+2N, ...
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std::vector<int> ordered_cols;
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ordered_cols.reserve(width_);
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for (const int off : offsets) {
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for (int col = off; col < width_; col += num_steps_) {
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for (const int OFF : offsets) {
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for (int col = OFF; col < width_; col += num_steps_) {
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ordered_cols.push_back(col);
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}
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}
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@@ -105,11 +105,6 @@ void PixelReveal::render(int dst_x, int dst_y) const {
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}
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// Indica si el revelado ha completado todas las filas
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bool PixelReveal::isComplete() const {
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for (const int step : row_step_) {
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if (step < num_steps_) {
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return false;
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}
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}
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return true;
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auto PixelReveal::isComplete() const -> bool {
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return std::ranges::all_of(row_step_, [this](int s) { return s >= num_steps_; });
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}
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@@ -26,7 +26,7 @@ class PixelReveal {
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void render(int dst_x, int dst_y) const;
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// Indica si el revelado ha completado todas las filas
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[[nodiscard]] bool isComplete() const;
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[[nodiscard]] auto isComplete() const -> bool;
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private:
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std::shared_ptr<Surface> cover_surface_; // Máscara negra que se va haciendo transparente
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@@ -392,7 +392,7 @@ auto Screen::findPalette(const std::string& name) -> size_t {
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}
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// Muestra información por pantalla
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void Screen::renderInfo() {
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void Screen::renderInfo() const {
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if (show_debug_info_ && (Resource::Cache::get() != nullptr)) {
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auto text = Resource::Cache::get()->getText("smb2");
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auto color = static_cast<Uint8>(PaletteColor::YELLOW);
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@@ -459,7 +459,7 @@ auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
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void Screen::applyCurrentPostFXPreset() {
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if (shader_backend_ && !Options::postfx_presets.empty()) {
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const auto& p = Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)];
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Rendering::PostFXParams params{p.vignette, p.scanlines, p.chroma, p.mask, p.gamma, p.curvature, p.bleeding};
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Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding};
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shader_backend_->setPostFXParams(params);
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}
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}
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@@ -116,7 +116,7 @@ class Screen {
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auto findPalette(const std::string& name) -> size_t; // Localiza la paleta dentro del vector de paletas
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void initShaders(); // Inicializa los shaders
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void applyCurrentPostFXPreset(); // Aplica los parámetros del preset actual al backend
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void renderInfo(); // Muestra información por pantalla
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void renderInfo() const; // Muestra información por pantalla
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void getDisplayInfo(); // Obtiene información sobre la pantalla
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auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
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void createText(); // Crea el objeto de texto
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@@ -412,15 +412,15 @@ void SDL3GPUShader::render() {
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float vw = 0.0F;
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float vh = 0.0F;
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if (integer_scale_) {
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const int scale = std::max(1, std::min(static_cast<int>(sw) / tex_width_, static_cast<int>(sh) / tex_height_));
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vw = static_cast<float>(tex_width_ * scale);
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vh = static_cast<float>(tex_height_ * scale);
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const int SCALE = std::max(1, std::min(static_cast<int>(sw) / tex_width_, static_cast<int>(sh) / tex_height_));
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vw = static_cast<float>(tex_width_ * SCALE);
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vh = static_cast<float>(tex_height_ * SCALE);
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} else {
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const float scale = std::min(
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const float SCALE = std::min(
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static_cast<float>(sw) / static_cast<float>(tex_width_),
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static_cast<float>(sh) / static_cast<float>(tex_height_));
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vw = static_cast<float>(tex_width_) * scale;
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vh = static_cast<float>(tex_height_) * scale;
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vw = static_cast<float>(tex_width_) * SCALE;
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vh = static_cast<float>(tex_height_) * SCALE;
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}
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vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
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vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);
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@@ -40,7 +40,7 @@ class SDL3GPUShader : public ShaderBackend {
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void render() override;
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void setTextureSize(float width, float height) override {}
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void cleanup() override; // Libera pipeline/texturas pero mantiene el device vivo
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void cleanup() final; // Libera pipeline/texturas pero mantiene el device vivo
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void destroy(); // Limpieza completa (device + swapchain); llamar solo al cerrar
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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@@ -430,19 +430,30 @@ void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 tar
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// Hash 2D estable per a dithering sense flickering
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static auto pixelThreshold(int col, int row) -> float {
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auto h = static_cast<uint32_t>(col) * 2246822519U ^ static_cast<uint32_t>(row) * 2654435761U;
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auto h = (static_cast<uint32_t>(col) * 2246822519U) ^ (static_cast<uint32_t>(row) * 2654435761U);
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h ^= (h >> 13);
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h *= 1274126177U;
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h ^= (h >> 16);
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return static_cast<float>(h & 0xFFFFU) / 65536.0F;
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}
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// Calcula la densidad de fade para un pixel en posición screen_y
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static auto computeFadeDensity(int screen_y, int fade_h, int canvas_height) -> float {
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if (screen_y < fade_h) {
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return static_cast<float>(fade_h - screen_y) / static_cast<float>(fade_h);
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}
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if (screen_y >= canvas_height - fade_h) {
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return static_cast<float>(screen_y - (canvas_height - fade_h)) / static_cast<float>(fade_h);
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}
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return 0.0F;
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}
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// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
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void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect) {
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const int SX = src_rect ? static_cast<int>(src_rect->x) : 0;
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const int SY = src_rect ? static_cast<int>(src_rect->y) : 0;
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const int SW = src_rect ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
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const int SH = src_rect ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
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const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
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const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
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const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
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const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
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auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
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@@ -452,12 +463,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
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continue;
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}
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float density = 0.0F;
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if (SCREEN_Y < fade_h) {
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density = static_cast<float>(fade_h - SCREEN_Y) / static_cast<float>(fade_h);
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} else if (SCREEN_Y >= canvas_height - fade_h) {
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density = static_cast<float>(SCREEN_Y - (canvas_height - fade_h)) / static_cast<float>(fade_h);
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}
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const float DENSITY = computeFadeDensity(SCREEN_Y, fade_h, canvas_height);
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for (int col = 0; col < SW; col++) {
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const int SCREEN_X = x + col;
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@@ -465,12 +471,12 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
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continue;
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}
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const Uint8 COLOR = surface_data_->data[(SY + row) * static_cast<int>(surface_data_->width) + (SX + col)];
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const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
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if (static_cast<int>(COLOR) == transparent_color_) {
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continue;
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}
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if (pixelThreshold(col, row) < density) {
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if (pixelThreshold(col, row) < DENSITY) {
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continue; // Pixel tapat per la zona de fade
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}
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@@ -481,10 +487,10 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
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// Idem però reemplaçant un color índex
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void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect) {
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const int SX = src_rect ? static_cast<int>(src_rect->x) : 0;
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const int SY = src_rect ? static_cast<int>(src_rect->y) : 0;
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const int SW = src_rect ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
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const int SH = src_rect ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
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const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
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const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
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const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
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const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
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auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
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@@ -494,12 +500,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
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continue;
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}
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float density = 0.0F;
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if (SCREEN_Y < fade_h) {
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density = static_cast<float>(fade_h - SCREEN_Y) / static_cast<float>(fade_h);
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} else if (SCREEN_Y >= canvas_height - fade_h) {
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density = static_cast<float>(SCREEN_Y - (canvas_height - fade_h)) / static_cast<float>(fade_h);
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}
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const float DENSITY = computeFadeDensity(SCREEN_Y, fade_h, canvas_height);
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for (int col = 0; col < SW; col++) {
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const int SCREEN_X = x + col;
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@@ -507,12 +508,12 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
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continue;
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}
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const Uint8 COLOR = surface_data_->data[(SY + row) * static_cast<int>(surface_data_->width) + (SX + col)];
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const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
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if (static_cast<int>(COLOR) == transparent_color_) {
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continue;
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}
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if (pixelThreshold(col, row) < density) {
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if (pixelThreshold(col, row) < DENSITY) {
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continue; // Pixel tapat per la zona de fade
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}
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@@ -219,7 +219,7 @@ SurfaceAnimatedSprite::SurfaceAnimatedSprite(std::shared_ptr<Surface> surface, S
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: SurfaceMovingSprite(std::move(surface), pos) {
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// animations_ queda buit (protegit per el guard de animate())
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if (surface_) {
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clip_ = {0, 0, static_cast<float>(surface_->getWidth()), static_cast<float>(surface_->getHeight())};
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clip_ = {.x = 0, .y = 0, .w = surface_->getWidth(), .h = surface_->getHeight()};
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}
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}
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@@ -239,7 +239,7 @@ auto SurfaceAnimatedSprite::getIndex(const std::string& name) -> int {
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// Calcula el frame correspondiente a la animación (time-based)
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void SurfaceAnimatedSprite::animate(float delta_time) {
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if (animations_.empty()) return;
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if (animations_.empty()) { return; }
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if (animations_[current_animation_].speed <= 0.0F) {
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return;
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}
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@@ -7,7 +7,7 @@
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// Hash 2D estable per a dithering (rank aleatori per posició de píxel)
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static auto pixelRank(int col, int row) -> float {
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auto h = static_cast<uint32_t>(col) * 2246822519U ^ static_cast<uint32_t>(row) * 2654435761U;
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auto h = (static_cast<uint32_t>(col) * 2246822519U) ^ (static_cast<uint32_t>(row) * 2654435761U);
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h ^= (h >> 13);
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h *= 1274126177U;
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h ^= (h >> 16);
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@@ -28,7 +28,7 @@ auto SurfaceDissolveSprite::computePixelRank(int col, int row, int frame_h, Diss
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y_factor = static_cast<float>(frame_h - 1 - row) / static_cast<float>(frame_h);
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}
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return y_factor * 0.7F + RANDOM * 0.3F;
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return (y_factor * 0.7F) + (RANDOM * 0.3F);
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}
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// Constructor per a surface directa (sense AnimationResource)
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@@ -92,14 +92,14 @@ void SurfaceDissolveSprite::rebuildDisplaySurface() {
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// Copia píxels filtrats per progress_
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for (int row = 0; row < SH; ++row) {
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for (int col = 0; col < SW; ++col) {
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const Uint8 COLOR = src_data->data[(SY + row) * SRC_W + (SX + col)];
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const Uint8 COLOR = src_data->data[((SY + row) * SRC_W) + (SX + col)];
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if (COLOR == TRANSPARENT) {
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continue;
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}
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const float RANK = computePixelRank(col, row, SH, direction_);
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if (RANK >= progress_) {
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const Uint8 OUT = (COLOR == source_color_) ? target_color_ : COLOR;
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dst_data->data[(SY + row) * DST_W + (SX + col)] = OUT;
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dst_data->data[((SY + row) * DST_W) + (SX + col)] = OUT;
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}
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}
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}
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@@ -908,11 +908,7 @@ auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect
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// Marca al jugador como muerto
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void Player::markAsDead() {
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if (Options::cheats.invincible == Options::Cheat::State::ENABLED) {
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is_alive_ = true; // No puede morir
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} else {
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is_alive_ = false; // Muere
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}
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is_alive_ = (Options::cheats.invincible == Options::Cheat::State::ENABLED);
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}
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#ifdef _DEBUG
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@@ -29,9 +29,9 @@ void CollisionMap::initializeSurfaces() {
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// Devuelve el tipo de tile que hay en ese pixel
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auto CollisionMap::getTile(SDL_FPoint point) const -> Tile {
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const int row = static_cast<int>(point.y / TILE_SIZE);
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const int col = static_cast<int>(point.x / TILE_SIZE);
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const int POS = row * MAP_WIDTH + col;
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const int ROW = static_cast<int>(point.y / TILE_SIZE);
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const int COL = static_cast<int>(point.x / TILE_SIZE);
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const int POS = (ROW * MAP_WIDTH) + COL;
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return getTile(POS);
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}
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@@ -654,6 +654,13 @@ void setPostFXFile(const std::string& path) {
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postfx_file_path = path;
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}
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// Helper: extrae un campo float de un nodo YAML si existe, ignorando errores de conversión
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static void parseFloatField(const fkyaml::node& node, const std::string& key, float& target) {
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if (node.contains(key)) {
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try { target = node[key].get_value<float>(); } catch (...) {}
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}
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}
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// Carga los presets de PostFX desde el fichero
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auto loadPostFXFromFile() -> bool {
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postfx_presets.clear();
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@@ -675,47 +682,18 @@ auto loadPostFXFromFile() -> bool {
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if (yaml.contains("presets")) {
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const auto& presets = yaml["presets"];
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for (size_t i = 0; i < presets.size(); ++i) {
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const auto& p = presets[i];
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for (const auto& p : presets) {
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PostFXPreset preset;
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if (p.contains("name")) {
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preset.name = p["name"].get_value<std::string>();
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}
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if (p.contains("vignette")) {
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try {
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||||
preset.vignette = p["vignette"].get_value<float>();
|
||||
} catch (...) {}
|
||||
}
|
||||
if (p.contains("scanlines")) {
|
||||
try {
|
||||
preset.scanlines = p["scanlines"].get_value<float>();
|
||||
} catch (...) {}
|
||||
}
|
||||
if (p.contains("chroma")) {
|
||||
try {
|
||||
preset.chroma = p["chroma"].get_value<float>();
|
||||
} catch (...) {}
|
||||
}
|
||||
if (p.contains("mask")) {
|
||||
try {
|
||||
preset.mask = p["mask"].get_value<float>();
|
||||
} catch (...) {}
|
||||
}
|
||||
if (p.contains("gamma")) {
|
||||
try {
|
||||
preset.gamma = p["gamma"].get_value<float>();
|
||||
} catch (...) {}
|
||||
}
|
||||
if (p.contains("curvature")) {
|
||||
try {
|
||||
preset.curvature = p["curvature"].get_value<float>();
|
||||
} catch (...) {}
|
||||
}
|
||||
if (p.contains("bleeding")) {
|
||||
try {
|
||||
preset.bleeding = p["bleeding"].get_value<float>();
|
||||
} catch (...) {}
|
||||
}
|
||||
parseFloatField(p, "vignette", preset.vignette);
|
||||
parseFloatField(p, "scanlines", preset.scanlines);
|
||||
parseFloatField(p, "chroma", preset.chroma);
|
||||
parseFloatField(p, "mask", preset.mask);
|
||||
parseFloatField(p, "gamma", preset.gamma);
|
||||
parseFloatField(p, "curvature", preset.curvature);
|
||||
parseFloatField(p, "bleeding", preset.bleeding);
|
||||
postfx_presets.push_back(preset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -111,6 +111,17 @@ void Ending::transitionToState(State new_state) {
|
||||
}
|
||||
}
|
||||
|
||||
// Lógica de fade común a los estados SCENE_N
|
||||
void Ending::handleSceneFadeout(float scene_duration, float delta_time) {
|
||||
if (state_time_ >= scene_duration - FADEOUT_START_OFFSET) {
|
||||
fadeout_time_ += delta_time;
|
||||
if (!scene_cover_) {
|
||||
scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
|
||||
}
|
||||
scene_cover_->update(fadeout_time_);
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza la máquina de estados
|
||||
void Ending::updateState(float delta_time) {
|
||||
state_time_ += delta_time;
|
||||
@@ -125,57 +136,27 @@ void Ending::updateState(float delta_time) {
|
||||
|
||||
case State::SCENE_0:
|
||||
checkChangeScene();
|
||||
if (state_time_ >= SCENE_0_DURATION - FADEOUT_START_OFFSET) {
|
||||
fadeout_time_ += delta_time;
|
||||
if (!scene_cover_) {
|
||||
scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
|
||||
}
|
||||
scene_cover_->update(fadeout_time_);
|
||||
}
|
||||
handleSceneFadeout(SCENE_0_DURATION, delta_time);
|
||||
break;
|
||||
|
||||
case State::SCENE_1:
|
||||
checkChangeScene();
|
||||
if (state_time_ >= SCENE_1_DURATION - FADEOUT_START_OFFSET) {
|
||||
fadeout_time_ += delta_time;
|
||||
if (!scene_cover_) {
|
||||
scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
|
||||
}
|
||||
scene_cover_->update(fadeout_time_);
|
||||
}
|
||||
handleSceneFadeout(SCENE_1_DURATION, delta_time);
|
||||
break;
|
||||
|
||||
case State::SCENE_2:
|
||||
checkChangeScene();
|
||||
if (state_time_ >= SCENE_2_DURATION - FADEOUT_START_OFFSET) {
|
||||
fadeout_time_ += delta_time;
|
||||
if (!scene_cover_) {
|
||||
scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
|
||||
}
|
||||
scene_cover_->update(fadeout_time_);
|
||||
}
|
||||
handleSceneFadeout(SCENE_2_DURATION, delta_time);
|
||||
break;
|
||||
|
||||
case State::SCENE_3:
|
||||
checkChangeScene();
|
||||
if (state_time_ >= SCENE_3_DURATION - FADEOUT_START_OFFSET) {
|
||||
fadeout_time_ += delta_time;
|
||||
if (!scene_cover_) {
|
||||
scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
|
||||
}
|
||||
scene_cover_->update(fadeout_time_);
|
||||
}
|
||||
handleSceneFadeout(SCENE_3_DURATION, delta_time);
|
||||
break;
|
||||
|
||||
case State::SCENE_4:
|
||||
checkChangeScene();
|
||||
if (state_time_ >= SCENE_4_DURATION - FADEOUT_START_OFFSET) {
|
||||
fadeout_time_ += delta_time;
|
||||
if (!scene_cover_) {
|
||||
scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
|
||||
}
|
||||
scene_cover_->update(fadeout_time_);
|
||||
}
|
||||
handleSceneFadeout(SCENE_4_DURATION, delta_time);
|
||||
break;
|
||||
|
||||
case State::ENDING:
|
||||
|
||||
@@ -82,8 +82,9 @@ class Ending {
|
||||
void iniTexts(); // Inicializa los textos
|
||||
void iniPics(); // Inicializa las imágenes
|
||||
void iniScenes(); // Inicializa las escenas
|
||||
void updateState(float delta_time); // Actualiza la máquina de estados
|
||||
void transitionToState(State new_state); // Transición entre estados
|
||||
void updateState(float delta_time); // Actualiza la máquina de estados
|
||||
void handleSceneFadeout(float scene_duration, float delta_time); // Lógica de fade común a los estados SCENE_N
|
||||
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 updateMusicVolume() const; // Actualiza el volumen de la música
|
||||
|
||||
@@ -285,7 +285,7 @@ void Ending2::updateSprites(float delta) {
|
||||
|
||||
const float Y = sprite->getPosY();
|
||||
const float H = sprite->getHeight();
|
||||
const float CANVAS_H = static_cast<float>(Options::game.height);
|
||||
const auto CANVAS_H = Options::game.height;
|
||||
|
||||
// Checkpoint inferior: sprite entra per baix → generar de dalt a baix
|
||||
if (Y > static_cast<float>(ENTRY_EXIT_PADDING) && Y <= CANVAS_H - H - ENTRY_EXIT_PADDING && sprite->getProgress() >= 1.0F && sprite->isTransitionDone()) {
|
||||
@@ -306,7 +306,7 @@ void Ending2::updateTextSprites(float delta) {
|
||||
|
||||
const float Y = sprite->getPosY();
|
||||
const float H = sprite->getHeight();
|
||||
const float CANVAS_H = static_cast<float>(Options::game.height);
|
||||
const auto CANVAS_H = Options::game.height;
|
||||
|
||||
if (Y > static_cast<float>(ENTRY_EXIT_PADDING) && Y <= CANVAS_H - H - ENTRY_EXIT_PADDING && sprite->getProgress() >= 1.0F && sprite->isTransitionDone()) {
|
||||
sprite->startGenerate(TRANSITION_DURATION_MS, DissolveDirection::UP);
|
||||
@@ -325,7 +325,7 @@ void Ending2::updateTexts(float delta) {
|
||||
|
||||
const float Y = sprite->getPosY();
|
||||
const float H = sprite->getHeight();
|
||||
const float CANVAS_H = static_cast<float>(Options::game.height);
|
||||
const auto CANVAS_H = Options::game.height;
|
||||
|
||||
// Checkpoint inferior: text entra per baix → generar de dalt a baix
|
||||
if (Y > static_cast<float>(ENTRY_EXIT_PADDING) && Y <= CANVAS_H - H - ENTRY_EXIT_PADDING && sprite->getProgress() >= 1.0F && sprite->isTransitionDone()) {
|
||||
|
||||
@@ -366,6 +366,13 @@ void Game::renderPostFadeEnding() {
|
||||
}
|
||||
|
||||
#ifdef _DEBUG
|
||||
// Helper: alterna un cheat y muestra notificación con su estado
|
||||
static void toggleCheat(Options::Cheat::State& cheat, const std::string& label) {
|
||||
cheat = (cheat == Options::Cheat::State::ENABLED) ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
|
||||
const bool ENABLED = (cheat == Options::Cheat::State::ENABLED);
|
||||
Notifier::get()->show({label + (ENABLED ? " ENABLED" : " DISABLED")}, Notifier::Style::DEFAULT, -1, true);
|
||||
}
|
||||
|
||||
// Pasa la información de debug
|
||||
void Game::updateDebugInfo() {
|
||||
// Debug::get()->add("X = " + std::to_string(static_cast<int>(player_->x_)) + ", Y = " + std::to_string(static_cast<int>(player_->y_)));
|
||||
@@ -437,20 +444,17 @@ void Game::handleDebugEvents(const SDL_Event& event) {
|
||||
break;
|
||||
|
||||
case SDLK_1:
|
||||
Options::cheats.infinite_lives = Options::cheats.infinite_lives == Options::Cheat::State::ENABLED ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
|
||||
Notifier::get()->show({std::string("INFINITE LIVES ") + (Options::cheats.infinite_lives == Options::Cheat::State::ENABLED ? "ENABLED" : "DISABLED")}, Notifier::Style::DEFAULT, -1, true);
|
||||
toggleCheat(Options::cheats.infinite_lives, "INFINITE LIVES");
|
||||
player_->setColor();
|
||||
break;
|
||||
|
||||
case SDLK_2:
|
||||
Options::cheats.invincible = Options::cheats.invincible == Options::Cheat::State::ENABLED ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
|
||||
Notifier::get()->show({std::string("INVINCIBLE ") + (Options::cheats.invincible == Options::Cheat::State::ENABLED ? "ENABLED" : "DISABLED")}, Notifier::Style::DEFAULT, -1, true);
|
||||
toggleCheat(Options::cheats.invincible, "INVINCIBLE");
|
||||
player_->setColor();
|
||||
break;
|
||||
|
||||
case SDLK_3:
|
||||
Options::cheats.jail_is_open = Options::cheats.jail_is_open == Options::Cheat::State::ENABLED ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
|
||||
Notifier::get()->show({std::string("JAIL IS OPEN ") + (Options::cheats.jail_is_open == Options::Cheat::State::ENABLED ? "ENABLED" : "DISABLED")}, Notifier::Style::DEFAULT, -1, true);
|
||||
toggleCheat(Options::cheats.jail_is_open, "JAIL IS OPEN");
|
||||
break;
|
||||
|
||||
case SDLK_7:
|
||||
@@ -506,7 +510,7 @@ void Game::handleDebugMouseDrag(float delta_time) {
|
||||
// Calcular distancia al objetivo
|
||||
float dx = game_x - player_x;
|
||||
float dy = game_y - player_y;
|
||||
float distance = std::sqrt(dx * dx + dy * dy);
|
||||
float distance = std::sqrt((dx * dx) + (dy * dy));
|
||||
|
||||
// Constantes de velocidad con ease-in (aceleración progresiva)
|
||||
constexpr float DRAG_SPEED_MIN = 30.0F; // Velocidad inicial (pixels/segundo)
|
||||
@@ -517,13 +521,13 @@ void Game::handleDebugMouseDrag(float delta_time) {
|
||||
if (!debug_dragging_player_) {
|
||||
debug_drag_speed_ = DRAG_SPEED_MIN; // Iniciar con velocidad mínima
|
||||
}
|
||||
debug_drag_speed_ = std::min(DRAG_SPEED_MAX, debug_drag_speed_ + DRAG_ACCELERATION * delta_time);
|
||||
debug_drag_speed_ = std::min(DRAG_SPEED_MAX, debug_drag_speed_ + (DRAG_ACCELERATION * delta_time));
|
||||
|
||||
if (distance > 1.0F) {
|
||||
// Calcular el movimiento con la velocidad actual
|
||||
float move_factor = std::min(1.0F, debug_drag_speed_ * delta_time / distance);
|
||||
float new_x = player_x + dx * move_factor;
|
||||
float new_y = player_y + dy * move_factor;
|
||||
float new_x = player_x + (dx * move_factor);
|
||||
float new_y = player_y + (dy * move_factor);
|
||||
|
||||
// Mover el jugador hacia la posición del cursor
|
||||
player_->setDebugPosition(new_x, new_y);
|
||||
|
||||
@@ -66,10 +66,10 @@ class Game {
|
||||
void updateFadeToEnding(float delta_time); // Actualiza el juego en estado FADE_TO_ENDING
|
||||
void updatePostFadeEnding(float delta_time); // Actualiza el juego en estado POST_FADE_ENDING
|
||||
void renderPlaying(); // Renderiza el juego en estado PLAYING (directo a pantalla)
|
||||
void renderBlackScreen(); // Renderiza el juego en estado BLACK_SCREEN (pantalla negra)
|
||||
void renderGameOver(); // Renderiza el juego en estado GAME_OVER (pantalla negra)
|
||||
static void renderBlackScreen(); // Renderiza el juego en estado BLACK_SCREEN (pantalla negra)
|
||||
static void renderGameOver(); // Renderiza el juego en estado GAME_OVER (pantalla negra)
|
||||
void renderFadeToEnding(); // Renderiza el juego en estado FADE_TO_ENDING (via backbuffer)
|
||||
void renderPostFadeEnding(); // Renderiza el juego en estado POST_FADE_ENDING (pantalla negra)
|
||||
static void renderPostFadeEnding(); // Renderiza el juego en estado POST_FADE_ENDING (pantalla negra)
|
||||
auto changeRoom(const std::string& room_path) -> bool; // Cambia de habitación
|
||||
void handleInput(); // Comprueba el teclado
|
||||
void checkPlayerIsOnBorder(); // Comprueba si el jugador esta en el borde de la pantalla y actua
|
||||
|
||||
Reference in New Issue
Block a user