feat(demo): transició per fosa a/desde negre en el salt títol→demo

This commit is contained in:
2026-05-29 09:21:02 +02:00
parent 472c543c7b
commit 068f42782b
7 changed files with 158 additions and 5 deletions
+29 -4
View File
@@ -37,7 +37,8 @@ namespace {
TitleScene::TitleScene(SDLManager& sdl, SceneContext& context)
: sdl_(sdl),
context_(context),
text_(sdl.getRenderer()) {
text_(sdl.getRenderer()),
fade_(sdl.getRenderer()) {
std::cout << "SceneType Titol: Inicialitzant...\n";
match_config_.player1_active = false;
@@ -333,6 +334,9 @@ void TitleScene::update(float delta_time) {
case TitleState::BLACK_SCREEN:
updateBlackScreenState(delta_time);
break;
case TitleState::DEMO_FADE_OUT:
updateDemoFadeOutState(delta_time);
break;
}
// Les animacions segueixen pero els inputs es bloquegen mentre el menu
@@ -368,7 +372,12 @@ void TitleScene::update(float delta_time) {
demo_cfg.player2_active = (SC.players >= 2);
demo_cfg.mode = GameConfig::Mode::DEMO;
context_.setMatchConfig(demo_cfg);
context_.setNextScene(SceneType::GAME);
// No saltem en sec: fosa a negre i, en acabar, canvi a GAME (el salt
// real el fa updateDemoFadeOutState). L'estat deixa de ser MAIN, així
// que ni es re-dispara la demo ni s'accepta START durant la fosa.
current_state_ = TitleState::DEMO_FADE_OUT;
fade_.start(0.0F, 1.0F, Defaults::Game::Fade::DEMO_OUT_DURATION);
temps_acumulat_ = 0.0F;
}
}
}
@@ -473,6 +482,13 @@ void TitleScene::updateBlackScreenState(float delta_time) {
}
}
void TitleScene::updateDemoFadeOutState(float delta_time) {
fade_.update(delta_time);
if (fade_.isDone()) {
context_.setNextScene(SceneType::GAME);
}
}
void TitleScene::handleSkipInput() {
if (current_state_ != TitleState::STARFIELD_FADE_IN && current_state_ != TitleState::STARFIELD) {
return;
@@ -577,7 +593,8 @@ void TitleScene::draw() {
(current_state_ == TitleState::STARFIELD_FADE_IN ||
current_state_ == TitleState::STARFIELD ||
current_state_ == TitleState::MAIN ||
current_state_ == TitleState::PLAYER_JOIN_PHASE)) {
current_state_ == TitleState::PLAYER_JOIN_PHASE ||
current_state_ == TitleState::DEMO_FADE_OUT)) {
ship_animator_->draw();
}
drawFlashes();
@@ -586,7 +603,12 @@ void TitleScene::draw() {
return;
}
if (current_state_ != TitleState::MAIN && current_state_ != TitleState::PLAYER_JOIN_PHASE) {
// DEMO_FADE_OUT es pinta com MAIN (logo + text) perquè el títol segueixi
// visible sota la fosa a negre.
if (current_state_ != TitleState::MAIN &&
current_state_ != TitleState::PLAYER_JOIN_PHASE &&
current_state_ != TitleState::DEMO_FADE_OUT) {
fade_.draw(); // BLACK_SCREEN i altres: només la fosa (si activa)
return;
}
@@ -657,6 +679,9 @@ void TitleScene::draw() {
}
dibuixarPeuTitol(SPACING);
// Fosa a negre (attract): per damunt de tot. No-op si no està activa.
fade_.draw();
}
auto TitleScene::checkSkipButtonPressed() -> bool {