Fase 9b: extraer ContinueSystem de GameScene

GameScene::actualitzar_continue, processar_input_continue y el
helper check_and_apply_continue_timeout (3 funciones, ~140 LOC) salen
a Systems::ContinueScreen en source/game/systems/continue_system.{hpp,cpp}.

API:
- struct Systems::ContinueScreen::Context: agrupa el estado mutable
  (state, counter, tick_timer, continues_used, game_over_timer,
  lives/score/hit_timer arrays, ships, match_config) y un callback
  get_spawn_point inyectado por GameScene.
- update(ctx, dt): avanza countdown automatico y transiciona a
  GAME_OVER si timeout.
- processInput(ctx): START revive jugador(es), THRUST/SHOOT acelera
  countdown.

Helpers privados (revivePlayer, checkAndApplyTimeout) en anonymous
namespace del .cpp para evitar contaminar el header.

GameOverState ahora con underlying type explicito (uint8_t) para
permitir forward-declaration limpia en continue_system.hpp.

dibuixar_continue y unir_jugador se quedan en GameScene (render y
gameplay normal, no parte del state machine).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-20 07:50:43 +02:00
parent 896a899b0f
commit 816bc02d9d
4 changed files with 175 additions and 116 deletions
+16 -112
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@@ -22,6 +22,7 @@
#include "core/system/global_events.hpp"
#include "game/stage_system/stage_loader.hpp"
#include "game/systems/collision_system.hpp"
#include "game/systems/continue_system.hpp"
// Using declarations per simplificar el codi
using SceneManager::SceneContext;
@@ -296,8 +297,21 @@ void GameScene::update(float delta_time) {
// Handle CONTINUE screen
if (game_over_state_ == GameOverState::CONTINUE) {
actualitzar_continue(delta_time);
processar_input_continue();
Systems::ContinueScreen::Context cont_ctx{
.state = game_over_state_,
.counter = continue_counter_,
.tick_timer = continue_tick_timer_,
.continues_used = continues_used_,
.game_over_timer = game_over_timer_,
.lives_per_player = lives_per_player_,
.score_per_player = score_per_player_,
.hit_timer_per_player = hit_timer_per_player_,
.ships = ships_,
.match_config = match_config_,
.get_spawn_point = [this](uint8_t pid) { return obtenir_punt_spawn(pid); },
};
Systems::ContinueScreen::update(cont_ctx, delta_time);
Systems::ContinueScreen::processInput(cont_ctx);
// Still update enemies, bullets, and effects during continue screen
for (auto& enemy : enemies_) {
@@ -1106,116 +1120,6 @@ void GameScene::disparar_bala(uint8_t player_id) {
}
}
// ==================== CONTINUE & JOIN SYSTEM ====================
void GameScene::check_and_apply_continue_timeout() {
if (continue_counter_ < 0) {
game_over_state_ = GameOverState::GAME_OVER;
game_over_timer_ = Defaults::Game::GAME_OVER_DURATION;
}
}
void GameScene::actualitzar_continue(float delta_time) {
continue_tick_timer_ -= delta_time;
if (continue_tick_timer_ <= 0.0F) {
continue_counter_--;
continue_tick_timer_ = Defaults::Game::CONTINUE_TICK_DURATION;
// Check if timeout reached (counter < 0)
check_and_apply_continue_timeout();
// Play sound only if still in CONTINUE state (not transitioned to GAME_OVER)
if (game_over_state_ == GameOverState::CONTINUE) {
Audio::get()->playSound(Defaults::Sound::CONTINUE, Audio::Group::GAME);
}
}
}
void GameScene::processar_input_continue() {
auto* input = Input::get();
// Check START for both players
bool p1_start = input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
bool p2_start = input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
if (p1_start || p2_start) {
// Check continue limit (skip if infinite continues)
if (!Defaults::Game::INFINITE_CONTINUES && continues_used_ >= Defaults::Game::MAX_CONTINUES) {
// Max continues reached → final game over
game_over_state_ = GameOverState::GAME_OVER;
game_over_timer_ = Defaults::Game::GAME_OVER_DURATION;
return;
}
// Only increment if not infinite
if (!Defaults::Game::INFINITE_CONTINUES) {
continues_used_++;
}
// Determine which player(s) to revive
uint8_t player_to_revive = p1_start ? 0 : 1;
// Reset score and lives (KEEP level and enemies!)
score_per_player_[player_to_revive] = 0;
lives_per_player_[player_to_revive] = Defaults::Game::STARTING_LIVES;
hit_timer_per_player_[player_to_revive] = 0.0F;
// Activate player if not already
if (player_to_revive == 0) {
match_config_.jugador1_actiu = true;
} else {
match_config_.jugador2_actiu = true;
}
// Spawn with invulnerability
Vec2 spawn_pos = obtenir_punt_spawn(player_to_revive);
ships_[player_to_revive].init(&spawn_pos, true);
// Check if other player wants to continue too
if (p1_start && p2_start) {
uint8_t other_player = 1;
score_per_player_[other_player] = 0;
lives_per_player_[other_player] = Defaults::Game::STARTING_LIVES;
hit_timer_per_player_[other_player] = 0.0F;
match_config_.jugador2_actiu = true;
Vec2 spawn_pos2 = obtenir_punt_spawn(other_player);
ships_[other_player].init(&spawn_pos2, true);
}
// Resume game
game_over_state_ = GameOverState::NONE;
continue_counter_ = 0;
continue_tick_timer_ = 0.0F;
// Play continue confirmation sound
Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME);
return;
}
// Check THRUST/FIRE to accelerate countdown (DO_NOT_ALLOW_REPEAT to avoid spam)
bool thrust_p1 = input->checkActionPlayer1(InputAction::THRUST, Input::DO_NOT_ALLOW_REPEAT);
bool thrust_p2 = input->checkActionPlayer2(InputAction::THRUST, Input::DO_NOT_ALLOW_REPEAT);
bool fire_p1 = input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT);
bool fire_p2 = input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT);
if (thrust_p1 || thrust_p2 || fire_p1 || fire_p2) {
continue_counter_--;
// Check if timeout reached (counter < 0)
check_and_apply_continue_timeout();
// Play sound only if still in CONTINUE state
if (game_over_state_ == GameOverState::CONTINUE) {
Audio::get()->playSound(Defaults::Sound::CONTINUE, Audio::Group::GAME);
}
// Reset timer to prevent double-decrement
continue_tick_timer_ = Defaults::Game::CONTINUE_TICK_DURATION;
}
}
void GameScene::dibuixar_continue() {
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
constexpr float spacing = 4.0F;
+1 -4
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@@ -25,7 +25,7 @@
#include "game/stage_system/stage_manager.hpp"
// Game over state machine
enum class GameOverState {
enum class GameOverState : uint8_t {
NONE, // Normal gameplay
CONTINUE, // Continue countdown screen (9→0)
GAME_OVER // Final game over (returning to title)
@@ -89,9 +89,6 @@ class GameScene {
// [NEW] Continue & Join system
void unir_jugador(uint8_t player_id); // Join inactive player mid-game
void processar_input_continue(); // Handle input during continue screen
void actualitzar_continue(float delta_time); // Update continue countdown
void check_and_apply_continue_timeout(); // Check if continue timed out and transition to GAME_OVER
void dibuixar_continue(); // Draw continue screen
// [NEW] Stage system helpers
+109
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@@ -0,0 +1,109 @@
// continue_system.cpp - Implementación de la pantalla de continue
#include "game/systems/continue_system.hpp"
#include <cstdint>
#include "core/audio/audio.hpp"
#include "core/defaults.hpp"
#include "core/input/input.hpp"
#include "core/input/input_types.hpp"
#include "game/scenes/game_scene.hpp" // GameOverState (definición completa)
namespace Systems::ContinueScreen {
namespace {
// Si el countdown ha bajado de 0, transiciona a GAME_OVER con su timer.
void checkAndApplyTimeout(Context& ctx) {
if (ctx.counter < 0) {
ctx.state = GameOverState::GAME_OVER;
ctx.game_over_timer = Defaults::Game::GAME_OVER_DURATION;
}
}
void revivePlayer(Context& ctx, uint8_t player_id) {
ctx.score_per_player[player_id] = 0;
ctx.lives_per_player[player_id] = Defaults::Game::STARTING_LIVES;
ctx.hit_timer_per_player[player_id] = 0.0F;
if (player_id == 0) {
ctx.match_config.jugador1_actiu = true;
} else {
ctx.match_config.jugador2_actiu = true;
}
const Vec2 SPAWN = ctx.get_spawn_point(player_id);
ctx.ships[player_id].init(&SPAWN, /*activar_invulnerabilitat=*/true);
}
} // namespace
void update(Context& ctx, float delta_time) {
ctx.tick_timer -= delta_time;
if (ctx.tick_timer > 0.0F) {
return;
}
ctx.counter--;
ctx.tick_timer = Defaults::Game::CONTINUE_TICK_DURATION;
checkAndApplyTimeout(ctx);
// Solo pita el tick si seguimos en CONTINUE (no transitamos a GAME_OVER)
if (ctx.state == GameOverState::CONTINUE) {
Audio::get()->playSound(Defaults::Sound::CONTINUE, Audio::Group::GAME);
}
}
void processInput(Context& ctx) {
auto* input = Input::get();
const bool P1_START = input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
const bool P2_START = input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
if (P1_START || P2_START) {
// ¿Quedan continues?
if (!Defaults::Game::INFINITE_CONTINUES &&
ctx.continues_used >= Defaults::Game::MAX_CONTINUES) {
ctx.state = GameOverState::GAME_OVER;
ctx.game_over_timer = Defaults::Game::GAME_OVER_DURATION;
return;
}
if (!Defaults::Game::INFINITE_CONTINUES) {
ctx.continues_used++;
}
const uint8_t PRIMARY = P1_START ? 0 : 1;
revivePlayer(ctx, PRIMARY);
// Si ambos pulsan START, revivimos a los dos.
if (P1_START && P2_START) {
revivePlayer(ctx, 1);
}
// Reanudar partida.
ctx.state = GameOverState::NONE;
ctx.counter = 0;
ctx.tick_timer = 0.0F;
Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME);
return;
}
// THRUST/SHOOT acelera el countdown manualmente.
const bool ACCEL = input->checkActionPlayer1(InputAction::THRUST, Input::DO_NOT_ALLOW_REPEAT) ||
input->checkActionPlayer2(InputAction::THRUST, Input::DO_NOT_ALLOW_REPEAT) ||
input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT) ||
input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT);
if (ACCEL) {
ctx.counter--;
checkAndApplyTimeout(ctx);
if (ctx.state == GameOverState::CONTINUE) {
Audio::get()->playSound(Defaults::Sound::CONTINUE, Audio::Group::GAME);
}
ctx.tick_timer = Defaults::Game::CONTINUE_TICK_DURATION;
}
}
} // namespace Systems::ContinueScreen
+49
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@@ -0,0 +1,49 @@
// continue_system.hpp - Pantalla de continue y máquina de estados de game over
// © 2025 Orni Attack
//
// Gestiona la transición CONTINUE → GAME_OVER, el countdown, los inputs de
// los jugadores para continuar la partida y la revivificación. Vive como
// estado en GameScene; este módulo solo opera sobre referencias a ese estado.
#pragma once
#include <array>
#include <cstdint>
#include <functional>
#include "core/system/game_config.hpp"
#include "core/types.hpp"
#include "game/entities/ship.hpp"
// Forward declaration: GameOverState es un enum class definido en game_scene.hpp.
// Para no traer toda la cabecera, lo declaramos aquí.
enum class GameOverState : uint8_t;
namespace Systems::ContinueScreen {
// Todo lo que el ContinueSystem lee/modifica.
struct Context {
GameOverState& state;
int& counter;
float& tick_timer;
int& continues_used;
float& game_over_timer;
std::array<int, 2>& lives_per_player;
std::array<int, 2>& score_per_player;
std::array<float, 2>& hit_timer_per_player;
std::array<Ship, 2>& ships;
GameConfig::MatchConfig& match_config;
// Helper inyectado por GameScene (obtenir_punt_spawn).
std::function<Vec2(uint8_t /*player_id*/)> get_spawn_point;
};
// Avanza el countdown automático (tick interno). Si el contador cae bajo 0,
// transiciona a GAME_OVER y arranca el timer final.
void update(Context& ctx, float delta_time);
// Procesa input durante la pantalla CONTINUE:
// START → revive al jugador (1 o 2, según quién pulsó).
// THRUST/SHOOT → acelera el countdown.
void processInput(Context& ctx);
} // namespace Systems::ContinueScreen