Files
orni-attack/source/game/systems/continue_system.cpp

110 lines
3.8 KiB
C++

// 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.player1_active = true;
} else {
ctx.match_config.player2_active = 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