110 lines
3.8 KiB
C++
110 lines
3.8 KiB
C++
// continue_system.cpp - Implementación de la pantalla de continue
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#include "game/systems/continue_system.hpp"
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#include <cstdint>
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#include "core/audio/audio.hpp"
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#include "core/defaults.hpp"
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#include "core/input/input.hpp"
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#include "core/input/input_types.hpp"
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#include "game/scenes/game_scene.hpp" // GameOverState (definición completa)
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namespace Systems::ContinueScreen {
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namespace {
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// Si el countdown ha bajado de 0, transiciona a GAME_OVER con su timer.
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void checkAndApplyTimeout(Context& ctx) {
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if (ctx.counter < 0) {
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ctx.state = GameOverState::GAME_OVER;
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ctx.game_over_timer = Defaults::Game::GAME_OVER_DURATION;
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}
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}
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void revivePlayer(Context& ctx, uint8_t player_id) {
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ctx.score_per_player[player_id] = 0;
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ctx.lives_per_player[player_id] = Defaults::Game::STARTING_LIVES;
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ctx.hit_timer_per_player[player_id] = 0.0F;
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if (player_id == 0) {
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ctx.match_config.player1_active = true;
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} else {
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ctx.match_config.player2_active = true;
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}
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const Vec2 SPAWN = ctx.get_spawn_point(player_id);
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ctx.ships[player_id].init(&SPAWN, /*activar_invulnerabilitat=*/true);
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}
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} // namespace
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void update(Context& ctx, float delta_time) {
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ctx.tick_timer -= delta_time;
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if (ctx.tick_timer > 0.0F) {
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return;
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}
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ctx.counter--;
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ctx.tick_timer = Defaults::Game::CONTINUE_TICK_DURATION;
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checkAndApplyTimeout(ctx);
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// Solo pita el tick si seguimos en CONTINUE (no transitamos a GAME_OVER)
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if (ctx.state == GameOverState::CONTINUE) {
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Audio::get()->playSound(Defaults::Sound::CONTINUE, Audio::Group::GAME);
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}
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}
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void processInput(Context& ctx) {
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auto* input = Input::get();
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const bool P1_START = input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
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const bool P2_START = input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
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if (P1_START || P2_START) {
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// ¿Quedan continues?
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if (!Defaults::Game::INFINITE_CONTINUES &&
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ctx.continues_used >= Defaults::Game::MAX_CONTINUES) {
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ctx.state = GameOverState::GAME_OVER;
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ctx.game_over_timer = Defaults::Game::GAME_OVER_DURATION;
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return;
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}
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if (!Defaults::Game::INFINITE_CONTINUES) {
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ctx.continues_used++;
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}
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const uint8_t PRIMARY = P1_START ? 0 : 1;
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revivePlayer(ctx, PRIMARY);
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// Si ambos pulsan START, revivimos a los dos.
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if (P1_START && P2_START) {
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revivePlayer(ctx, 1);
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}
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// Reanudar partida.
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ctx.state = GameOverState::NONE;
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ctx.counter = 0;
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ctx.tick_timer = 0.0F;
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Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME);
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return;
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}
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// THRUST/SHOOT acelera el countdown manualmente.
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const bool ACCEL = input->checkActionPlayer1(InputAction::THRUST, Input::DO_NOT_ALLOW_REPEAT) ||
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input->checkActionPlayer2(InputAction::THRUST, Input::DO_NOT_ALLOW_REPEAT) ||
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input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT) ||
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input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT);
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if (ACCEL) {
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ctx.counter--;
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checkAndApplyTimeout(ctx);
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if (ctx.state == GameOverState::CONTINUE) {
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Audio::get()->playSound(Defaults::Sound::CONTINUE, Audio::Group::GAME);
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}
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ctx.tick_timer = Defaults::Game::CONTINUE_TICK_DURATION;
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}
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}
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} // namespace Systems::ContinueScreen
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