816bc02d9d
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>
108 lines
4.6 KiB
C++
108 lines
4.6 KiB
C++
// game_scene.hpp - Lógica principal del juego
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// © 1999 Visente i Sergi (versión Pascal)
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// © 2025 Port a C++20 con SDL3
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#pragma once
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#include <array>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include "core/graphics/vector_text.hpp"
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#include "core/physics/physics_world.hpp"
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#include "core/rendering/sdl_manager.hpp"
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#include "core/system/scene_context.hpp"
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#include "core/system/game_config.hpp"
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#include "core/types.hpp"
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#include "game/constants.hpp"
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#include "game/effects/debris_manager.hpp"
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#include "game/effects/floating_score_manager.hpp"
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#include "game/entities/bullet.hpp"
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#include "game/entities/enemy.hpp"
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#include "game/entities/ship.hpp"
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#include "game/stage_system/stage_config.hpp"
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#include "game/stage_system/stage_manager.hpp"
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// Game over state machine
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enum class GameOverState : uint8_t {
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NONE, // Normal gameplay
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CONTINUE, // Continue countdown screen (9→0)
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GAME_OVER // Final game over (returning to title)
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};
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// Clase principal del juego (escena)
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class GameScene {
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public:
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explicit GameScene(SDLManager& sdl, SceneManager::SceneContext& context);
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~GameScene() = default;
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void run(); // Bucle principal de l'escena
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void init();
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void update(float delta_time);
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void draw();
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private:
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SDLManager& sdl_;
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SceneManager::SceneContext& context_;
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GameConfig::MatchConfig match_config_; // Configuración de jugadors active
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// Mundo físico (Fase 5) — integración cinemática + colisiones
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Physics::PhysicsWorld physics_world_;
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// Efectes visuals
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Effects::DebrisManager debris_manager_;
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Effects::FloatingScoreManager floating_score_manager_;
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// Estat del juego
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std::array<Ship, 2> ships_; // [0]=P1, [1]=P2
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std::array<Enemy, Constants::MAX_ORNIS> enemies_;
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std::array<Bullet, Constants::MAX_BALES * 2> bullets_; // 6 balas: P1=[0,1,2], P2=[3,4,5]
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std::array<float, 2> hit_timer_per_player_; // Death timers per player (seconds)
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// Lives and game over system
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std::array<int, 2> lives_per_player_; // [0]=P1, [1]=P2
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GameOverState game_over_state_; // Game over state machine (NONE, CONTINUE, GAME_OVER)
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int continue_counter_; // Continue countdown (9→0)
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float continue_tick_timer_; // Timer for countdown tick (1.0s)
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int continues_used_; // Continues used this game (0-3 max)
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float game_over_timer_; // Final GAME OVER timer before title screen
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Vec2 death_position_; // Death position (for respawn)
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std::array<int, 2> score_per_player_; // [0]=P1, [1]=P2
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// Text vectorial
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Graphics::VectorText text_;
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// [NEW] Stage system
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std::unique_ptr<StageSystem::StageSystemConfig> stage_config_;
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std::unique_ptr<StageSystem::StageManager> stage_manager_;
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// Control de sons de animación INIT_HUD
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bool init_hud_rect_sound_played_; // Flag para evitar repetir sonido del rectángulo
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// Funciones privades
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void tocado(uint8_t player_id);
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void dibuixar_marges() const; // Dibuixar vores de la zona de juego
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void dibuixar_marcador(); // Dibuixar marcador de puntuación
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void disparar_bala(uint8_t player_id); // Shoot bullet from player
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[[nodiscard]] Vec2 obtenir_punt_spawn(uint8_t player_id) const; // Get spawn position for player
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// [NEW] Continue & Join system
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void unir_jugador(uint8_t player_id); // Join inactive player mid-game
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void dibuixar_continue(); // Draw continue screen
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// [NEW] Stage system helpers
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void dibuixar_missatge_stage(const std::string& message);
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// [NEW] Funciones de animación per INIT_HUD
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void dibuixar_marges_animat(float progress) const; // Rectangle con creixement uniforme
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void dibuixar_marcador_animat(float progress); // Marcador que puja desde baix
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[[nodiscard]] Vec2 calcular_posicio_nau_init_hud(float progress, uint8_t player_id) const; // Posición animada de la ship
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// [NEW] Función helper del sistema de animación INIT_HUD
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[[nodiscard]] float calcular_progress_rango(float global_progress, float ratio_init, float ratio_end) const;
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// [NEW] Función helper del marcador
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[[nodiscard]] std::string buildScoreboard() const;
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};
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