🎯 Problema solucionado: - Pelotas se movían en líneas perfectas al cambiar gravedad - Todas llegaban exactamente una encima de otra ✨ Solución implementada: - Empuje lateral aleatorio muy sutil (2.4-4.8 px/s) - Se aplica automáticamente al cambiar dirección de gravedad - Perpendicular a la gravedad: UP/DOWN → empuje X, LEFT/RIGHT → empuje Y 🔧 Implementación técnica: - Nueva función Ball::applyRandomLateralPush() - Integrada en Engine::changeGravityDirection() - Velocidades ajustadas para ser apenas perceptibles 📊 Valores finales: - GRAVITY_CHANGE_LATERAL_MIN = 0.04f (2.4 px/s) - GRAVITY_CHANGE_LATERAL_MAX = 0.08f (4.8 px/s) - Rango: ~3-5 píxeles en 1 segundo (muy sutil) 🎮 Resultado: - Rompe la simetría perfecta sin crear caos - Movimiento más natural y orgánico - Mantiene la física realista 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
498 lines
18 KiB
C++
498 lines
18 KiB
C++
#include "engine.h"
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#include <SDL3/SDL_error.h> // for SDL_GetError
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#include <SDL3/SDL_events.h> // for SDL_Event, SDL_PollEvent
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#include <SDL3/SDL_init.h> // for SDL_Init, SDL_Quit, SDL_INIT_VIDEO
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#include <SDL3/SDL_keycode.h> // for SDL_Keycode
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#include <SDL3/SDL_render.h> // for SDL_SetRenderDrawColor, SDL_RenderPresent
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#include <SDL3/SDL_timer.h> // for SDL_GetTicks
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#include <SDL3/SDL_video.h> // for SDL_CreateWindow, SDL_DestroyWindow
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#include <cstdlib> // for rand, srand
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#include <ctime> // for time
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#include <iostream> // for cout
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#include <string> // for string
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#include "ball.h" // for Ball
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#include "external/dbgtxt.h" // for dbg_init, dbg_print
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#include "external/texture.h" // for Texture
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// Implementación de métodos públicos
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bool Engine::initialize() {
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bool success = true;
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cout << "¡SDL no se pudo inicializar! Error de SDL: " << SDL_GetError() << std::endl;
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success = false;
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} else {
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// Crear ventana principal
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window_ = SDL_CreateWindow(WINDOW_CAPTION, SCREEN_WIDTH * WINDOW_SIZE, SCREEN_HEIGHT * WINDOW_SIZE, SDL_WINDOW_OPENGL);
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if (window_ == nullptr) {
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std::cout << "¡No se pudo crear la ventana! Error de SDL: " << SDL_GetError() << std::endl;
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success = false;
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} else {
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// Crear renderizador
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renderer_ = SDL_CreateRenderer(window_, nullptr);
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if (renderer_ == nullptr) {
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std::cout << "¡No se pudo crear el renderizador! Error de SDL: " << SDL_GetError() << std::endl;
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success = false;
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} else {
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// Establecer color inicial del renderizador
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SDL_SetRenderDrawColor(renderer_, 0xFF, 0xFF, 0xFF, 0xFF);
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// Establecer tamaño lógico para el renderizado
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SDL_SetRenderLogicalPresentation(renderer_, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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// Configurar V-Sync inicial
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SDL_SetRenderVSync(renderer_, vsync_enabled_ ? 1 : 0);
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}
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}
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}
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// Inicializar otros componentes si SDL se inicializó correctamente
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if (success) {
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texture_ = std::make_shared<Texture>(renderer_, "data/ball.png");
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srand(static_cast<unsigned>(time(nullptr)));
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dbg_init(renderer_);
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initBalls(scenario_);
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}
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return success;
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}
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void Engine::run() {
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while (!should_exit_) {
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calculateDeltaTime();
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update();
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handleEvents();
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render();
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}
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}
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void Engine::shutdown() {
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// Limpiar recursos SDL
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if (renderer_) {
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SDL_DestroyRenderer(renderer_);
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renderer_ = nullptr;
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}
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if (window_) {
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SDL_DestroyWindow(window_);
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window_ = nullptr;
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}
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SDL_Quit();
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}
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// Métodos privados - esqueleto básico por ahora
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void Engine::calculateDeltaTime() {
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Uint64 current_time = SDL_GetTicks();
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// En el primer frame, inicializar el tiempo anterior
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if (last_frame_time_ == 0) {
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last_frame_time_ = current_time;
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delta_time_ = 1.0f / 60.0f; // Asumir 60 FPS para el primer frame
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return;
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}
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// Calcular delta time en segundos
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delta_time_ = (current_time - last_frame_time_) / 1000.0f;
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last_frame_time_ = current_time;
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// Limitar delta time para evitar saltos grandes (pausa larga, depuración, etc.)
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if (delta_time_ > 0.05f) { // Máximo 50ms (20 FPS mínimo)
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delta_time_ = 1.0f / 60.0f; // Fallback a 60 FPS
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}
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}
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void Engine::update() {
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// Calcular FPS
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fps_frame_count_++;
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Uint64 current_time = SDL_GetTicks();
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if (current_time - fps_last_time_ >= 1000) // Actualizar cada segundo
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{
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fps_current_ = fps_frame_count_;
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fps_frame_count_ = 0;
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fps_last_time_ = current_time;
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fps_text_ = "FPS: " + std::to_string(fps_current_);
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}
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// ¡DELTA TIME! Actualizar física siempre, usando tiempo transcurrido
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for (auto &ball : balls_) {
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ball->update(delta_time_); // Pasar delta time a cada pelota
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}
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// Actualizar texto (sin cambios en la lógica)
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if (show_text_) {
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show_text_ = !(SDL_GetTicks() - text_init_time_ > TEXT_DURATION);
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}
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}
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void Engine::handleEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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// Salir del bucle si se detecta una petición de cierre
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if (event.type == SDL_EVENT_QUIT) {
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should_exit_ = true;
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break;
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}
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// Procesar eventos de teclado
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0) {
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switch (event.key.key) {
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case SDLK_ESCAPE:
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should_exit_ = true;
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break;
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case SDLK_SPACE:
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pushUpBalls();
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break;
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case SDLK_G:
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switchBallsGravity();
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break;
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// Controles de dirección de gravedad con teclas de cursor
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case SDLK_UP:
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changeGravityDirection(GravityDirection::UP);
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break;
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case SDLK_DOWN:
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changeGravityDirection(GravityDirection::DOWN);
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break;
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case SDLK_LEFT:
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changeGravityDirection(GravityDirection::LEFT);
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break;
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case SDLK_RIGHT:
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changeGravityDirection(GravityDirection::RIGHT);
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break;
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case SDLK_V:
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toggleVSync();
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break;
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case SDLK_H:
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show_debug_ = !show_debug_;
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break;
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case SDLK_T:
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// Ciclar al siguiente tema
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current_theme_ = static_cast<ColorTheme>((static_cast<int>(current_theme_) + 1) % 4);
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initBalls(scenario_); // Regenerar bolas con nueva paleta
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break;
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case SDLK_F1:
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current_theme_ = ColorTheme::SUNSET;
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initBalls(scenario_);
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break;
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case SDLK_F2:
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current_theme_ = ColorTheme::OCEAN;
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initBalls(scenario_);
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break;
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case SDLK_F3:
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current_theme_ = ColorTheme::NEON;
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initBalls(scenario_);
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break;
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case SDLK_F4:
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current_theme_ = ColorTheme::FOREST;
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initBalls(scenario_);
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break;
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case SDLK_1:
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scenario_ = 0;
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initBalls(scenario_);
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break;
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case SDLK_2:
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scenario_ = 1;
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initBalls(scenario_);
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break;
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case SDLK_3:
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scenario_ = 2;
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initBalls(scenario_);
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break;
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case SDLK_4:
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scenario_ = 3;
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initBalls(scenario_);
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break;
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case SDLK_5:
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scenario_ = 4;
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initBalls(scenario_);
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break;
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case SDLK_6:
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scenario_ = 5;
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initBalls(scenario_);
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break;
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case SDLK_7:
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scenario_ = 6;
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initBalls(scenario_);
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break;
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case SDLK_8:
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scenario_ = 7;
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initBalls(scenario_);
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break;
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}
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}
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}
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}
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void Engine::render() {
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// Renderizar fondo degradado en lugar de color sólido
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renderGradientBackground();
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// Limpiar batches del frame anterior
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batch_vertices_.clear();
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batch_indices_.clear();
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// Recopilar datos de todas las bolas para batch rendering
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for (auto &ball : balls_) {
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// En lugar de ball->render(), obtener datos para batch
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SDL_FRect pos = ball->getPosition();
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Color color = ball->getColor();
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addSpriteToBatch(pos.x, pos.y, pos.w, pos.h, color.r, color.g, color.b);
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}
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// Renderizar todas las bolas en una sola llamada
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if (!batch_vertices_.empty()) {
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SDL_RenderGeometry(renderer_, texture_->getSDLTexture(), batch_vertices_.data(), static_cast<int>(batch_vertices_.size()), batch_indices_.data(), static_cast<int>(batch_indices_.size()));
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}
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if (show_text_) {
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dbg_print(text_pos_, 8, text_.c_str(), 255, 255, 255);
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// Mostrar nombre del tema en castellano debajo del número de pelotas
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std::string theme_names_es[] = {"ATARDECER", "OCEANO", "NEON", "BOSQUE"};
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std::string theme_name = theme_names_es[static_cast<int>(current_theme_)];
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int theme_text_width = static_cast<int>(theme_name.length() * 8); // 8 píxeles por carácter
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int theme_x = (SCREEN_WIDTH - theme_text_width) / 2; // Centrar horizontalmente
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// Colores acordes a cada tema
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int theme_colors[][3] = {
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{255, 140, 60}, // ATARDECER: Naranja cálido
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{80, 200, 255}, // OCEANO: Azul océano
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{255, 60, 255}, // NEON: Magenta brillante
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{100, 255, 100} // BOSQUE: Verde natural
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};
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int theme_idx = static_cast<int>(current_theme_);
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dbg_print(theme_x, 24, theme_name.c_str(), theme_colors[theme_idx][0], theme_colors[theme_idx][1], theme_colors[theme_idx][2]);
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}
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// Debug display (solo si está activado con tecla H)
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if (show_debug_) {
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// Mostrar contador de FPS en esquina superior derecha
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int fps_text_width = static_cast<int>(fps_text_.length() * 8); // 8 píxeles por carácter
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int fps_x = SCREEN_WIDTH - fps_text_width - 8; // 8 píxeles de margen
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dbg_print(fps_x, 8, fps_text_.c_str(), 255, 255, 0); // Amarillo para distinguir
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// Mostrar estado V-Sync en esquina superior izquierda
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dbg_print(8, 8, vsync_text_.c_str(), 0, 255, 255); // Cian para distinguir
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// Debug: Mostrar valores de la primera pelota (si existe)
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if (!balls_.empty()) {
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// Línea 1: Gravedad (solo números enteros)
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int grav_int = static_cast<int>(balls_[0]->getGravityForce());
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std::string grav_text = "GRAV " + std::to_string(grav_int);
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dbg_print(8, 24, grav_text.c_str(), 255, 0, 255); // Magenta para debug
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// Línea 2: Velocidad Y (solo números enteros)
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int vy_int = static_cast<int>(balls_[0]->getVelocityY());
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std::string vy_text = "VY " + std::to_string(vy_int);
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dbg_print(8, 32, vy_text.c_str(), 255, 0, 255); // Magenta para debug
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// Línea 3: Estado superficie
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std::string surface_text = balls_[0]->isOnSurface() ? "SURFACE YES" : "SURFACE NO";
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dbg_print(8, 40, surface_text.c_str(), 255, 0, 255); // Magenta para debug
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// Línea 4: Coeficiente de rebote (loss)
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float loss_val = balls_[0]->getLossCoefficient();
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std::string loss_text = "LOSS " + std::to_string(loss_val).substr(0, 4); // Solo 2 decimales
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dbg_print(8, 48, loss_text.c_str(), 255, 0, 255); // Magenta para debug
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// Línea 5: Dirección de gravedad
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std::string gravity_dir_text = "GRAVITY " + gravityDirectionToString(current_gravity_);
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dbg_print(8, 56, gravity_dir_text.c_str(), 255, 255, 0); // Amarillo para dirección
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}
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// Debug: Mostrar tema actual
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std::string theme_names[] = {"SUNSET", "OCEAN", "NEON", "FOREST"};
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std::string theme_text = "THEME " + theme_names[static_cast<int>(current_theme_)];
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dbg_print(8, 64, theme_text.c_str(), 255, 255, 128); // Amarillo claro para tema
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}
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SDL_RenderPresent(renderer_);
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}
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void Engine::initBalls(int value) {
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// Limpiar las bolas actuales
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balls_.clear();
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// Resetear gravedad al estado por defecto (DOWN) al cambiar escenario
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changeGravityDirection(GravityDirection::DOWN);
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// Crear las bolas según el escenario
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for (int i = 0; i < test_.at(value); ++i) {
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const int SIGN = ((rand() % 2) * 2) - 1; // Genera un signo aleatorio (+ o -)
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const float X = (rand() % (SCREEN_WIDTH / 2)) + (SCREEN_WIDTH / 4); // Posición inicial en X
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const float VX = (((rand() % 20) + 10) * 0.1f) * SIGN; // Velocidad en X
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const float VY = ((rand() % 60) - 30) * 0.1f; // Velocidad en Y
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// Seleccionar color de la paleta del tema actual
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ThemeColors &theme = themes_[static_cast<int>(current_theme_)];
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int color_index = rand() % 8; // 8 colores por tema
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const Color COLOR = {theme.ball_colors[color_index][0],
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theme.ball_colors[color_index][1],
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theme.ball_colors[color_index][2]};
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// Generar factor de masa aleatorio (0.7 = ligera, 1.3 = pesada)
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float mass_factor = GRAVITY_MASS_MIN + (rand() % 1000) / 1000.0f * (GRAVITY_MASS_MAX - GRAVITY_MASS_MIN);
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balls_.emplace_back(std::make_unique<Ball>(X, VX, VY, COLOR, texture_, current_gravity_, mass_factor));
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}
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setText(); // Actualiza el texto
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}
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void Engine::setText() {
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int num_balls = test_.at(scenario_);
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if (num_balls == 1) {
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text_ = "1 PELOTA";
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} else {
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text_ = std::to_string(num_balls) + " PELOTAS";
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}
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text_pos_ = (SCREEN_WIDTH - static_cast<int>(text_.length() * 8)) / 2; // Centrar texto
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show_text_ = true;
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text_init_time_ = SDL_GetTicks();
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}
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void Engine::pushUpBalls() {
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for (auto &ball : balls_) {
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const int SIGNO = ((rand() % 2) * 2) - 1;
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const float VX = (((rand() % 20) + 10) * 0.1f) * SIGNO;
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const float VY = ((rand() % 40) * 0.1f) + 5;
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ball->modVel(VX, -VY); // Modifica la velocidad de la bola
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}
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}
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void Engine::switchBallsGravity() {
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for (auto &ball : balls_) {
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ball->switchGravity();
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}
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}
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void Engine::changeGravityDirection(GravityDirection direction) {
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current_gravity_ = direction;
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for (auto &ball : balls_) {
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ball->setGravityDirection(direction);
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ball->applyRandomLateralPush(); // Aplicar empuje lateral aleatorio
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}
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}
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void Engine::toggleVSync() {
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vsync_enabled_ = !vsync_enabled_;
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vsync_text_ = vsync_enabled_ ? "VSYNC ON" : "VSYNC OFF";
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// Aplicar el cambio de V-Sync al renderizador
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SDL_SetRenderVSync(renderer_, vsync_enabled_ ? 1 : 0);
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}
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std::string Engine::gravityDirectionToString(GravityDirection direction) const {
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switch (direction) {
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case GravityDirection::DOWN: return "DOWN";
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case GravityDirection::UP: return "UP";
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case GravityDirection::LEFT: return "LEFT";
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case GravityDirection::RIGHT: return "RIGHT";
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default: return "UNKNOWN";
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}
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}
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void Engine::renderGradientBackground() {
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// Crear quad de pantalla completa con degradado
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SDL_Vertex bg_vertices[4];
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// Obtener colores del tema actual
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ThemeColors &theme = themes_[static_cast<int>(current_theme_)];
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float top_r = theme.bg_top_r;
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float top_g = theme.bg_top_g;
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float top_b = theme.bg_top_b;
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float bottom_r = theme.bg_bottom_r;
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float bottom_g = theme.bg_bottom_g;
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float bottom_b = theme.bg_bottom_b;
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// Vértice superior izquierdo
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bg_vertices[0].position = {0, 0};
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bg_vertices[0].tex_coord = {0.0f, 0.0f};
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bg_vertices[0].color = {top_r, top_g, top_b, 1.0f};
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// Vértice superior derecho
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bg_vertices[1].position = {SCREEN_WIDTH, 0};
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bg_vertices[1].tex_coord = {1.0f, 0.0f};
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bg_vertices[1].color = {top_r, top_g, top_b, 1.0f};
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// Vértice inferior derecho
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bg_vertices[2].position = {SCREEN_WIDTH, SCREEN_HEIGHT};
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bg_vertices[2].tex_coord = {1.0f, 1.0f};
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bg_vertices[2].color = {bottom_r, bottom_g, bottom_b, 1.0f};
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// Vértice inferior izquierdo
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bg_vertices[3].position = {0, SCREEN_HEIGHT};
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bg_vertices[3].tex_coord = {0.0f, 1.0f};
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bg_vertices[3].color = {bottom_r, bottom_g, bottom_b, 1.0f};
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// Índices para 2 triángulos
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int bg_indices[6] = {0, 1, 2, 2, 3, 0};
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// Renderizar sin textura (nullptr)
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SDL_RenderGeometry(renderer_, nullptr, bg_vertices, 4, bg_indices, 6);
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}
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void Engine::addSpriteToBatch(float x, float y, float w, float h, int r, int g, int b) {
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int vertex_index = static_cast<int>(batch_vertices_.size());
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|
|
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// Crear 4 vértices para el quad (2 triángulos)
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SDL_Vertex vertices[4];
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|
|
|
// Convertir colores de int (0-255) a float (0.0-1.0)
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float rf = r / 255.0f;
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float gf = g / 255.0f;
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float bf = b / 255.0f;
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|
|
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// Vértice superior izquierdo
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vertices[0].position = {x, y};
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vertices[0].tex_coord = {0.0f, 0.0f};
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vertices[0].color = {rf, gf, bf, 1.0f};
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|
|
|
// Vértice superior derecho
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|
vertices[1].position = {x + w, y};
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|
vertices[1].tex_coord = {1.0f, 0.0f};
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|
vertices[1].color = {rf, gf, bf, 1.0f};
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|
|
|
// Vértice inferior derecho
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|
vertices[2].position = {x + w, y + h};
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|
vertices[2].tex_coord = {1.0f, 1.0f};
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|
vertices[2].color = {rf, gf, bf, 1.0f};
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|
|
|
// Vértice inferior izquierdo
|
|
vertices[3].position = {x, y + h};
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|
vertices[3].tex_coord = {0.0f, 1.0f};
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|
vertices[3].color = {rf, gf, bf, 1.0f};
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|
|
|
// Añadir vértices al batch
|
|
for (int i = 0; i < 4; i++) {
|
|
batch_vertices_.push_back(vertices[i]);
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|
}
|
|
|
|
// Añadir índices para 2 triángulos
|
|
batch_indices_.push_back(vertex_index + 0);
|
|
batch_indices_.push_back(vertex_index + 1);
|
|
batch_indices_.push_back(vertex_index + 2);
|
|
batch_indices_.push_back(vertex_index + 2);
|
|
batch_indices_.push_back(vertex_index + 3);
|
|
batch_indices_.push_back(vertex_index + 0);
|
|
} |