feat(players): suport del segon jugador amb events amb player_id

This commit is contained in:
JailDesigner committed 2026-04-24 14:33:52 +02:00
1 parent 74dad71cc2
commit 4e9d5df872
21 files changed
+309 -49

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+9 -2
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@@ -5,6 +5,7 @@
#include "game/entities/entity_factory.hpp"
#include "game/entities/event_bus.hpp"
#include "game/entities/player.hpp"
namespace {
@@ -63,9 +64,15 @@ void Door::update(float delta_time) {
}
}
void Door::onPlayerContact(Player* /*player*/) {
void Door::onPlayerContact(Player* player) {
if (state_ != State::OPEN || level_complete_emitted_) { return; }
if (bus_ != nullptr) { bus_->publish("level_complete"); }
if (bus_ != nullptr) {
bus_->publish(Event{
.name = "level_complete",
.payload = std::monostate{},
.player_id = (player != nullptr) ? player->getId() : -1,
});
}
level_complete_emitted_ = true;
}
+9 -2
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@@ -4,6 +4,7 @@
#include "game/entities/entity_factory.hpp"
#include "game/entities/event_bus.hpp"
#include "game/entities/player.hpp"
FloorTrap::FloorTrap(const fkyaml::node& yaml) {
name_ = yaml.contains("name") ? yaml["name"].get_value<std::string>() : std::string("floor_trap");
@@ -21,9 +22,15 @@ FloorTrap::FloorTrap(const fkyaml::node& yaml) {
}
}
void FloorTrap::onPlayerContact(Player* /*player*/) {
void FloorTrap::onPlayerContact(Player* player) {
if (!isActive()) { return; }
if (bus_ != nullptr) { bus_->publish("player_hit", getDamage()); }
if (bus_ != nullptr) {
bus_->publish(Event{
.name = "player_hit",
.payload = getDamage(),
.player_id = (player != nullptr) ? player->getId() : -1,
});
}
}
REGISTER_ENTITY("floor_trap", FloorTrap)
+9 -2
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@@ -9,6 +9,7 @@
#include "game/entities/entity_factory.hpp"
#include "game/entities/event_bus.hpp"
#include "game/entities/player.hpp"
#include "game/map/map.hpp"
namespace {
@@ -294,8 +295,14 @@ void Mummy::applyChoice(Direction dir) {
}
}
void Mummy::onPlayerContact(Player* /*player*/) {
if (bus_ != nullptr) { bus_->publish("player_hit", getDamage()); }
void Mummy::onPlayerContact(Player* player) {
if (bus_ != nullptr) {
bus_->publish(Event{
.name = "player_hit",
.payload = getDamage(),
.player_id = (player != nullptr) ? player->getId() : -1,
});
}
}
REGISTER_ENTITY("mummy", Mummy)
@@ -4,6 +4,7 @@
#include "game/entities/entity_factory.hpp"
#include "game/entities/event_bus.hpp"
#include "game/entities/player.hpp"
#include "game/map/map.hpp"
namespace {
@@ -60,8 +61,14 @@ void RollingRock::step(float delta_time) {
setDirection(0.0F, 0.0F);
}
void RollingRock::onPlayerContact(Player* /*player*/) {
if (bus_ != nullptr) { bus_->publish("player_hit", getDamage()); }
void RollingRock::onPlayerContact(Player* player) {
if (bus_ != nullptr) {
bus_->publish(Event{
.name = "player_hit",
.payload = getDamage(),
.player_id = (player != nullptr) ? player->getId() : -1,
});
}
}
REGISTER_ENTITY("rolling_rock", RollingRock)
+9 -2
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@@ -4,6 +4,7 @@
#include "game/entities/entity_factory.hpp"
#include "game/entities/event_bus.hpp"
#include "game/entities/player.hpp"
WallTrap::WallTrap(const fkyaml::node& yaml) {
name_ = yaml.contains("name") ? yaml["name"].get_value<std::string>() : std::string("wall_trap");
@@ -21,9 +22,15 @@ WallTrap::WallTrap(const fkyaml::node& yaml) {
}
}
void WallTrap::onPlayerContact(Player* /*player*/) {
void WallTrap::onPlayerContact(Player* player) {
if (!isActive()) { return; }
if (bus_ != nullptr) { bus_->publish("player_hit", getDamage()); }
if (bus_ != nullptr) {
bus_->publish(Event{
.name = "player_hit",
.payload = getDamage(),
.player_id = (player != nullptr) ? player->getId() : -1,
});
}
}
REGISTER_ENTITY("wall_trap", WallTrap)
+5
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@@ -45,6 +45,11 @@ struct Event {
std::string name;
using Payload = std::variant<std::monostate, int, std::string, Entity*, TilePos, PaintedTile>;
Payload payload;
// Jugador que ha originat (o provocat) l'event. -1 = sense jugador
// associat (events del món, com `sarcophagus_opened` des de la pròpia
// entitat). Usat per al HUD (dispatch a P1/P2) i per a regles futures
// de puntuació que atribueixin accions al jugador concret.
int player_id{-1};
};
class EventBus {
+13 -3
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@@ -222,13 +222,19 @@ void Player::updateFacingAndTurn(float delta_time, float vx, float vy) {
}
}
Player::Player(const std::string& anim_key, float x, float y, const Controls& controls, const Map::Info& map_info, int paint_tile_index)
Player::Player(const std::string& anim_key, int id, float x, float y, const Controls& controls, const Map::Info& map_info, int paint_tile_index)
: AnimatedSprite(Resource::Cache::get().getAnimationData(anim_key)),
id_(id),
controls_(controls),
map_(map_info),
paint_tile_index_(paint_tile_index) {
setPos(x, y);
setCurrentAnimation("stand");
// Postura inicial mirant cap al jugador (cara avall), no de costat:
// forcem facing_ a DOWN i l'animació `stand_down` abans del primer
// frame d'input — el primer `update` la preservarà si l'usuari no
// prem cap tecla.
facing_ = Facing::DOWN;
setCurrentAnimation("stand_down");
}
void Player::update(float delta_time) {
@@ -308,7 +314,11 @@ void Player::update(float delta_time) {
if (COL != last_tile_col_ || ROW != last_tile_row_) {
last_tile_col_ = COL;
last_tile_row_ = ROW;
bus_->publish("on_tile_entered", PaintedTile{.col = COL, .row = ROW, .tile_index = paint_tile_index_});
bus_->publish(Event{
.name = "on_tile_entered",
.payload = PaintedTile{.col = COL, .row = ROW, .tile_index = paint_tile_index_},
.player_id = id_,
});
}
}
}
+8 -1
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@@ -42,10 +42,16 @@ class Player : public AnimatedSprite {
// Ha de cridar-se abans d'instanciar Player; GameScene ho fa al ctor.
static void loadFrom(const std::string& yaml_path);
Player(const std::string& anim_key, float x, float y, const Controls& controls, const Map::Info& map_info, int paint_tile_index = -1);
Player(const std::string& anim_key, int id, float x, float y, const Controls& controls, const Map::Info& map_info, int paint_tile_index = -1);
void update(float delta_time) override;
// Identificador local (0 = P1, 1 = P2…). S'usa als events del bus
// perquè els consumidors (HUD, futures regles de puntuació) sàpiguen
// quin jugador ha originat l'event. No té cap vinculació amb la
// xarxa — és únic per dins del procés.
[[nodiscard]] auto getId() const -> int { return id_; }
// Y de la base del jugador (cara inferior de la caixa de colisió). Usada
// per al Z-order contra els sarcs: peus per sobre d'un sarc → darrere;
// per sota → davant.
@@ -104,6 +110,7 @@ class Player : public AnimatedSprite {
float (Player::*get_pos)() const,
void (Player::*set_pos)(float));
int id_{-1};
Controls controls_;
// Còpia plana de la geometria del mapa + punters a `collides`/
// `inside_playfield`. POD trivial; copiada al ctor i no muta durant