feat(intro/outro): panel translúcid sota el rètol amb easing del text

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JailDesigner committed 2026-04-26 18:41:17 +02:00
1 parent 0752df0f62
commit 8243e95ef1
4 files changed
+93 -11

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@@ -640,6 +640,10 @@ void GameScene::renderRoomFade() {
Screen::get().blendRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, 0x00000000U, ALPHA);
}
// TEMPORAL — al pròxim commit s'extrauen compute_x, compute_panel_height,
// draw_panel i draw_line a mètodes privats; aquest NOLINT és només per
// "guardar feina" mentre encara estem fent ajustos visuals.
// NOLINTNEXTLINE(readability-function-cognitive-complexity)
void GameScene::renderRoomText() {
// Text de la transició de sala. Font dedicada (`room_text_font_`,
// CaesarDressing per defecte) — la pausa té la seua i no es barregen.
@@ -699,6 +703,41 @@ void GameScene::renderRoomText() {
return GameCanvas::CENTER_X;
};
// Panel translúcid sota el rètol: l'altura s'anima de 0 a
// `text_panel_height_px` durant l'enter (amb la mateixa
// text_enter_curve que els textos), es manté plena durant el hold
// i decreix durant l'exit. Cada estat (INTRO, OUTRO) li passa la
// tripleta de fases (enter, hold, exit) i les seues durades.
auto compute_panel_height = [&](int p_enter, int p_hold, int p_exit, int d_enter, int d_exit) -> int {
const int MAX = transition_config_.text_panel_height_px;
if (transition_.phase == p_enter) {
const float T = (d_enter > 0)
? std::clamp(static_cast<float>(transition_.elapsed_ms) / static_cast<float>(d_enter), 0.0F, 1.0F)
: 1.0F;
const auto CURVE = (transition_config_.text_enter_curve != nullptr) ? transition_config_.text_enter_curve : &Easing::linear;
return Easing::lerpInt(0, MAX, CURVE(T));
}
if (transition_.phase == p_hold) { return MAX; }
if (transition_.phase == p_exit) {
const float T = (d_exit > 0)
? std::clamp(static_cast<float>(transition_.elapsed_ms) / static_cast<float>(d_exit), 0.0F, 1.0F)
: 1.0F;
const auto CURVE = (transition_config_.text_exit_curve != nullptr) ? transition_config_.text_exit_curve : &Easing::linear;
return Easing::lerpInt(MAX, 0, CURVE(T));
}
return 0;
};
auto draw_panel = [&](int panel_height) {
if (panel_height <= 0 || transition_config_.text_panel_alpha == 0) { return; }
Screen::get().blendRect(0,
PLAY_CENTER_Y - (panel_height / 2),
GameCanvas::WIDTH,
panel_height,
transition_config_.text_panel_color,
transition_config_.text_panel_alpha);
};
auto draw_line = [&](const std::string& text, int x, int y) {
room_text_font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG | Text::STROKE4_FLAG,
x,
@@ -711,6 +750,9 @@ void GameScene::renderRoomText() {
};
if (state_ == RoomFsm::State::ROOM_INTRO && transition_.phase >= 2 && transition_.phase <= 4) {
// Panel primer (queda sota el text gràcies a l'ordre de blits).
draw_panel(compute_panel_height(2, 3, 4, transition_config_.intro_text_enter_ms, transition_config_.intro_text_exit_ms));
const auto& mgr = Levels::LevelManager::get();
const std::string LINE_PYRAMID = RoomFsm::formatIntroPyramidLine(mgr.currentPyramid());
const std::string LINE_ROOM = RoomFsm::formatIntroRoomLine(mgr.currentRoom());
@@ -735,6 +777,8 @@ void GameScene::renderRoomText() {
draw_line(LINE_PYRAMID, X_PYRAMID, Y_PYRAMID);
draw_line(LINE_ROOM, X_ROOM, Y_ROOM);
} else if (state_ == RoomFsm::State::ROOM_OUTRO && transition_.phase >= 0 && transition_.phase <= 2) {
draw_panel(compute_panel_height(0, 1, 2, transition_config_.outro_text_enter_ms, transition_config_.outro_text_exit_ms));
// Mateix patró que l'INTRO: dues línies en direccions oposades.
// Línia 1 ("Fase") per l'esquerra, línia 2 ("Completada") per
// la dreta; surten cap al costat oposat del que han entrat.