256 lines
7.6 KiB
C++
256 lines
7.6 KiB
C++
#include "card_sprite.hpp"
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#include <algorithm> // Para std::clamp
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#include <functional> // Para function
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#include <utility> // Para move
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#include "texture.hpp" // Para Texture
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#include "utils.hpp" // Para easeOutBounce, easeOutCubic
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// Constructor
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CardSprite::CardSprite(std::shared_ptr<Texture> texture)
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: MovingSprite(std::move(texture)),
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entry_easing_(easeOutBounce) {}
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// Inicia la animación de entrada (solo si está en IDLE)
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auto CardSprite::enable() -> bool {
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if (state_ != CardState::IDLE) {
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return false;
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}
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state_ = CardState::ENTERING;
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entry_elapsed_ = 0.0F;
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first_touch_ = false;
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// Posición inicial (borde de pantalla)
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setPos(entry_start_x_, entry_start_y_);
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// Zoom inicial grande (como si estuviera cerca de la cámara)
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horizontal_zoom_ = start_zoom_;
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vertical_zoom_ = start_zoom_;
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// Ángulo inicial
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rotate_.angle = start_angle_;
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rotate_.center = {pos_.w / 2.0F, pos_.h / 2.0F};
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shadow_visible_ = true;
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return true;
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}
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// Inicia la animación de salida (solo si está en LANDED)
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void CardSprite::startExit() {
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if (state_ != CardState::LANDED) {
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return;
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}
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state_ = CardState::EXITING;
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shadow_visible_ = true;
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// Velocidad y aceleración de salida
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vx_ = exit_vx_;
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vy_ = exit_vy_;
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ax_ = exit_ax_;
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ay_ = exit_ay_;
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// Rotación continua
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rotate_.enabled = true;
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rotate_.amount = exit_rotate_amount_;
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rotate_.center = {pos_.w / 2.0F, pos_.h / 2.0F};
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}
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// Actualiza según el estado
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void CardSprite::update(float delta_time) {
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switch (state_) {
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case CardState::ENTERING:
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updateEntering(delta_time);
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break;
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case CardState::EXITING:
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updateExiting(delta_time);
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break;
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default:
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break;
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}
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}
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// Animación de entrada: interpola posición, zoom y ángulo
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void CardSprite::updateEntering(float delta_time) {
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entry_elapsed_ += delta_time;
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float progress = std::clamp(entry_elapsed_ / entry_duration_s_, 0.0F, 1.0F);
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double eased = entry_easing_(static_cast<double>(progress));
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// Zoom: de start_zoom_ a 1.0 con rebote
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auto current_zoom = static_cast<float>(start_zoom_ + (1.0 - start_zoom_) * eased);
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horizontal_zoom_ = current_zoom;
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vertical_zoom_ = current_zoom;
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// Ángulo: de start_angle_ a 0 con rebote
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rotate_.angle = start_angle_ * (1.0 - eased);
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// Posición: de entry_start a landing con easing suave (sin rebote)
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// Usamos easeOutCubic para que el desplazamiento sea fluido
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double pos_eased = easeOutCubic(static_cast<double>(progress));
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auto current_x = static_cast<float>(entry_start_x_ + (landing_x_ - entry_start_x_) * pos_eased);
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auto current_y = static_cast<float>(entry_start_y_ + (landing_y_ - entry_start_y_) * pos_eased);
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setPos(current_x, current_y);
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// Detecta el primer toque (cuando el easing alcanza ~1.0 por primera vez)
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if (!first_touch_ && eased >= FIRST_TOUCH_THRESHOLD) {
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first_touch_ = true;
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}
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// Transición a LANDED cuando termina la animación completa
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if (progress >= 1.0F) {
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horizontal_zoom_ = 1.0F;
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vertical_zoom_ = 1.0F;
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rotate_.angle = 0.0;
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setPos(landing_x_, landing_y_);
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state_ = CardState::LANDED;
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first_touch_ = true;
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}
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}
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// Animación de salida: movimiento + rotación continua + zoom opcional
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void CardSprite::updateExiting(float delta_time) {
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move(delta_time);
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rotate(delta_time);
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// Ganar altura gradualmente (zoom hacia el objetivo)
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if (exit_zoom_speed_ > 0.0F && horizontal_zoom_ < exit_target_zoom_) {
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float new_zoom = horizontal_zoom_ + exit_zoom_speed_ * delta_time;
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if (new_zoom > exit_target_zoom_) {
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new_zoom = exit_target_zoom_;
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}
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horizontal_zoom_ = new_zoom;
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vertical_zoom_ = new_zoom;
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}
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if (isOffScreen()) {
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state_ = CardState::FINISHED;
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}
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}
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// Renderiza el sprite y su sombra
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void CardSprite::render() {
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if (state_ == CardState::IDLE || state_ == CardState::FINISHED) {
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return;
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}
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// Sombra primero (debajo de la tarjeta)
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if (shadow_visible_ && shadow_texture_) {
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renderShadow();
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}
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// Tarjeta
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MovingSprite::render();
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}
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// Renderiza la sombra con efecto de perspectiva 2D→3D (efecto helicóptero)
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//
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// Fuente de luz en la esquina superior izquierda (0,0).
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// La sombra se mueve con la tarjeta pero desplazada en dirección opuesta a la luz
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// (abajo-derecha a 45°). Cuanto más alta la tarjeta (zoom > 1.0):
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// - Más separada de la tarjeta (offset grande)
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// - Más pequeña (proyección lejana)
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// Cuando la tarjeta está en la mesa (zoom=1.0):
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// - Sombra pegada con offset base
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// - Tamaño real
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void CardSprite::renderShadow() {
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// Altura sobre la mesa: 0.0 = en la mesa, 0.8 = alta (zoom 1.8)
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float height = horizontal_zoom_ - 1.0F;
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// Escala: más pequeña cuanto más alta
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float shadow_zoom = 1.0F / horizontal_zoom_;
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// Offset respecto a la tarjeta: base + extra proporcional a la altura
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// La sombra se aleja en diagonal abajo-derecha (opuesta a la luz en 0,0)
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float offset_x = shadow_offset_x_ + height * SHADOW_HEIGHT_MULTIPLIER;
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float offset_y = shadow_offset_y_ + height * SHADOW_HEIGHT_MULTIPLIER;
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shadow_texture_->render(
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pos_.x + offset_x,
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pos_.y + offset_y,
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&sprite_clip_,
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shadow_zoom,
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shadow_zoom,
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rotate_.angle,
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&rotate_.center,
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flip_);
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}
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// Comprueba si el sprite está fuera de pantalla
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auto CardSprite::isOffScreen() const -> bool {
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float effective_width = pos_.w * horizontal_zoom_;
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float effective_height = pos_.h * vertical_zoom_;
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return (pos_.x + effective_width < -OFF_SCREEN_MARGIN ||
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pos_.x > screen_width_ + OFF_SCREEN_MARGIN ||
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pos_.y + effective_height < -OFF_SCREEN_MARGIN ||
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pos_.y > screen_height_ + OFF_SCREEN_MARGIN);
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}
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// --- Consultas de estado ---
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auto CardSprite::hasLanded() const -> bool {
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return state_ == CardState::LANDED || state_ == CardState::EXITING || state_ == CardState::FINISHED;
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}
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auto CardSprite::hasFirstTouch() const -> bool {
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return first_touch_;
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}
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auto CardSprite::hasFinished() const -> bool {
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return state_ == CardState::FINISHED;
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}
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auto CardSprite::isExiting() const -> bool {
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return state_ == CardState::EXITING;
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}
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auto CardSprite::getState() const -> CardState {
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return state_;
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}
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// --- Configuración ---
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void CardSprite::setEntryParams(float start_zoom, double start_angle, float duration_s, std::function<double(double)> easing) {
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start_zoom_ = start_zoom;
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start_angle_ = start_angle;
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entry_duration_s_ = duration_s;
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entry_easing_ = std::move(easing);
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}
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void CardSprite::setEntryPosition(float start_x, float start_y) {
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entry_start_x_ = start_x;
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entry_start_y_ = start_y;
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}
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void CardSprite::setLandingPosition(float x, float y) {
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landing_x_ = x;
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landing_y_ = y;
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}
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void CardSprite::setExitParams(float vx, float vy, float ax, float ay, double rotate_amount) {
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exit_vx_ = vx;
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exit_vy_ = vy;
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exit_ax_ = ax;
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exit_ay_ = ay;
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exit_rotate_amount_ = rotate_amount;
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}
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void CardSprite::setExitLift(float target_zoom, float zoom_speed) {
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exit_target_zoom_ = target_zoom;
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exit_zoom_speed_ = zoom_speed;
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}
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void CardSprite::setShadowTexture(std::shared_ptr<Texture> texture) {
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shadow_texture_ = std::move(texture);
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}
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void CardSprite::setShadowOffset(float offset_x, float offset_y) {
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shadow_offset_x_ = offset_x;
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shadow_offset_y_ = offset_y;
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}
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void CardSprite::setScreenBounds(float width, float height) {
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screen_width_ = width;
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screen_height_ = height;
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}
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