diff --git a/.clang-tidy b/.clang-tidy index 836f008..a7f3060 100644 --- a/.clang-tidy +++ b/.clang-tidy @@ -9,6 +9,11 @@ Checks: - -bugprone-easily-swappable-parameters - -bugprone-narrowing-conversions - -modernize-avoid-c-arrays + # performance-noexcept-move-constructor crashea clang-tidy (LLVM 19.1) + # con recursión infinita en ExceptionSpecAnalyzer::analyzeRecord cuando + # analiza ciertas instanciaciones de std::set. No es un falso positivo + # sobre nuestro código: el check ni siquiera llega a evaluar el patrón. + - -performance-noexcept-move-constructor WarningsAsErrors: '*' # Headers nostres (excloem source/external/ que conté dependències de tercers no editables) diff --git a/.gitignore b/.gitignore index 8e1d15d..f2c8557 100644 --- a/.gitignore +++ b/.gitignore @@ -104,4 +104,5 @@ ehthumbs_vista.db *.swo .cache/ -.claude/ \ No newline at end of file +.claude/lint-reports/ +lint-reports/ diff --git a/CMakeLists.txt b/CMakeLists.txt index d499baf..e30eb7a 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -259,6 +259,7 @@ if(CPPCHECK_EXE) --suppress=*:*source/external/* --suppress=*:*source/legacy/* --suppress=normalCheckLevelMaxBranches + --suppress=useStlAlgorithm -D_DEBUG -DLINUX_BUILD --quiet diff --git a/source/core/audio/.clang-tidy b/source/core/audio/.clang-tidy deleted file mode 100644 index fec2a95..0000000 --- a/source/core/audio/.clang-tidy +++ /dev/null @@ -1,5 +0,0 @@ -# Deshabilitar clang-tidy para este directorio (código externo: jail_audio.hpp) -# Los demás archivos de este directorio (audio.cpp, audio_cache.cpp) también se benefician -# de no ser modificados porque dependen íntimamente de la API de jail_audio.hpp - -Checks: '-*' diff --git a/source/core/audio/audio.hpp b/source/core/audio/audio.hpp index 957b383..e37e141 100644 --- a/source/core/audio/audio.hpp +++ b/source/core/audio/audio.hpp @@ -5,7 +5,6 @@ #include // Para std::function #include // Para std::unique_ptr #include // Para string -#include // Para move // Forward-declares per no incloure core/audio/jail_audio.hpp al header. Els // tres símbols (Music/Sound para el punter que exposa la API i Engine per al diff --git a/source/core/audio/audio_adapter.cpp b/source/core/audio/audio_adapter.cpp index 19eb32a..d4a43c7 100644 --- a/source/core/audio/audio_adapter.cpp +++ b/source/core/audio/audio_adapter.cpp @@ -22,26 +22,26 @@ namespace { // Cachés locales: indexados por nombre lógico ("title.ogg", "effects/laser_shoot.wav", etc.) // Mantienen ownership con unique_ptr; se liberan al salir del programa. -std::unordered_map>& musicCache() { - static std::unordered_map> cache; - return cache; +auto musicCache() -> std::unordered_map>& { + static std::unordered_map> cache_; + return cache_; } -std::unordered_map>& soundCache() { - static std::unordered_map> cache; - return cache; +auto soundCache() -> std::unordered_map>& { + static std::unordered_map> cache_; + return cache_; } // Normaliza el nombre añadiendo la subcarpeta correspondiente si no la trae: // "title.ogg" -> "music/title.ogg" // "music/title.ogg" -> "music/title.ogg" // "effects/laser.wav" -> "sounds/effects/laser.wav" -std::string normalizeMusicPath(const std::string& name) { - return (name.rfind("music/", 0) == 0) ? name : "music/" + name; +auto normalizeMusicPath(const std::string& name) -> std::string { + return (name.starts_with("music/")) ? name : "music/" + name; } -std::string normalizeSoundPath(const std::string& name) { - return (name.rfind("sounds/", 0) == 0) ? name : "sounds/" + name; +auto normalizeSoundPath(const std::string& name) -> std::string { + return (name.starts_with("sounds/")) ? name : "sounds/" + name; } } // namespace @@ -54,21 +54,21 @@ auto getMusic(const std::string& name) -> Ja::Music* { return it->second.get(); } - const std::string path = normalizeMusicPath(name); - auto bytes = Resource::Helper::loadFile(path); + const std::string PATH = normalizeMusicPath(name); + auto bytes = Resource::Helper::loadFile(PATH); if (bytes.empty()) { - std::cerr << "[AudioResource] no se ha podido cargar música: " << path << "\n"; + std::cerr << "[AudioResource] no se ha podido cargar música: " << PATH << "\n"; return nullptr; } Ja::Music* raw = Ja::loadMusic(bytes.data(), static_cast(bytes.size()), name.c_str()); if (raw == nullptr) { - std::cerr << "[AudioResource] decodificación de música falló: " << path << "\n"; + std::cerr << "[AudioResource] decodificación de música falló: " << PATH << "\n"; return nullptr; } cache.emplace(name, std::unique_ptr(raw)); - std::cout << "[AudioResource] música cargada: " << path << "\n"; + std::cout << "[AudioResource] música cargada: " << PATH << "\n"; return raw; } @@ -78,21 +78,21 @@ auto getSound(const std::string& name) -> Ja::Sound* { return it->second.get(); } - const std::string path = normalizeSoundPath(name); - auto bytes = Resource::Helper::loadFile(path); + const std::string PATH = normalizeSoundPath(name); + auto bytes = Resource::Helper::loadFile(PATH); if (bytes.empty()) { - std::cerr << "[AudioResource] no se ha podido cargar sonido: " << path << "\n"; + std::cerr << "[AudioResource] no se ha podido cargar sonido: " << PATH << "\n"; return nullptr; } Ja::Sound* raw = Ja::loadSound(bytes.data(), static_cast(bytes.size())); if (raw == nullptr) { - std::cerr << "[AudioResource] decodificación de sonido falló: " << path << "\n"; + std::cerr << "[AudioResource] decodificación de sonido falló: " << PATH << "\n"; return nullptr; } cache.emplace(name, std::unique_ptr(raw)); - std::cout << "[AudioResource] sonido cargado: " << path << "\n"; + std::cout << "[AudioResource] sonido cargado: " << PATH << "\n"; return raw; } diff --git a/source/core/config/postfx_config.cpp b/source/core/config/postfx_config.cpp index c83bde7..7f727a7 100644 --- a/source/core/config/postfx_config.cpp +++ b/source/core/config/postfx_config.cpp @@ -40,8 +40,10 @@ void readRgb255(const fkyaml::node& node, const char* key, dst_r = static_cast(R) / 255.0F; dst_g = static_cast(G) / 255.0F; dst_b = static_cast(B) / 255.0F; - } catch (...) { - // Mantiene los defaults si algún elemento no es entero. + } catch (...) { // @INTENTIONAL + // Mantiene los defaults si algún elemento del RGB no es entero parseable + // (el YAML viene de archivo, así que es razonable degradar a los defaults + // en vez de propagar la excepción y abortar el load del postpro entero). } } diff --git a/source/core/defaults.hpp b/source/core/defaults.hpp index 4a29379..1a2be14 100644 --- a/source/core/defaults.hpp +++ b/source/core/defaults.hpp @@ -2,7 +2,6 @@ #include #include -#include #include namespace Defaults { @@ -439,16 +438,16 @@ constexpr float CENTER_Y = Game::HEIGHT / 2.0F; // auto-derivado de Game::HEIGH // Posicions target (calculades dinàmicament des dels parámetros base) // Nota: std::cos/sin no són constexpr en C++20, pero funcionen en runtime // Les funciones inline són optimitzades por el compilador (zero overhead) -inline float P1_TARGET_X() { +inline auto p1TargetX() -> float { return CENTER_X + (CLOCK_RADIUS * std::cos(CLOCK_8_ANGLE)); } -inline float P1_TARGET_Y() { +inline auto p1TargetY() -> float { return CENTER_Y + ((Game::HEIGHT / 2.0F) * TARGET_Y_RATIO); } -inline float P2_TARGET_X() { +inline auto p2TargetX() -> float { return CENTER_X + (CLOCK_RADIUS * std::cos(CLOCK_4_ANGLE)); } -inline float P2_TARGET_Y() { +inline auto p2TargetY() -> float { return CENTER_Y + ((Game::HEIGHT / 2.0F) * TARGET_Y_RATIO); } diff --git a/source/core/entities/entity.hpp b/source/core/entities/entity.hpp index 08db5e0..5dd219c 100644 --- a/source/core/entities/entity.hpp +++ b/source/core/entities/entity.hpp @@ -30,21 +30,21 @@ class Entity { virtual void init() = 0; virtual void update(float delta_time) = 0; virtual void draw() const = 0; - [[nodiscard]] virtual bool isActive() const = 0; + [[nodiscard]] virtual auto isActive() const -> bool = 0; // Sincronización post-física (override opcional). // Llamado por GameScene tras world.update(). Default: no-op. virtual void postUpdate(float /*delta_time*/) {} // Interfaz de colisión (override opcional) - [[nodiscard]] virtual float getCollisionRadius() const { return 0.0F; } - [[nodiscard]] virtual bool isCollidable() const { return false; } + [[nodiscard]] virtual auto getCollisionRadius() const -> float { return 0.0F; } + [[nodiscard]] virtual auto isCollidable() const -> bool { return false; } // Getters comunes (inline, sin overhead) - [[nodiscard]] const Vec2& getCenter() const { return center_; } - [[nodiscard]] float getAngle() const { return angle_; } - [[nodiscard]] float getBrightness() const { return brightness_; } - [[nodiscard]] const std::shared_ptr& getShape() const { return shape_; } + [[nodiscard]] auto getCenter() const -> const Vec2& { return center_; } + [[nodiscard]] auto getAngle() const -> float { return angle_; } + [[nodiscard]] auto getBrightness() const -> float { return brightness_; } + [[nodiscard]] auto getShape() const -> const std::shared_ptr& { return shape_; } // Acceso al cuerpo físico (Fase 6+). El PhysicsWorld lo registra // por puntero; la entidad lo configura en init(). diff --git a/source/core/graphics/shape.cpp b/source/core/graphics/shape.cpp index 606e0f0..6ef9362 100644 --- a/source/core/graphics/shape.cpp +++ b/source/core/graphics/shape.cpp @@ -12,12 +12,12 @@ namespace Graphics { Shape::Shape(const std::string& filepath) : center_({.x = 0.0F, .y = 0.0F}), - escala_defecte_(1.0F), + nom_("unnamed") { load(filepath); } -bool Shape::load(const std::string& filepath) { +auto Shape::load(const std::string& filepath) -> bool { // Llegir file std::ifstream file(filepath); if (!file.is_open()) { @@ -35,7 +35,7 @@ bool Shape::load(const std::string& filepath) { return parseFile(contingut); } -bool Shape::parseFile(const std::string& contingut) { +auto Shape::parseFile(const std::string& contingut) -> bool { std::istringstream iss(contingut); std::string line; @@ -49,27 +49,27 @@ bool Shape::parseFile(const std::string& contingut) { } // Parse command - if (starts_with(line, "name:")) { - nom_ = trim(extract_value(line)); - } else if (starts_with(line, "scale:")) { + if (startsWith(line, "name:")) { + nom_ = trim(extractValue(line)); + } else if (startsWith(line, "scale:")) { try { - escala_defecte_ = std::stof(extract_value(line)); + escala_defecte_ = std::stof(extractValue(line)); } catch (...) { std::cerr << "[Shape] Warning: scale invàlida, usant 1.0" << '\n'; escala_defecte_ = 1.0F; } - } else if (starts_with(line, "center:")) { - parse_center(extract_value(line)); - } else if (starts_with(line, "polyline:")) { - auto points = parse_points(extract_value(line)); + } else if (startsWith(line, "center:")) { + parseCenter(extractValue(line)); + } else if (startsWith(line, "polyline:")) { + auto points = parsePoints(extractValue(line)); if (points.size() >= 2) { primitives_.push_back({PrimitiveType::POLYLINE, points}); } else { std::cerr << "[Shape] Warning: polyline con menys de 2 points ignorada" << '\n'; } - } else if (starts_with(line, "line:")) { - auto points = parse_points(extract_value(line)); + } else if (startsWith(line, "line:")) { + auto points = parsePoints(extractValue(line)); if (points.size() == 2) { primitives_.push_back({PrimitiveType::LINE, points}); } else { @@ -89,7 +89,7 @@ bool Shape::parseFile(const std::string& contingut) { } // Helper: trim whitespace -std::string Shape::trim(const std::string& str) const { +auto Shape::trim(const std::string& str) -> std::string { const char* whitespace = " \t\n\r"; size_t start = str.find_first_not_of(whitespace); if (start == std::string::npos) { @@ -100,9 +100,9 @@ std::string Shape::trim(const std::string& str) const { return str.substr(start, end - start + 1); } -// Helper: starts_with -bool Shape::starts_with(const std::string& str, - const std::string& prefix) const { +// Helper: startsWith +auto Shape::startsWith(const std::string& str, + const std::string& prefix) -> bool { if (str.length() < prefix.length()) { return false; } @@ -110,7 +110,7 @@ bool Shape::starts_with(const std::string& str, } // Helper: extract value after ':' -std::string Shape::extract_value(const std::string& line) const { +auto Shape::extractValue(const std::string& line) -> std::string { size_t colon = line.find(':'); if (colon == std::string::npos) { return ""; @@ -119,7 +119,7 @@ std::string Shape::extract_value(const std::string& line) const { } // Helper: parse center "x, y" -void Shape::parse_center(const std::string& value) { +void Shape::parseCenter(const std::string& value) { std::string val = trim(value); size_t comma = val.find(','); if (comma != std::string::npos) { @@ -134,7 +134,7 @@ void Shape::parse_center(const std::string& value) { } // Helper: parse points "x1,y1 x2,y2 x3,y3" -std::vector Shape::parse_points(const std::string& str) const { +auto Shape::parsePoints(const std::string& str) -> std::vector { std::vector points; std::istringstream iss(trim(str)); std::string pair; diff --git a/source/core/graphics/shape.hpp b/source/core/graphics/shape.hpp index af8593b..e8fb2a6 100644 --- a/source/core/graphics/shape.hpp +++ b/source/core/graphics/shape.hpp @@ -3,6 +3,7 @@ #pragma once +#include #include #include @@ -11,7 +12,7 @@ namespace Graphics { // Tipo de primitiva dins de una shape -enum class PrimitiveType { +enum class PrimitiveType : std::uint8_t { POLYLINE, // Secuencia de points connectats LINE // Línia individual (2 points) }; @@ -30,35 +31,37 @@ class Shape { explicit Shape(const std::string& filepath); // Carregar shape desde file .shp - bool load(const std::string& filepath); + auto load(const std::string& filepath) -> bool; // Parsejar shape desde buffer de memòria (per al sistema de recursos) - bool parseFile(const std::string& contingut); + auto parseFile(const std::string& contingut) -> bool; // Getters - [[nodiscard]] const std::vector& get_primitives() const { + [[nodiscard]] auto getPrimitives() const -> const std::vector& { return primitives_; } - [[nodiscard]] const Vec2& getCenter() const { return center_; } - [[nodiscard]] float get_escala_defecte() const { return escala_defecte_; } - [[nodiscard]] bool isValid() const { return !primitives_.empty(); } + [[nodiscard]] auto getCenter() const -> const Vec2& { return center_; } + [[nodiscard]] auto getDefaultScale() const -> float { return escala_defecte_; } + [[nodiscard]] auto isValid() const -> bool { return !primitives_.empty(); } // Info de depuració - [[nodiscard]] std::string get_nom() const { return nom_; } - [[nodiscard]] size_t get_num_primitives() const { return primitives_.size(); } + [[nodiscard]] auto getName() const -> const std::string& { return nom_; } + [[nodiscard]] auto getNumPrimitives() const -> size_t { return primitives_.size(); } private: std::vector primitives_; - Vec2 center_; // Centro/origin de la shape - float escala_defecte_; // Escala per defecte (normalment 1.0) - std::string nom_; // Nom de la shape (per depuració) + Vec2 center_; // Centro/origin de la shape + float escala_defecte_{1.0F}; // Escala per defecte (normalment 1.0). Inicializada para + // que el ctor por defecto no deje el campo indeterminado. + std::string nom_; // Nom de la shape (per depuració) - // Helpers privats per parsejar - [[nodiscard]] std::string trim(const std::string& str) const; - [[nodiscard]] bool starts_with(const std::string& str, const std::string& prefix) const; - [[nodiscard]] std::string extract_value(const std::string& line) const; - void parse_center(const std::string& value); - [[nodiscard]] std::vector parse_points(const std::string& str) const; + // Helpers privats per parsejar. Son estáticos: no necesitan estado + // de instancia, trabajan sobre el string pasado por parámetro. + [[nodiscard]] static auto trim(const std::string& str) -> std::string; + [[nodiscard]] static auto startsWith(const std::string& str, const std::string& prefix) -> bool; + [[nodiscard]] static auto extractValue(const std::string& line) -> std::string; + void parseCenter(const std::string& value); + [[nodiscard]] static auto parsePoints(const std::string& str) -> std::vector; }; } // namespace Graphics diff --git a/source/core/graphics/shape_loader.cpp b/source/core/graphics/shape_loader.cpp index 0fee976..486ea99 100644 --- a/source/core/graphics/shape_loader.cpp +++ b/source/core/graphics/shape_loader.cpp @@ -10,13 +10,12 @@ namespace Graphics { // Inicialización de variables estàtiques -std::unordered_map> ShapeLoader::cache_; -std::string ShapeLoader::base_path_ = "data/shapes/"; +std::unordered_map> ShapeLoader::cache; -std::shared_ptr ShapeLoader::load(const std::string& filename) { +auto ShapeLoader::load(const std::string& filename) -> std::shared_ptr { // Check cache first - auto it = cache_.find(filename); - if (it != cache_.end()) { + auto it = cache.find(filename); + if (it != cache.end()) { std::cout << "[ShapeLoader] Cache hit: " << filename << '\n'; return it->second; // Cache hit } @@ -53,34 +52,34 @@ std::shared_ptr ShapeLoader::load(const std::string& filename) { } // Cache and return - std::cout << "[ShapeLoader] Carregat: " << normalized << " (" << shape->get_nom() - << ", " << shape->get_num_primitives() << " primitives)" << '\n'; + std::cout << "[ShapeLoader] Carregat: " << normalized << " (" << shape->getName() + << ", " << shape->getNumPrimitives() << " primitives)" << '\n'; - cache_[filename] = shape; + cache[filename] = shape; return shape; } -void ShapeLoader::clear_cache() { - std::cout << "[ShapeLoader] Netejant caché (" << cache_.size() << " formes)" +void ShapeLoader::clearCache() { + std::cout << "[ShapeLoader] Netejant caché (" << cache.size() << " formes)" << '\n'; - cache_.clear(); + cache.clear(); } -size_t ShapeLoader::get_cache_size() { return cache_.size(); } +auto ShapeLoader::getCacheSize() -> size_t { return cache.size(); } -std::string ShapeLoader::resolve_path(const std::string& filename) { +auto ShapeLoader::resolvePath(const std::string& filename) -> std::string { // Si es un path absolut (comença con '/'), usar-lo directament if (!filename.empty() && filename[0] == '/') { return filename; } // Si ya conté el prefix base_path, usar-lo directament - if (filename.starts_with(base_path_)) { + if (filename.starts_with(BASE_PATH)) { return filename; } // Altrament, añadir base_path (ara suporta subdirectoris) - return base_path_ + filename; + return std::string(BASE_PATH) + filename; } } // namespace Graphics diff --git a/source/core/graphics/shape_loader.hpp b/source/core/graphics/shape_loader.hpp index 03732a9..330f09a 100644 --- a/source/core/graphics/shape_loader.hpp +++ b/source/core/graphics/shape_loader.hpp @@ -20,20 +20,20 @@ class ShapeLoader { // Carregar shape desde file (con caché) // Retorna punter compartit (nullptr si error) // Exemple: load("ship.shp") → busca a "data/shapes/ship.shp" - static std::shared_ptr load(const std::string& filename); + static auto load(const std::string& filename) -> std::shared_ptr; // Netejar caché (útil per debug/recàrrega) - static void clear_cache(); + static void clearCache(); // Estadístiques (debug) - static size_t get_cache_size(); + static auto getCacheSize() -> size_t; private: - static std::unordered_map> cache_; - static std::string base_path_; // "data/shapes/" + static std::unordered_map> cache; + static constexpr const char* BASE_PATH = "data/shapes/"; // Helpers privats - static std::string resolve_path(const std::string& filename); + static auto resolvePath(const std::string& filename) -> std::string; }; } // namespace Graphics diff --git a/source/core/graphics/starfield.cpp b/source/core/graphics/starfield.cpp index 506de37..a587ec2 100644 --- a/source/core/graphics/starfield.cpp +++ b/source/core/graphics/starfield.cpp @@ -18,13 +18,10 @@ Starfield::Starfield(Rendering::Renderer* renderer, const Vec2& punt_fuga, const SDL_FRect& area, int densitat) - : renderer_(renderer), + : shape_estrella_(ShapeLoader::load("star.shp")), + renderer_(renderer), punt_fuga_(punt_fuga), - area_(area), - densitat_(densitat) { - // Carregar shape de estrella con ShapeLoader - shape_estrella_ = ShapeLoader::load("star.shp"); - + area_(area) { if (!shape_estrella_ || !shape_estrella_->isValid()) { std::cerr << "ERROR: No s'ha pogut load star.shp" << '\n'; return; @@ -69,7 +66,7 @@ Starfield::Starfield(Rendering::Renderer* renderer, } // Inicialitzar una estrella (nueva o regenerada) -void Starfield::inicialitzar_estrella(Estrella& estrella) const { +void Starfield::initStar(Estrella& estrella) const { // Angle aleatori des del point de fuga hacia fuera estrella.angle = (static_cast(rand()) / RAND_MAX) * 2.0F * Defaults::Math::PI; @@ -83,7 +80,7 @@ void Starfield::inicialitzar_estrella(Estrella& estrella) const { } // Verificar si una estrella está fuera de l'àrea -bool Starfield::fora_area(const Estrella& estrella) const { +auto Starfield::isOutsideArea(const Estrella& estrella) const -> bool { return (estrella.position.x < area_.x || estrella.position.x > area_.x + area_.w || estrella.position.y < area_.y || @@ -91,7 +88,7 @@ bool Starfield::fora_area(const Estrella& estrella) const { } // Calcular scale dinàmica segons distancia del centro -float Starfield::calcular_escala(const Estrella& estrella) const { +auto Starfield::computeScale(const Estrella& estrella) const -> float { const CapaConfig& capa = capes_[estrella.capa]; // Interpolació lineal basada en distancia del centro @@ -101,7 +98,7 @@ float Starfield::calcular_escala(const Estrella& estrella) const { } // Calcular brightness dinàmica segons distancia del centro -float Starfield::calcular_brightness(const Estrella& estrella) const { +auto Starfield::computeBrightness(const Estrella& estrella) const -> float { // Interpolació lineal: estrelles properes (vora) més brillants // distancia_centre: 0.0 (centro, llunyanes) → 1.0 (vora, properes) float brightness_base = Defaults::Brightness::STARFIELD_MIN + @@ -133,14 +130,14 @@ void Starfield::update(float delta_time) { estrella.distancia_centre = dist_px / radi_max_; // Si ha sortit de l'àrea, regenerar-la - if (fora_area(estrella)) { - inicialitzar_estrella(estrella); + if (isOutsideArea(estrella)) { + initStar(estrella); } } } // Establir multiplicador de brightness -void Starfield::set_brightness(float multiplier) { +void Starfield::setBrightness(float multiplier) { multiplicador_brightness_ = std::max(0.0F, multiplier); // Evitar valors negatius } @@ -152,11 +149,11 @@ void Starfield::draw() { for (const auto& estrella : estrelles_) { // Calcular scale i brightness dinàmicament - float scale = calcular_escala(estrella); - float brightness = calcular_brightness(estrella); + float scale = computeScale(estrella); + float brightness = computeBrightness(estrella); // Renderizar estrella sin rotación - Rendering::render_shape( + Rendering::renderShape( renderer_, shape_estrella_, estrella.position, diff --git a/source/core/graphics/starfield.hpp b/source/core/graphics/starfield.hpp index 0d8b395..de18ecf 100644 --- a/source/core/graphics/starfield.hpp +++ b/source/core/graphics/starfield.hpp @@ -43,8 +43,8 @@ class Starfield { void draw(); // Setters per ajustar parámetros en time real - void set_punt_fuga(const Vec2& point) { punt_fuga_ = point; } - void set_brightness(float multiplier); + void setVanishingPoint(const Vec2& point) { punt_fuga_ = point; } + void setBrightness(float multiplier); private: // Estructura interna per cada estrella @@ -56,16 +56,16 @@ class Starfield { }; // Inicialitzar una estrella (nueva o regenerada) - void inicialitzar_estrella(Estrella& estrella) const; + void initStar(Estrella& estrella) const; // Verificar si una estrella está fuera de l'àrea - [[nodiscard]] bool fora_area(const Estrella& estrella) const; + [[nodiscard]] auto isOutsideArea(const Estrella& estrella) const -> bool; // Calcular scale dinàmica segons distancia del centro - [[nodiscard]] float calcular_escala(const Estrella& estrella) const; + [[nodiscard]] auto computeScale(const Estrella& estrella) const -> float; // Calcular brightness dinàmica segons distancia del centro - [[nodiscard]] float calcular_brightness(const Estrella& estrella) const; + [[nodiscard]] auto computeBrightness(const Estrella& estrella) const -> float; // Dades std::vector estrelles_; @@ -77,7 +77,6 @@ class Starfield { Vec2 punt_fuga_; // Vec2 de origin de las estrelles SDL_FRect area_; // Àrea activa float radi_max_; // Distancia màxima del centro al límit de pantalla - int densitat_; // Nombre total de estrelles float multiplicador_brightness_{1.0F}; // Multiplicador de brightness (1.0 = default) }; diff --git a/source/core/graphics/vector_text.cpp b/source/core/graphics/vector_text.cpp index f41d5f1..9ac58c3 100644 --- a/source/core/graphics/vector_text.cpp +++ b/source/core/graphics/vector_text.cpp @@ -1,6 +1,5 @@ // vector_text.cpp - Implementació del sistema de text vectorial // © 2026 JailDesigner -// Test pre-commit hook #include "core/graphics/vector_text.hpp" @@ -12,18 +11,18 @@ namespace Graphics { // Constants para mides base dels caràcters -constexpr float char_width = 20.0F; // Amplada base del caràcter -constexpr float char_height = 40.0F; // Altura base del caràcter +constexpr float BASE_CHAR_WIDTH = 20.0F; // Amplada base del caràcter +constexpr float BASE_CHAR_HEIGHT = 40.0F; // Altura base del caràcter VectorText::VectorText(Rendering::Renderer* renderer) : renderer_(renderer) { - load_charset(); + loadCharset(); } -void VectorText::load_charset() { +void VectorText::loadCharset() { // Cargar dígitos 0-9 for (char c = '0'; c <= '9'; c++) { - std::string filename = get_shape_filename(c); + std::string filename = getShapeFilename(c); auto shape = ShapeLoader::load(filename); if (shape && shape->isValid()) { @@ -36,7 +35,7 @@ void VectorText::load_charset() { // Cargar lletres A-Z (majúscules) for (char c = 'A'; c <= 'Z'; c++) { - std::string filename = get_shape_filename(c); + std::string filename = getShapeFilename(c); auto shape = ShapeLoader::load(filename); if (shape && shape->isValid()) { @@ -48,10 +47,10 @@ void VectorText::load_charset() { } // Cargar símbolos - const std::string symbols[] = {".", ",", "-", ":", "!", "?"}; - for (const auto& sym : symbols) { + const std::string SYMBOLS[] = {".", ",", "-", ":", "!", "?"}; + for (const auto& sym : SYMBOLS) { char c = sym[0]; - std::string filename = get_shape_filename(c); + std::string filename = getShapeFilename(c); auto shape = ShapeLoader::load(filename); if (shape && shape->isValid()) { @@ -62,17 +61,16 @@ void VectorText::load_charset() { } } - // Cargar símbolo de copyright (©) - UTF-8 U+00A9 - // Usem el segon byte (0xA9) como a key interna + // Cargar símbolo de copyright (©) - UTF-8 U+00A9. + // Usamos el segundo byte (0xA9, 169 decimal) como key interna del map. { - char c = '\xA9'; // 169 decimal - std::string filename = "font/char_copyright.shp"; - auto shape = ShapeLoader::load(filename); + const std::string FILENAME = "font/char_copyright.shp"; + auto shape = ShapeLoader::load(FILENAME); if (shape && shape->isValid()) { - chars_[c] = shape; + chars_['\xA9'] = shape; } else { - std::cerr << "[VectorText] Warning: no s'ha pogut load " << filename + std::cerr << "[VectorText] Warning: no s'ha pogut load " << FILENAME << '\n'; } } @@ -81,8 +79,10 @@ void VectorText::load_charset() { << '\n'; } -std::string VectorText::get_shape_filename(char c) const { - // Mapeo carácter → nombre de archivo (con prefix "font/") +auto VectorText::getShapeFilename(char c) -> std::string { + // Mapeo carácter → nombre de archivo (con prefix "font/"). + // Dígitos 0-9 y mayúsculas A-Z comparten el mismo path: la shape se llama + // como el caracter mismo, así que se agrupan en un único case. switch (c) { case '0': case '1': @@ -94,9 +94,6 @@ std::string VectorText::get_shape_filename(char c) const { case '7': case '8': case '9': - return std::string("font/char_") + c + ".shp"; - - // Lletres majúscules A-Z case 'A': case 'B': case 'C': @@ -178,7 +175,7 @@ std::string VectorText::get_shape_filename(char c) const { } } -bool VectorText::is_supported(char c) const { +auto VectorText::isSupported(char c) const -> bool { return chars_.contains(c); } @@ -188,16 +185,16 @@ void VectorText::render(const std::string& text, const Vec2& position, float sca } // Ancho de un carácter base (20 px a scale 1.0) - const float char_width_scaled = char_width * scale; + const float CHAR_WIDTH_SCALED = BASE_CHAR_WIDTH * scale; // Spacing escalado - const float spacing_scaled = spacing * scale; + const float SPACING_SCALED = spacing * scale; // Altura de un carácter escalado (necesario para ajustar Y) - const float char_height_scaled = char_height * scale; + const float CHAR_HEIGHT_SCALED = BASE_CHAR_HEIGHT * scale; // Posición X del borde izquierdo del carácter actual - // (se ajustará +char_width/2 para obtener el centro al renderizar) + // (se ajustará +BASE_CHAR_WIDTH/2 para obtener el centro al renderizar) float current_x = position.x; // Iterar sobre cada byte del string (con detecció UTF-8) @@ -213,7 +210,7 @@ void VectorText::render(const std::string& text, const Vec2& position, float sca // Manejar espacios (avanzar sin dibujar) if (c == ' ') { - current_x += char_width_scaled + spacing_scaled; + current_x += CHAR_WIDTH_SCALED + SPACING_SCALED; continue; } @@ -223,24 +220,24 @@ void VectorText::render(const std::string& text, const Vec2& position, float sca // Renderizar carácter // Ajustar X e Y para que position represente esquina superior izquierda // (render_shape espera el centro, así que sumamos la mitad de ancho y altura) - Vec2 char_pos = {.x = current_x + (char_width_scaled / 2.0F), .y = position.y + (char_height_scaled / 2.0F)}; - Rendering::render_shape(renderer_, it->second, char_pos, 0.0F, scale, 1.0F, brightness); + Vec2 char_pos = {.x = current_x + (CHAR_WIDTH_SCALED / 2.0F), .y = position.y + (CHAR_HEIGHT_SCALED / 2.0F)}; + Rendering::renderShape(renderer_, it->second, char_pos, 0.0F, scale, 1.0F, brightness); // Avanzar posición - current_x += char_width_scaled + spacing_scaled; + current_x += CHAR_WIDTH_SCALED + SPACING_SCALED; } else { // Carácter no soportado: saltar (o renderizar '?' en el futuro) std::cerr << "[VectorText] Warning: caràcter no suportat '" << c << "'" << '\n'; - current_x += char_width_scaled + spacing_scaled; + current_x += CHAR_WIDTH_SCALED + SPACING_SCALED; } } } void VectorText::renderCentered(const std::string& text, const Vec2& centre_punt, float scale, float spacing, float brightness) const { // Calcular dimensions del text - float text_width = get_text_width(text, scale, spacing); - float text_height = get_text_height(scale); + float text_width = getTextWidth(text, scale, spacing); + float text_height = getTextHeight(scale); // Calcular posición de l'esquina superior izquierda // restant la meitat de las dimensions del point central @@ -252,13 +249,13 @@ void VectorText::renderCentered(const std::string& text, const Vec2& centre_punt render(text, posicio_esquerra, scale, spacing, brightness); } -float VectorText::get_text_width(const std::string& text, float scale, float spacing) const { +auto VectorText::getTextWidth(const std::string& text, float scale, float spacing) -> float { if (text.empty()) { return 0.0F; } - const float char_width_scaled = char_width * scale; - const float spacing_scaled = spacing * scale; + const float CHAR_WIDTH_SCALED = BASE_CHAR_WIDTH * scale; + const float SPACING_SCALED = spacing * scale; // Contar caracteres visuals (no bytes) - manejar UTF-8 size_t visual_chars = 0; @@ -276,11 +273,11 @@ float VectorText::get_text_width(const std::string& text, float scale, float spa } // Ancho total = todos los caracteres VISUALES + spacing entre ellos - return (visual_chars * char_width_scaled) + ((visual_chars - 1) * spacing_scaled); + return (visual_chars * CHAR_WIDTH_SCALED) + ((visual_chars - 1) * SPACING_SCALED); } -float VectorText::get_text_height(float scale) const { - return char_height * scale; +auto VectorText::getTextHeight(float scale) -> float { + return BASE_CHAR_HEIGHT * scale; } } // namespace Graphics diff --git a/source/core/graphics/vector_text.hpp b/source/core/graphics/vector_text.hpp index 3a12e41..07b02d4 100644 --- a/source/core/graphics/vector_text.hpp +++ b/source/core/graphics/vector_text.hpp @@ -18,7 +18,7 @@ namespace Graphics { class VectorText { public: - VectorText(Rendering::Renderer* renderer); + explicit VectorText(Rendering::Renderer* renderer); // Renderizar string completo // - text: cadena a renderizar (soporta: A-Z, a-z, 0-9, '.', ',', '-', ':', @@ -37,21 +37,23 @@ class VectorText { // - brightness: factor de brightness (0.0-1.0, default 1.0 = màxima brightness) void renderCentered(const std::string& text, const Vec2& centre_punt, float scale = 1.0F, float spacing = 2.0F, float brightness = 1.0F) const; - // Calcular ancho total de un string (útil para centrado) - [[nodiscard]] float get_text_width(const std::string& text, float scale = 1.0F, float spacing = 2.0F) const; + // Calcular ancho total de un string (útil para centrado). + // Es estático: no depende del estado del VectorText (el ancho viene de + // las constantes BASE_CHAR_WIDTH/BASE_CHAR_HEIGHT del archivo .cpp). + [[nodiscard]] static auto getTextWidth(const std::string& text, float scale = 1.0F, float spacing = 2.0F) -> float; - // Calcular altura del texto (útil para centrado vertical) - [[nodiscard]] float get_text_height(float scale = 1.0F) const; + // Calcular altura del texto (útil para centrado vertical). + [[nodiscard]] static auto getTextHeight(float scale = 1.0F) -> float; // Verificar si un carácter está soportado - [[nodiscard]] bool is_supported(char c) const; + [[nodiscard]] auto isSupported(char c) const -> bool; private: Rendering::Renderer* renderer_; std::unordered_map> chars_; - void load_charset(); - [[nodiscard]] std::string get_shape_filename(char c) const; + void loadCharset(); + [[nodiscard]] static auto getShapeFilename(char c) -> std::string; }; } // namespace Graphics diff --git a/source/core/input/input.cpp b/source/core/input/input.cpp index 7ed92f1..5a718d3 100644 --- a/source/core/input/input.cpp +++ b/source/core/input/input.cpp @@ -2,11 +2,11 @@ #include // Para SDL_GetGamepadAxis, SDL_GamepadAxis, SDL_GamepadButton, SDL_GetError, SDL_JoystickID, SDL_AddGamepadMappingsFromFile, SDL_Event, SDL_EventType, SDL_GetGamepadButton, SDL_GetKeyboardState, SDL_INIT_GAMEPAD, SDL_InitSubSystem, SDL_LogError, SDL_OpenGamepad, SDL_PollEvent, SDL_WasInit, Sint16, SDL_Gamepad, SDL_LogCategory, SDL_Scancode +#include // Para std::ranges::any_of #include // Para basic_ostream, operator<<, cout, cerr #include // Para shared_ptr, __shared_ptr_access, allocator, operator==, make_shared -#include // Para __find_if_fn, find_if #include // Para unordered_map, _Node_iterator, operator==, _Node_iterator_base, _Node_const_iterator -#include // Para pair, move +#include // Para move #include "game/options.hpp" // Para Options::controls @@ -190,12 +190,9 @@ auto Input::checkAnyButton(bool repeat) -> bool { // Comprueba si algún player (P1 o P2) presionó alguna acción de una lista auto Input::checkAnyPlayerAction(const std::span& actions, bool repeat) -> bool { - for (const auto& action : actions) { - if (checkActionPlayer1(action, repeat) || checkActionPlayer2(action, repeat)) { - return true; - } - } - return false; + return std::ranges::any_of(actions, [this, repeat](const InputAction& action) { + return checkActionPlayer1(action, repeat) || checkActionPlayer2(action, repeat); + }); } // Comprueba si hay algun mando conectado @@ -420,8 +417,11 @@ auto Input::handleEvent(const SDL_Event& event) -> std::string { return addGamepad(event.gdevice.which); case SDL_EVENT_GAMEPAD_REMOVED: return removeGamepad(event.gdevice.which); + default: + // El resto de eventos SDL no interesan a Input (los maneja el resto + // del sistema: ventana, teclado, mouse). + return {}; } - return {}; } auto Input::addGamepad(int device_index) -> std::string { diff --git a/source/core/input/input.hpp b/source/core/input/input.hpp index d6b8384..30eff20 100644 --- a/source/core/input/input.hpp +++ b/source/core/input/input.hpp @@ -7,7 +7,6 @@ #include // Para span #include // Para string, basic_string #include // Para unordered_map -#include // Para pair #include // Para vector #include "core/input/input_types.hpp" // for InputAction diff --git a/source/core/input/input_types.cpp b/source/core/input/input_types.cpp index b6c4897..d4d4008 100644 --- a/source/core/input/input_types.cpp +++ b/source/core/input/input_types.cpp @@ -1,7 +1,5 @@ #include "input_types.hpp" -#include // Para pair - // Definición de los mapas const std::unordered_map ACTION_TO_STRING = { {InputAction::LEFT, "LEFT"}, diff --git a/source/core/input/input_types.hpp b/source/core/input/input_types.hpp index c032638..92f7a0f 100644 --- a/source/core/input/input_types.hpp +++ b/source/core/input/input_types.hpp @@ -3,11 +3,12 @@ #include #include +#include #include #include // --- Enums --- -enum class InputAction : int { // Acciones de entrada posibles en el juego +enum class InputAction : std::uint8_t { // Acciones de entrada posibles en el juego // Inputs de juego (movimiento y acción) LEFT, // Rotar izquierda RIGHT, // Rotar derecha diff --git a/source/core/input/mouse.cpp b/source/core/input/mouse.cpp index 239264e..b9008cb 100644 --- a/source/core/input/mouse.cpp +++ b/source/core/input/mouse.cpp @@ -42,7 +42,7 @@ void setForceHidden(bool force) { } } -bool isForceHidden() { +auto isForceHidden() -> bool { return force_hidden; } diff --git a/source/core/input/mouse.hpp b/source/core/input/mouse.hpp index 7233c47..f358fcf 100644 --- a/source/core/input/mouse.hpp +++ b/source/core/input/mouse.hpp @@ -13,5 +13,5 @@ void updateCursorVisibility(); // Control de visibilidad forzada (para modo pantalla completa) void setForceHidden(bool force); // Activar/desactivar ocultación forzada -bool isForceHidden(); // Consultar estado actual +auto isForceHidden() -> bool; // Consultar estado actual } // namespace Mouse diff --git a/source/core/math/easing.hpp b/source/core/math/easing.hpp index 8eabe81..8abbcfd 100644 --- a/source/core/math/easing.hpp +++ b/source/core/math/easing.hpp @@ -8,21 +8,21 @@ namespace Easing { // Ease-out quadratic: empieza rápido, desacelera suavemente // t = progreso normalizado [0.0 - 1.0] // retorna value interpolado [0.0 - 1.0] -inline float ease_out_quad(float t) { +inline auto easeOutQuad(float t) -> float { return 1.0F - ((1.0F - t) * (1.0F - t)); } // Ease-in quadratic: empieza lento, acelera // t = progreso normalizado [0.0 - 1.0] // retorna value interpolado [0.0 - 1.0] -inline float ease_in_quad(float t) { +inline auto easeInQuad(float t) -> float { return t * t; } // Ease-in-out quadratic: acelera al inicio, desacelera al final // t = progreso normalizado [0.0 - 1.0] // retorna value interpolado [0.0 - 1.0] -inline float ease_in_out_quad(float t) { +inline auto easeInOutQuad(float t) -> float { return (t < 0.5F) ? 2.0F * t * t : 1.0F - ((-2.0F * t + 2.0F) * (-2.0F * t + 2.0F) / 2.0F); @@ -31,13 +31,13 @@ inline float ease_in_out_quad(float t) { // Ease-out cubic: desaceleración más suave que quadratic // t = progreso normalizado [0.0 - 1.0] // retorna value interpolado [0.0 - 1.0] -inline float ease_out_cubic(float t) { +inline auto easeOutCubic(float t) -> float { float t1 = 1.0F - t; return 1.0F - (t1 * t1 * t1); } // Interpolación lineal básica (para referencia) -inline float lerp(float start, float end, float t) { +inline auto lerp(float start, float end, float t) -> float { return start + ((end - start) * t); } diff --git a/source/core/physics/collision.hpp b/source/core/physics/collision.hpp index 43d5dca..9065dbe 100644 --- a/source/core/physics/collision.hpp +++ b/source/core/physics/collision.hpp @@ -9,7 +9,7 @@ namespace Physics { // Comprobación genèrica de colisión entre dues entidades -inline bool check_collision(const Entities::Entity& a, const Entities::Entity& b, float amplifier = 1.0F) { +inline auto checkCollision(const Entities::Entity& a, const Entities::Entity& b, float amplifier = 1.0F) -> bool { // Comprovar si ambdós són col·lisionables if (!a.isCollidable() || !b.isCollidable()) { return false; diff --git a/source/core/physics/physics_world.cpp b/source/core/physics/physics_world.cpp index 822203d..4ccd551 100644 --- a/source/core/physics/physics_world.cpp +++ b/source/core/physics/physics_world.cpp @@ -42,8 +42,8 @@ void PhysicsWorld::integrate(float dt) { } // Aplicar fuerzas acumuladas → aceleración - const Vec2 acceleration = body->force_accumulator * body->inverse_mass; - body->velocity += acceleration * dt; + const Vec2 ACCELERATION = body->force_accumulator * body->inverse_mass; + body->velocity += ACCELERATION * dt; // Damping exponencial: equivalente a v *= exp(-damping * dt) // Aproximación lineal cuando damping*dt es pequeño. @@ -121,58 +121,61 @@ void PhysicsWorld::resolveBodyCollisions() { for (std::size_t j = i + 1; j < COUNT; ++j) { auto* a = bodies_[i]; auto* b = bodies_[j]; - if (a == nullptr || b == nullptr) { - continue; - } - // Dos cuerpos estáticos no necesitan resolución - if (a->isStatic() && b->isStatic()) { - continue; - } - - const Vec2 DELTA = b->position - a->position; - const float DIST_SQ = DELTA.lengthSquared(); - const float SUM_R = a->radius + b->radius; - if (DIST_SQ > SUM_R * SUM_R || DIST_SQ <= 0.0F) { - continue; - } - - const float DIST = std::sqrt(DIST_SQ); - const Vec2 NORMAL = DELTA / DIST; // de A hacia B - - // Corrección posicional (resolver penetración) - const float PENETRATION = SUM_R - DIST; - const float TOTAL_INV_MASS = a->inverse_mass + b->inverse_mass; - if (TOTAL_INV_MASS > 0.0F) { - const Vec2 CORRECTION = NORMAL * (PENETRATION / TOTAL_INV_MASS); - if (!a->isStatic()) { - a->position -= CORRECTION * a->inverse_mass; - } - if (!b->isStatic()) { - b->position += CORRECTION * b->inverse_mass; - } - } - - // Velocidad relativa proyectada sobre la normal - const Vec2 V_REL = b->velocity - a->velocity; - const float VEL_ALONG_NORMAL = V_REL.dot(NORMAL); - // Si se están separando, no aplicar impulso - if (VEL_ALONG_NORMAL > 0.0F) { - continue; - } - - // Restitución promedio (Box2D usa max; promedio es más permisivo) - const float E = (a->restitution + b->restitution) * 0.5F; - const float J = -(1.0F + E) * VEL_ALONG_NORMAL / TOTAL_INV_MASS; - const Vec2 IMPULSE = NORMAL * J; - - if (!a->isStatic()) { - a->velocity -= IMPULSE * a->inverse_mass; - } - if (!b->isStatic()) { - b->velocity += IMPULSE * b->inverse_mass; + if (a != nullptr && b != nullptr) { + resolveBodyPair(*a, *b); } } } } +void PhysicsWorld::resolveBodyPair(RigidBody& a, RigidBody& b) { + // Dos cuerpos estáticos no necesitan resolución + if (a.isStatic() && b.isStatic()) { + return; + } + + const Vec2 DELTA = b.position - a.position; + const float DIST_SQ = DELTA.lengthSquared(); + const float SUM_R = a.radius + b.radius; + if (DIST_SQ > SUM_R * SUM_R || DIST_SQ <= 0.0F) { + return; + } + + const float DIST = std::sqrt(DIST_SQ); + const Vec2 NORMAL = DELTA / DIST; // de A hacia B + + // Corrección posicional (resolver penetración) + const float PENETRATION = SUM_R - DIST; + const float TOTAL_INV_MASS = a.inverse_mass + b.inverse_mass; + if (TOTAL_INV_MASS > 0.0F) { + const Vec2 CORRECTION = NORMAL * (PENETRATION / TOTAL_INV_MASS); + if (!a.isStatic()) { + a.position -= CORRECTION * a.inverse_mass; + } + if (!b.isStatic()) { + b.position += CORRECTION * b.inverse_mass; + } + } + + // Velocidad relativa proyectada sobre la normal + const Vec2 V_REL = b.velocity - a.velocity; + const float VEL_ALONG_NORMAL = V_REL.dot(NORMAL); + // Si se están separando, no aplicar impulso + if (VEL_ALONG_NORMAL > 0.0F) { + return; + } + + // Restitución promedio (Box2D usa max; promedio es más permisivo) + const float E = (a.restitution + b.restitution) * 0.5F; + const float J = -(1.0F + E) * VEL_ALONG_NORMAL / TOTAL_INV_MASS; + const Vec2 IMPULSE = NORMAL * J; + + if (!a.isStatic()) { + a.velocity -= IMPULSE * a.inverse_mass; + } + if (!b.isStatic()) { + b.velocity += IMPULSE * b.inverse_mass; + } +} + } // namespace Physics diff --git a/source/core/physics/physics_world.hpp b/source/core/physics/physics_world.hpp index f98bbe9..30ac588 100644 --- a/source/core/physics/physics_world.hpp +++ b/source/core/physics/physics_world.hpp @@ -59,6 +59,9 @@ class PhysicsWorld { void integrate(float dt); void resolveBoundsCollisions(); void resolveBodyCollisions(); + // Resol un únic parell (a, b): correcció posicional + impulso elàstic. + // Estàtic: només toca els dos cossos rebuts, no consulta el world. + static void resolveBodyPair(RigidBody& a, RigidBody& b); }; } // namespace Physics diff --git a/source/core/rendering/coordinate_transform.hpp b/source/core/rendering/coordinate_transform.hpp index 5cfa566..0da2c3b 100644 --- a/source/core/rendering/coordinate_transform.hpp +++ b/source/core/rendering/coordinate_transform.hpp @@ -11,21 +11,21 @@ namespace Rendering { extern float g_current_scale_factor; // Transforma coordenada lógica a física con arrodoniment -inline int transform_x(int logical_x, float scale) { +inline auto transformX(int logical_x, float scale) -> int { return static_cast(std::round(logical_x * scale)); } -inline int transform_y(int logical_y, float scale) { +inline auto transformY(int logical_y, float scale) -> int { return static_cast(std::round(logical_y * scale)); } // Variant que usa el factor de scale global -inline int transform_x(int logical_x) { - return transform_x(logical_x, g_current_scale_factor); +inline auto transformX(int logical_x) -> int { + return transformX(logical_x, g_current_scale_factor); } -inline int transform_y(int logical_y) { - return transform_y(logical_y, g_current_scale_factor); +inline auto transformY(int logical_y) -> int { + return transformY(logical_y, g_current_scale_factor); } } // namespace Rendering diff --git a/source/core/rendering/gpu/gpu_frame_renderer.cpp b/source/core/rendering/gpu/gpu_frame_renderer.cpp index dcbac0e..349ed86 100644 --- a/source/core/rendering/gpu/gpu_frame_renderer.cpp +++ b/source/core/rendering/gpu/gpu_frame_renderer.cpp @@ -239,8 +239,8 @@ void GpuFrameRenderer::flushBatch() { SDL_GPUDevice* dev = device_.get(); - const uint32_t VBO_SIZE = static_cast(vertices_.size() * sizeof(LineVertex)); - const uint32_t IBO_SIZE = static_cast(indices_.size() * sizeof(uint16_t)); + const auto VBO_SIZE = static_cast(vertices_.size() * sizeof(LineVertex)); + const auto IBO_SIZE = static_cast(indices_.size() * sizeof(uint16_t)); SDL_GPUBufferCreateInfo vbo_info{}; vbo_info.usage = SDL_GPU_BUFFERUSAGE_VERTEX; @@ -362,7 +362,7 @@ void GpuFrameRenderer::compositePass() { ubo.flicker_amplitude = FLICKER_AMPLITUDE; ubo.flicker_frequency_hz = postfx_params_.flicker_frequency_hz; ubo.background_pulse_freq_hz = postfx_params_.background_pulse_freq_hz; - ubo.pad_a_ = 0.0F; + ubo.pad_a = 0.0F; ubo.background_min_r = BG_MIN_R; ubo.background_min_g = BG_MIN_G; ubo.background_min_b = BG_MIN_B; @@ -373,8 +373,8 @@ void GpuFrameRenderer::compositePass() { ubo.background_max_a = 1.0F; ubo.texel_size_x = 1.0F / logical_w_; ubo.texel_size_y = 1.0F / logical_h_; - ubo.pad_b_ = 0.0F; - ubo.pad_c_ = 0.0F; + ubo.pad_b = 0.0F; + ubo.pad_c = 0.0F; SDL_PushGPUFragmentUniformData(cmd_buffer_, 0, &ubo, sizeof(ubo)); diff --git a/source/core/rendering/gpu/gpu_line_pipeline.hpp b/source/core/rendering/gpu/gpu_line_pipeline.hpp index ae28f3b..da312e6 100644 --- a/source/core/rendering/gpu/gpu_line_pipeline.hpp +++ b/source/core/rendering/gpu/gpu_line_pipeline.hpp @@ -9,8 +9,6 @@ #include -#include - namespace Rendering::GPU { class GpuDevice; diff --git a/source/core/rendering/gpu/gpu_postfx_pipeline.hpp b/source/core/rendering/gpu/gpu_postfx_pipeline.hpp index 6dd5add..3b7ce07 100644 --- a/source/core/rendering/gpu/gpu_postfx_pipeline.hpp +++ b/source/core/rendering/gpu/gpu_postfx_pipeline.hpp @@ -29,7 +29,7 @@ struct PostFxUniforms { float flicker_amplitude; // Profundidad del flicker (0..1) float flicker_frequency_hz; // Hz float background_pulse_freq_hz; // Hz - float pad_a_; + float pad_a; float background_min_r; // Color min RGB en [0..1], A=1 float background_min_g; @@ -43,8 +43,8 @@ struct PostFxUniforms { float texel_size_x; // 1.0 / texture_width float texel_size_y; - float pad_b_; - float pad_c_; + float pad_b; + float pad_c; }; class GpuPostFxPipeline { diff --git a/source/core/rendering/line_renderer.cpp b/source/core/rendering/line_renderer.cpp index 6a1efcd..1e27e94 100644 --- a/source/core/rendering/line_renderer.cpp +++ b/source/core/rendering/line_renderer.cpp @@ -25,10 +25,10 @@ void linea(Renderer* renderer, // Coords lógicas (1280×720). El shader hace el mapeo a NDC; el viewport // del SDLManager hace el letterbox a píxeles físicos. - const float FX1 = static_cast(x1); - const float FY1 = static_cast(y1); - const float FX2 = static_cast(x2); - const float FY2 = static_cast(y2); + const auto FX1 = static_cast(x1); + const auto FY1 = static_cast(y1); + const auto FX2 = static_cast(x2); + const auto FY2 = static_cast(y2); // color.alpha==0 → usar color global (verde fósforo). alpha>0 → color directo. const SDL_Color SOURCE = (color.a > 0) ? color : g_current_line_color; diff --git a/source/core/rendering/sdl_manager.cpp b/source/core/rendering/sdl_manager.cpp index e247d63..22d2b86 100644 --- a/source/core/rendering/sdl_manager.cpp +++ b/source/core/rendering/sdl_manager.cpp @@ -13,7 +13,6 @@ #include "core/defaults.hpp" #include "core/input/mouse.hpp" #include "core/rendering/coordinate_transform.hpp" -#include "core/rendering/line_renderer.hpp" #include "game/options.hpp" #include "project.h" @@ -316,14 +315,18 @@ auto SDLManager::handleWindowEvent(const SDL_Event& event) -> bool { return false; } -void SDLManager::clear(uint8_t r, uint8_t g, uint8_t b) { +auto SDLManager::clear(uint8_t r, uint8_t g, uint8_t b) -> bool { // El fondo lo dibuja ahora el shader de postpro (background pulse). El // offscreen se limpia en negro dentro de beginFrame. Los argumentos r/g/b // se mantienen por compatibilidad de API. (void)r; (void)g; (void)b; - gpu_renderer_.beginFrame(0.0F, 0.0F, 0.0F); + // beginFrame devuelve false si la swapchain no está disponible (ventana + // minimizada, por ejemplo). Propagamos el bool al caller para que pueda + // saltarse draw+present ese frame; si no, los vértices se acumulan en + // el batch interno sin que nadie los consuma. + return gpu_renderer_.beginFrame(0.0F, 0.0F, 0.0F); } void SDLManager::present() { diff --git a/source/core/rendering/sdl_manager.hpp b/source/core/rendering/sdl_manager.hpp index 35af38e..86052e7 100644 --- a/source/core/rendering/sdl_manager.hpp +++ b/source/core/rendering/sdl_manager.hpp @@ -31,8 +31,10 @@ class SDLManager { void toggleVSync(); // F4 auto handleWindowEvent(const SDL_Event& event) -> bool; // Per a SDL_EVENT_WINDOW_RESIZED - // Funciones principals (renderizado) - void clear(uint8_t r = 0, uint8_t g = 0, uint8_t b = 0); + // Funciones principals (renderizado). + // clear() devuelve false si la swapchain no está disponible (p.ej. + // ventana minimizada). El caller debe saltarse draw+present ese frame. + [[nodiscard]] auto clear(uint8_t r = 0, uint8_t g = 0, uint8_t b = 0) -> bool; void present(); // Getters diff --git a/source/core/rendering/shape_renderer.cpp b/source/core/rendering/shape_renderer.cpp index 4c2aae9..7ec2d7e 100644 --- a/source/core/rendering/shape_renderer.cpp +++ b/source/core/rendering/shape_renderer.cpp @@ -5,13 +5,12 @@ #include -#include "core/defaults.hpp" #include "core/rendering/line_renderer.hpp" namespace Rendering { // Helper: aplicar rotación 3D a un point 2D (assumeix Z=0) -static Vec2 apply_3d_rotation(float x, float y, const Rotation3D& rot) { +static auto apply3dRotation(float x, float y, const Rotation3D& rot) -> Vec2 { float z = 0.0F; // Todos los points 2D comencen a Z=0 // Pitch (rotación eix X): cabeceo arriba/baix @@ -35,21 +34,21 @@ static Vec2 apply_3d_rotation(float x, float y, const Rotation3D& rot) { // Proyecció perspectiva (Z-divide simple) // Naves quieren hacia el point de fuga (320, 240) a "infinit" (Z → +∞) // Z més grande = més lluny = més pequeño a pantalla - constexpr float perspective_factor = 500.0F; - float scale_factor = perspective_factor / (perspective_factor + z2); + constexpr float PERSPECTIVE_FACTOR = 500.0F; + float scale_factor = PERSPECTIVE_FACTOR / (PERSPECTIVE_FACTOR + z2); return {.x = x3 * scale_factor, .y = y3 * scale_factor}; } // Helper: transformar un point con rotación, scale i traslación -static Vec2 transform_point(const Vec2& point, const Vec2& shape_centre, const Vec2& position, float angle, float scale, const Rotation3D* rotation_3d) { +static auto transformPoint(const Vec2& point, const Vec2& shape_centre, const Vec2& position, float angle, float scale, const Rotation3D* rotation_3d) -> Vec2 { // 1. Centrar el point respecte al centro de la shape float centered_x = point.x - shape_centre.x; float centered_y = point.y - shape_centre.y; // 2. Aplicar rotación 3D (si es proporciona) - if ((rotation_3d != nullptr) && rotation_3d->has_rotation()) { - Vec2 rotated_3d = apply_3d_rotation(centered_x, centered_y, *rotation_3d); + if ((rotation_3d != nullptr) && rotation_3d->hasRotation()) { + Vec2 rotated_3d = apply3dRotation(centered_x, centered_y, *rotation_3d); centered_x = rotated_3d.x; centered_y = rotated_3d.y; } @@ -72,7 +71,7 @@ static Vec2 transform_point(const Vec2& point, const Vec2& shape_centre, const V return {.x = rotated_x + position.x, .y = rotated_y + position.y}; } -void render_shape(Rendering::Renderer* renderer, +void renderShape(Rendering::Renderer* renderer, const std::shared_ptr& shape, const Vec2& position, float angle, @@ -88,20 +87,20 @@ void render_shape(Rendering::Renderer* renderer, return; } - const Vec2& SHAPE_CENTRE = shape->getCenter(); + const Vec2& shape_centre = shape->getCenter(); - for (const auto& primitive : shape->get_primitives()) { + for (const auto& primitive : shape->getPrimitives()) { if (primitive.type == Graphics::PrimitiveType::POLYLINE) { // POLYLINE: conectar puntos consecutivos. for (size_t i = 0; i < primitive.points.size() - 1; i++) { - const Vec2 P1 = transform_point(primitive.points[i], SHAPE_CENTRE, position, angle, scale, rotation_3d); - const Vec2 P2 = transform_point(primitive.points[i + 1], SHAPE_CENTRE, position, angle, scale, rotation_3d); + const Vec2 P1 = transformPoint(primitive.points[i], shape_centre, position, angle, scale, rotation_3d); + const Vec2 P2 = transformPoint(primitive.points[i + 1], shape_centre, position, angle, scale, rotation_3d); linea(renderer, static_cast(P1.x), static_cast(P1.y), static_cast(P2.x), static_cast(P2.y), brightness, 0.0F, color); } } else if (primitive.points.size() >= 2) { // LINE - const Vec2 P1 = transform_point(primitive.points[0], SHAPE_CENTRE, position, angle, scale, rotation_3d); - const Vec2 P2 = transform_point(primitive.points[1], SHAPE_CENTRE, position, angle, scale, rotation_3d); + const Vec2 P1 = transformPoint(primitive.points[0], shape_centre, position, angle, scale, rotation_3d); + const Vec2 P2 = transformPoint(primitive.points[1], shape_centre, position, angle, scale, rotation_3d); linea(renderer, static_cast(P1.x), static_cast(P1.y), static_cast(P2.x), static_cast(P2.y), brightness, 0.0F, color); } diff --git a/source/core/rendering/shape_renderer.hpp b/source/core/rendering/shape_renderer.hpp index 30fa31b..88c156b 100644 --- a/source/core/rendering/shape_renderer.hpp +++ b/source/core/rendering/shape_renderer.hpp @@ -29,7 +29,7 @@ struct Rotation3D { yaw(y), roll(r) {} - [[nodiscard]] bool has_rotation() const { + [[nodiscard]] auto hasRotation() const -> bool { return pitch != 0.0F || yaw != 0.0F || roll != 0.0F; } }; @@ -42,7 +42,7 @@ struct Rotation3D { // - scale: factor de scale (1.0 = mida original) // - progress: progrés de l'animación (0.0-1.0, default 1.0 = tot visible) // - brightness: factor de brightness (0.0-1.0, default 1.0 = màxima brightness) -void render_shape(Rendering::Renderer* renderer, +void renderShape(Rendering::Renderer* renderer, const std::shared_ptr& shape, const Vec2& position, float angle, diff --git a/source/core/resources/resource_helper.cpp b/source/core/resources/resource_helper.cpp index 59049ec..c30f63d 100644 --- a/source/core/resources/resource_helper.cpp +++ b/source/core/resources/resource_helper.cpp @@ -4,19 +4,18 @@ #include "resource_helper.hpp" #include -#include #include "resource_loader.hpp" namespace Resource::Helper { // Inicialitzar el sistema de recursos -bool initializeResourceSystem(const std::string& pack_file, bool fallback) { +auto initializeResourceSystem(const std::string& pack_file, bool fallback) -> bool { return Loader::get().initialize(pack_file, fallback); } // Carregar un file -std::vector loadFile(const std::string& filepath) { +auto loadFile(const std::string& filepath) -> std::vector { // Normalitzar la ruta std::string normalized = normalizePath(filepath); @@ -25,14 +24,14 @@ std::vector loadFile(const std::string& filepath) { } // Comprovar si existeix un file -bool fileExists(const std::string& filepath) { +auto fileExists(const std::string& filepath) -> bool { std::string normalized = normalizePath(filepath); return Loader::get().resourceExists(normalized); } // Obtenir ruta normalitzada per al paquet // Elimina prefixos "data/", rutes absolutes, etc. -std::string getPackPath(const std::string& asset_path) { +auto getPackPath(const std::string& asset_path) -> std::string { std::string path = asset_path; // Eliminar rutes absolutes (detectar / o C:\ al principi) @@ -69,12 +68,12 @@ std::string getPackPath(const std::string& asset_path) { } // Normalitzar ruta (alias de getPackPath) -std::string normalizePath(const std::string& path) { +auto normalizePath(const std::string& path) -> std::string { return getPackPath(path); } // Comprovar si hay paquet carregat -bool isPackLoaded() { +auto isPackLoaded() -> bool { return Loader::get().isPackLoaded(); } diff --git a/source/core/resources/resource_helper.hpp b/source/core/resources/resource_helper.hpp index 778edf8..e3102e9 100644 --- a/source/core/resources/resource_helper.hpp +++ b/source/core/resources/resource_helper.hpp @@ -11,17 +11,17 @@ namespace Resource::Helper { // Inicialización del sistema -bool initializeResourceSystem(const std::string& pack_file, bool fallback); +auto initializeResourceSystem(const std::string& pack_file, bool fallback) -> bool; // Càrrega de archivos -std::vector loadFile(const std::string& filepath); -bool fileExists(const std::string& filepath); +auto loadFile(const std::string& filepath) -> std::vector; +auto fileExists(const std::string& filepath) -> bool; // Normalització de rutes -std::string getPackPath(const std::string& asset_path); -std::string normalizePath(const std::string& path); +auto getPackPath(const std::string& asset_path) -> std::string; +auto normalizePath(const std::string& path) -> std::string; // Estat -bool isPackLoaded(); +auto isPackLoaded() -> bool; } // namespace Resource::Helper diff --git a/source/core/resources/resource_loader.cpp b/source/core/resources/resource_loader.cpp index 2815c4c..cef931f 100644 --- a/source/core/resources/resource_loader.cpp +++ b/source/core/resources/resource_loader.cpp @@ -10,13 +10,13 @@ namespace Resource { // Singleton -Loader& Loader::get() { - static Loader instance; - return instance; +auto Loader::get() -> Loader& { + static Loader instance_; + return instance_; } // Inicialitzar el sistema de recursos -bool Loader::initialize(const std::string& pack_file, bool enable_fallback) { +auto Loader::initialize(const std::string& pack_file, bool enable_fallback) -> bool { fallback_enabled_ = enable_fallback; // Intentar load el paquet @@ -39,7 +39,7 @@ bool Loader::initialize(const std::string& pack_file, bool enable_fallback) { } // Carregar un recurs -std::vector Loader::loadResource(const std::string& filename) { +auto Loader::loadResource(const std::string& filename) -> std::vector { // Intentar load del paquet primer if (pack_) { if (pack_->hasResource(filename)) { @@ -68,7 +68,7 @@ std::vector Loader::loadResource(const std::string& filename) { } // Comprovar si existeix un recurs -bool Loader::resourceExists(const std::string& filename) { +auto Loader::resourceExists(const std::string& filename) -> bool { // Comprovar al paquet if (pack_ && pack_->hasResource(filename)) { return true; @@ -84,7 +84,7 @@ bool Loader::resourceExists(const std::string& filename) { } // Validar el paquet -bool Loader::validatePack() { +auto Loader::validatePack() -> bool { if (!pack_) { std::cerr << "[ResourceLoader] Advertència: no hay paquet carregat per validar\n"; return false; @@ -94,7 +94,7 @@ bool Loader::validatePack() { } // Comprovar si hay paquet carregat -bool Loader::isPackLoaded() const { +auto Loader::isPackLoaded() const -> bool { return pack_ != nullptr; } @@ -105,12 +105,12 @@ void Loader::setBasePath(const std::string& path) { } // Obtenir la ruta base -std::string Loader::getBasePath() const { +auto Loader::getBasePath() const -> const std::string& { return base_path_; } // Carregar des del sistema de archivos (fallback) -std::vector Loader::loadFromFilesystem(const std::string& filename) { +auto Loader::loadFromFilesystem(const std::string& filename) -> std::vector { // The filename is already normalized (e.g., "shapes/logo/letra_j.shp") // We need to prepend base_path + "data/" std::string fullpath; diff --git a/source/core/resources/resource_loader.hpp b/source/core/resources/resource_loader.hpp index 0e6cec0..c8ca4e2 100644 --- a/source/core/resources/resource_loader.hpp +++ b/source/core/resources/resource_loader.hpp @@ -16,26 +16,26 @@ namespace Resource { class Loader { public: // Singleton - static Loader& get(); + static auto get() -> Loader&; // Inicialización - bool initialize(const std::string& pack_file, bool enable_fallback); + auto initialize(const std::string& pack_file, bool enable_fallback) -> bool; // Càrrega de recursos - std::vector loadResource(const std::string& filename); - bool resourceExists(const std::string& filename); + auto loadResource(const std::string& filename) -> std::vector; + auto resourceExists(const std::string& filename) -> bool; // Validació - bool validatePack(); - [[nodiscard]] bool isPackLoaded() const; + auto validatePack() -> bool; + [[nodiscard]] auto isPackLoaded() const -> bool; // Estat void setBasePath(const std::string& path); - [[nodiscard]] std::string getBasePath() const; + [[nodiscard]] auto getBasePath() const -> const std::string&; // No es pot copiar ni moure Loader(const Loader&) = delete; - Loader& operator=(const Loader&) = delete; + auto operator=(const Loader&) -> Loader& = delete; private: Loader() = default; @@ -47,7 +47,7 @@ class Loader { std::string base_path_; // Funciones auxiliars - std::vector loadFromFilesystem(const std::string& filename); + auto loadFromFilesystem(const std::string& filename) -> std::vector; }; } // namespace Resource diff --git a/source/core/resources/resource_pack.cpp b/source/core/resources/resource_pack.cpp index 164d695..c697692 100644 --- a/source/core/resources/resource_pack.cpp +++ b/source/core/resources/resource_pack.cpp @@ -11,7 +11,7 @@ namespace Resource { // Calcular checksum CRC32 simplificat -uint32_t Pack::calculateChecksum(const std::vector& data) const { +auto Pack::calculateChecksum(const std::vector& data) -> uint32_t { uint32_t checksum = 0x12345678; for (unsigned char byte : data) { checksum = ((checksum << 5) + checksum) + byte; @@ -35,7 +35,7 @@ void Pack::decryptData(std::vector& data, const std::string& key) { } // Llegir file complet a memòria -std::vector Pack::readFile(const std::string& filepath) { +auto Pack::readFile(const std::string& filepath) -> std::vector { std::ifstream file(filepath, std::ios::binary | std::ios::ate); if (!file) { std::cerr << "[ResourcePack] Error: no es pot obrir " << filepath << '\n'; @@ -55,7 +55,7 @@ std::vector Pack::readFile(const std::string& filepath) { } // Añadir un file individual al paquet -bool Pack::addFile(const std::string& filepath, const std::string& pack_name) { +auto Pack::addFile(const std::string& filepath, const std::string& pack_name) -> bool { auto file_data = readFile(filepath); if (file_data.empty()) { return false; @@ -78,8 +78,8 @@ bool Pack::addFile(const std::string& filepath, const std::string& pack_name) { } // Añadir todos los archivos de un directori recursivament -bool Pack::addDirectory(const std::string& dir_path, - const std::string& base_path) { +auto Pack::addDirectory(const std::string& dir_path, + const std::string& base_path) -> bool { namespace fs = std::filesystem; if (!fs::exists(dir_path) || !fs::is_directory(dir_path)) { @@ -117,7 +117,7 @@ bool Pack::addDirectory(const std::string& dir_path, } // Guardar paquet a disc -bool Pack::savePack(const std::string& pack_file) { +auto Pack::savePack(const std::string& pack_file) -> bool { std::ofstream file(pack_file, std::ios::binary); if (!file) { std::cerr << "[ResourcePack] Error: no es pot crear " << pack_file << '\n'; @@ -161,7 +161,7 @@ bool Pack::savePack(const std::string& pack_file) { } // Carregar paquet desde disc -bool Pack::loadPack(const std::string& pack_file) { +auto Pack::loadPack(const std::string& pack_file) -> bool { std::ifstream file(pack_file, std::ios::binary); if (!file) { std::cerr << "[ResourcePack] Error: no es pot obrir " << pack_file << '\n'; @@ -226,7 +226,7 @@ bool Pack::loadPack(const std::string& pack_file) { } // Obtenir un recurs del paquet -std::vector Pack::getResource(const std::string& filename) { +auto Pack::getResource(const std::string& filename) -> std::vector { auto it = resources_.find(filename); if (it == resources_.end()) { std::cerr << "[ResourcePack] Error: recurs no trobat: " << filename << '\n'; @@ -257,12 +257,12 @@ std::vector Pack::getResource(const std::string& filename) { } // Comprovar si existeix un recurs -bool Pack::hasResource(const std::string& filename) const { +auto Pack::hasResource(const std::string& filename) const -> bool { return resources_.contains(filename); } // Obtenir list de todos los recursos -std::vector Pack::getResourceList() const { +auto Pack::getResourceList() const -> std::vector { std::vector list; list.reserve(resources_.size()); @@ -275,7 +275,7 @@ std::vector Pack::getResourceList() const { } // Validar integritat del paquet -bool Pack::validatePack() const { +auto Pack::validatePack() const -> bool { bool valid = true; for (const auto& [name, entry] : resources_) { diff --git a/source/core/resources/resource_pack.hpp b/source/core/resources/resource_pack.hpp index faee5fc..a86a05e 100644 --- a/source/core/resources/resource_pack.hpp +++ b/source/core/resources/resource_pack.hpp @@ -32,20 +32,20 @@ class Pack { ~Pack() = default; // Añadir archivos al paquet - bool addFile(const std::string& filepath, const std::string& pack_name); - bool addDirectory(const std::string& dir_path, const std::string& base_path = ""); + auto addFile(const std::string& filepath, const std::string& pack_name) -> bool; + auto addDirectory(const std::string& dir_path, const std::string& base_path = "") -> bool; // Guardar i load paquets - bool savePack(const std::string& pack_file); - bool loadPack(const std::string& pack_file); + auto savePack(const std::string& pack_file) -> bool; + auto loadPack(const std::string& pack_file) -> bool; // Accés a recursos - std::vector getResource(const std::string& filename); - [[nodiscard]] bool hasResource(const std::string& filename) const; - [[nodiscard]] std::vector getResourceList() const; + auto getResource(const std::string& filename) -> std::vector; + [[nodiscard]] auto hasResource(const std::string& filename) const -> bool; + [[nodiscard]] auto getResourceList() const -> std::vector; // Validació - [[nodiscard]] bool validatePack() const; + [[nodiscard]] auto validatePack() const -> bool; private: // Constants @@ -57,11 +57,12 @@ class Pack { std::unordered_map resources_; std::vector data_; - // Funciones auxiliars - std::vector readFile(const std::string& filepath); - [[nodiscard]] uint32_t calculateChecksum(const std::vector& data) const; - void encryptData(std::vector& data, const std::string& key); - void decryptData(std::vector& data, const std::string& key); + // Funciones auxiliars. Helpers estáticos: no necesitan estado del Pack, + // trabajan sobre los bytes/path pasados por parámetro. + static auto readFile(const std::string& filepath) -> std::vector; + [[nodiscard]] static auto calculateChecksum(const std::vector& data) -> uint32_t; + static void encryptData(std::vector& data, const std::string& key); + static void decryptData(std::vector& data, const std::string& key); }; } // namespace Resource diff --git a/source/core/system/debug_overlay.cpp b/source/core/system/debug_overlay.cpp index 1dbc0ba..1997031 100644 --- a/source/core/system/debug_overlay.cpp +++ b/source/core/system/debug_overlay.cpp @@ -23,15 +23,8 @@ constexpr float FPS_UPDATE_INTERVAL = 0.5F; } // namespace DebugOverlay::DebugOverlay(Rendering::Renderer* renderer) - : text_(renderer), -#ifdef _DEBUG - visible_(true), -#else - visible_(false), -#endif - fps_accumulator_(0.0F), - fps_frame_count_(0), - fps_display_(0) {} + : text_(renderer) + {} void DebugOverlay::update(float delta_time) { fps_accumulator_ += delta_time; diff --git a/source/core/system/debug_overlay.hpp b/source/core/system/debug_overlay.hpp index d7de176..89b87a7 100644 --- a/source/core/system/debug_overlay.hpp +++ b/source/core/system/debug_overlay.hpp @@ -27,12 +27,12 @@ class DebugOverlay { private: Graphics::VectorText text_; - bool visible_; + bool visible_{true}; // FPS counter — se actualiza cada FPS_UPDATE_INTERVAL segundos. - float fps_accumulator_; - int fps_frame_count_; - int fps_display_; + float fps_accumulator_{0.0F}; + int fps_frame_count_{0}; + int fps_display_{0}; }; } // namespace System diff --git a/source/core/system/director.cpp b/source/core/system/director.cpp index 43f8133..69e7701 100644 --- a/source/core/system/director.cpp +++ b/source/core/system/director.cpp @@ -175,8 +175,10 @@ void Director::createSystemFolder(const std::string& folder) { } #endif - // Comprovar si la carpeta existeix - struct stat st = {.st_dev = 0}; + // Comprovar si la carpeta existeix. Zero-init de toda la struct stat + // para evitar -Wmissing-field-initializers (struct con muchos campos + // específicos del SO que no queremos enumerar manualmente). + struct stat st{}; if (stat(system_folder_.c_str(), &st) == -1) { errno = 0; @@ -325,7 +327,12 @@ void Director::runFrameLoop(Scene& scene, SDLManager& sdl, SceneContext& context debug_overlay.update(delta_time); Audio::update(); - sdl.clear(0, 0, 0); + // Si la swapchain no está disponible (ventana minimizada, etc.), + // saltarse draw+present ese frame: dibujar dejaría vértices + // colgando en el batch interno sin nadie que los presente. + if (!sdl.clear(0, 0, 0)) { + continue; + } sdl.updateRenderingContext(); scene.draw(); debug_overlay.draw(); // siempre on top de la escena diff --git a/source/core/system/director.hpp b/source/core/system/director.hpp index 9018f84..d4d16d7 100644 --- a/source/core/system/director.hpp +++ b/source/core/system/director.hpp @@ -15,7 +15,10 @@ class Director { explicit Director(std::vector const& args); ~Director(); - auto run() -> int; // Main game loop + // Main game loop. Estático: los miembros del Director (executable_path_, + // system_folder_) se establecen en el ctor y no se vuelven a leer aquí; + // el bucle solo orquesta sistemas globales (SDLManager, Options, Audio). + static auto run() -> int; private: std::string executable_path_; diff --git a/source/core/system/game_config.hpp b/source/core/system/game_config.hpp index 72454a4..5517b5c 100644 --- a/source/core/system/game_config.hpp +++ b/source/core/system/game_config.hpp @@ -5,7 +5,7 @@ namespace GameConfig { // Mode de juego -enum class Mode { +enum class Mode : std::uint8_t { NORMAL, // Partida normal DEMO // Mode demostració (futur) }; @@ -19,29 +19,29 @@ struct MatchConfig { // Métodos auxiliars // Retorna true si solo hay un player active - [[nodiscard]] bool es_un_jugador() const { + [[nodiscard]] auto isSinglePlayer() const -> bool { return (jugador1_actiu && !jugador2_actiu) || (!jugador1_actiu && jugador2_actiu); } // Retorna true si hay dos jugadors active - [[nodiscard]] bool son_dos_jugadors() const { + [[nodiscard]] auto isCoop() const -> bool { return jugador1_actiu && jugador2_actiu; } // Retorna true si no hay sin player active - [[nodiscard]] bool cap_jugador() const { + [[nodiscard]] auto hasNoPlayers() const -> bool { return !jugador1_actiu && !jugador2_actiu; } // Compte de jugadors active (0, 1 o 2) - [[nodiscard]] uint8_t compte_jugadors() const { + [[nodiscard]] auto getPlayerCount() const -> uint8_t { return (jugador1_actiu ? 1 : 0) + (jugador2_actiu ? 1 : 0); } // Retorna l'ID de l'únic player active (0 o 1) // Solo vàlid si es_un_jugador() retorna true - [[nodiscard]] uint8_t id_unic_jugador() const { + [[nodiscard]] auto getSinglePlayerId() const -> uint8_t { if (jugador1_actiu && !jugador2_actiu) { return 0; } diff --git a/source/core/system/global_events.cpp b/source/core/system/global_events.cpp index b85d992..1eb4fcc 100644 --- a/source/core/system/global_events.cpp +++ b/source/core/system/global_events.cpp @@ -16,7 +16,7 @@ using SceneType = SceneContext::SceneType; namespace GlobalEvents { -bool handle(const SDL_Event& event, SDLManager& sdl, SceneContext& context) { +auto handle(const SDL_Event& event, SDLManager& sdl, SceneContext& context) -> bool { // 1. Permitir que Input procese el evento (para hotplug de gamepads) auto event_msg = Input::get()->handleEvent(event); if (!event_msg.empty()) { diff --git a/source/core/system/global_events.hpp b/source/core/system/global_events.hpp index 1b6d796..025d980 100644 --- a/source/core/system/global_events.hpp +++ b/source/core/system/global_events.hpp @@ -15,5 +15,5 @@ class SceneContext; namespace GlobalEvents { // Processa events globals (F1/F2/F3/ESC/QUIT) // Retorna true si l'event ha state processat y no necesario seguir processant-lo -bool handle(const SDL_Event& event, SDLManager& sdl, SceneManager::SceneContext& context); +auto handle(const SDL_Event& event, SDLManager& sdl, SceneManager::SceneContext& context) -> bool; } // namespace GlobalEvents diff --git a/source/core/system/scene_context.hpp b/source/core/system/scene_context.hpp index 2ba7914..bd466e3 100644 --- a/source/core/system/scene_context.hpp +++ b/source/core/system/scene_context.hpp @@ -3,6 +3,8 @@ #pragma once +#include + #include "core/system/game_config.hpp" namespace SceneManager { @@ -12,7 +14,7 @@ namespace SceneManager { class SceneContext { public: // Tipo de escena del juego - enum class SceneType { + enum class SceneType : std::uint8_t { LOGO, // Pantalla de start (logo JAILGAMES) TITLE, // Pantalla de título con menú GAME, // Juego principal (Asteroids) @@ -20,7 +22,7 @@ class SceneContext { }; // Opciones específiques para cada escena - enum class Option { + enum class Option : std::uint8_t { NONE, // Sin opciones especials (comportament per defecte) JUMP_TO_TITLE_MAIN, // TITLE: Saltar directament a MAIN (starfield instantani) // MODE_DEMO, // GAME: Mode demostració con IA (futur) @@ -64,7 +66,7 @@ class SceneContext { } // Obtenir configuración de match (consumit per GameScene) - [[nodiscard]] const GameConfig::MatchConfig& getMatchConfig() const { + [[nodiscard]] auto getMatchConfig() const -> const GameConfig::MatchConfig& { return match_config_; } diff --git a/source/core/utils/path_utils.cpp b/source/core/utils/path_utils.cpp index 5f8ed92..924b83d 100644 --- a/source/core/utils/path_utils.cpp +++ b/source/core/utils/path_utils.cpp @@ -10,43 +10,43 @@ namespace Utils { // Variables globals per guardar argv[0] -static std::string executable_path_; -static std::string executable_directory_; +static std::string executable_path; +static std::string executable_directory; // Inicialitzar el sistema de rutes con argv[0] void initializePathSystem(const char* argv0) { if (argv0 == nullptr) { std::cerr << "[PathUtils] ADVERTÈNCIA: argv[0] es nullptr\n"; - executable_path_ = ""; - executable_directory_ = "."; + executable_path = ""; + executable_directory = "."; return; } - executable_path_ = argv0; + executable_path = argv0; // Extreure el directori std::filesystem::path path(argv0); - executable_directory_ = path.parent_path().string(); + executable_directory = path.parent_path().string(); - if (executable_directory_.empty()) { - executable_directory_ = "."; + if (executable_directory.empty()) { + executable_directory = "."; } - std::cout << "[PathUtils] Executable: " << executable_path_ << "\n"; - std::cout << "[PathUtils] Directori: " << executable_directory_ << "\n"; + std::cout << "[PathUtils] Executable: " << executable_path << "\n"; + std::cout << "[PathUtils] Directori: " << executable_directory << "\n"; } // Obtenir el directori de l'executable -std::string getExecutableDirectory() { - if (executable_directory_.empty()) { +auto getExecutableDirectory() -> std::string { + if (executable_directory.empty()) { std::cerr << "[PathUtils] ADVERTÈNCIA: Sistema de rutes no inicialitzat\n"; return "."; } - return executable_directory_; + return executable_directory; } // Detectar si estem dins un bundle de macOS -bool isMacOSBundle() { +auto isMacOSBundle() -> bool { #ifdef MACOS_BUNDLE return true; #else @@ -58,7 +58,7 @@ bool isMacOSBundle() { } // Obtenir la ruta base dels recursos -std::string getResourceBasePath() { +auto getResourceBasePath() -> std::string { std::string exe_dir = getExecutableDirectory(); if (isMacOSBundle()) { @@ -70,7 +70,7 @@ std::string getResourceBasePath() { } // Normalitzar ruta (convertir barres, etc.) -std::string normalizePath(const std::string& path) { +auto normalizePath(const std::string& path) -> std::string { std::string normalized = path; // Convertir barres invertides a normals diff --git a/source/core/utils/path_utils.hpp b/source/core/utils/path_utils.hpp index f3de59f..3387950 100644 --- a/source/core/utils/path_utils.hpp +++ b/source/core/utils/path_utils.hpp @@ -12,13 +12,13 @@ namespace Utils { void initializePathSystem(const char* argv0); // Obtenció de rutes -std::string getExecutableDirectory(); -std::string getResourceBasePath(); +auto getExecutableDirectory() -> std::string; +auto getResourceBasePath() -> std::string; // Detecció de plataforma -bool isMacOSBundle(); +auto isMacOSBundle() -> bool; // Normalització -std::string normalizePath(const std::string& path); +auto normalizePath(const std::string& path) -> std::string; } // namespace Utils diff --git a/source/game/constants.hpp b/source/game/constants.hpp index 82bb20a..1a52e44 100644 --- a/source/game/constants.hpp +++ b/source/game/constants.hpp @@ -26,12 +26,12 @@ constexpr int VELOCITAT_MAX = static_cast(Defaults::Physics::BULLET_SPEED); constexpr float PI = Defaults::Math::PI; // Helpers per comprovar límits de zona -inline bool dins_zona_joc(float x, float y) { - const SDL_FPoint point = {x, y}; - return SDL_PointInRectFloat(&point, &Defaults::Zones::PLAYAREA); +inline auto isInPlayArea(float x, float y) -> bool { + const SDL_FPoint POINT = {x, y}; + return SDL_PointInRectFloat(&POINT, &Defaults::Zones::PLAYAREA); } -inline void obtenir_limits_zona(float& min_x, float& max_x, float& min_y, float& max_y) { +inline void getPlayAreaBounds(float& min_x, float& max_x, float& min_y, float& max_y) { const auto& zona = Defaults::Zones::PLAYAREA; min_x = zona.x; max_x = zona.x + zona.w; @@ -40,7 +40,7 @@ inline void obtenir_limits_zona(float& min_x, float& max_x, float& min_y, float& } // Obtenir límits segurs (compensant radi de l'entidad) -inline void obtenir_limits_zona_segurs(float radi, float& min_x, float& max_x, float& min_y, float& max_y) { +inline void getSafePlayAreaBounds(float radi, float& min_x, float& max_x, float& min_y, float& max_y) { const auto& zona = Defaults::Zones::PLAYAREA; constexpr float MARGE_SEGURETAT = 10.0F; // Safety margin @@ -51,7 +51,7 @@ inline void obtenir_limits_zona_segurs(float radi, float& min_x, float& max_x, f } // Obtenir centro de l'àrea de juego -inline void obtenir_centre_zona(float& centre_x, float& centre_y) { +inline void getPlayAreaCenter(float& centre_x, float& centre_y) { const auto& zona = Defaults::Zones::PLAYAREA; centre_x = zona.x + (zona.w / 2.0F); centre_y = zona.y + (zona.h / 2.0F); diff --git a/source/game/effects/debris_manager.cpp b/source/game/effects/debris_manager.cpp index 28dd2fe..de47ae8 100644 --- a/source/game/effects/debris_manager.cpp +++ b/source/game/effects/debris_manager.cpp @@ -16,7 +16,7 @@ namespace Effects { // Helper: transformar point con rotación, scale i traslación // (Copiat de shape_renderer.cpp:12-34) -static Vec2 transform_point(const Vec2& point, const Vec2& shape_centre, const Vec2& position, float angle, float scale) { +static auto transformPoint(const Vec2& point, const Vec2& shape_centre, const Vec2& position, float angle, float scale) -> Vec2 { // 1. Centrar el point respecte al centro de la shape float centered_x = point.x - shape_centre.x; float centered_y = point.y - shape_centre.y; @@ -62,147 +62,150 @@ void DebrisManager::explode(const std::shared_ptr& shape, // Reproducir sonido de explosión Audio::get()->playSound(sound, Audio::Group::GAME); - // Obtenir centro de la shape para transformacions const Vec2& shape_centre = shape->getCenter(); - // Iterar sobre todas las primitives de la shape - for (const auto& primitive : shape->get_primitives()) { - // Processar cada segment de línia - std::vector> segments; + for (const auto& primitive : shape->getPrimitives()) { + for (const auto& [local_p1, local_p2] : extractSegments(primitive)) { + // Transformar points locals → coordenades mundials + Vec2 world_p1 = transformPoint(local_p1, shape_centre, centro, angle, scale); + Vec2 world_p2 = transformPoint(local_p2, shape_centre, centro, angle, scale); - if (primitive.type == Graphics::PrimitiveType::POLYLINE) { - // Polyline: extreure segments consecutius - for (size_t i = 0; i < primitive.points.size() - 1; i++) { - segments.emplace_back(primitive.points[i], primitive.points[i + 1]); - } - } else { // PrimitiveType::LINE - // Line: un únic segment - if (primitive.points.size() >= 2) { - segments.emplace_back(primitive.points[0], primitive.points[1]); + // Si el pool es ple, no té sentit continuar amb la resta de segments + if (!spawnDebris(world_p1, world_p2, centro, velocitat_base, brightness, + velocitat_objecte, velocitat_angular, + factor_herencia_visual, color)) { + return; } } + } +} - // Crear debris para cada segment - for (const auto& [local_p1, local_p2] : segments) { - // 1. Transformar points locals → coordenades mundials - Vec2 world_p1 = - transform_point(local_p1, shape_centre, centro, angle, scale); - Vec2 world_p2 = - transform_point(local_p2, shape_centre, centro, angle, scale); +auto DebrisManager::extractSegments(const Graphics::ShapePrimitive& primitive) + -> std::vector> { + std::vector> segments; - // 2. Trobar slot lliure - Debris* debris = findFreeSlot(); - if (debris == nullptr) { - std::cerr << "[DebrisManager] Warning: no debris slots disponibles\n"; - return; // Pool ple - } - - // 3. Inicialitzar geometria - debris->p1 = world_p1; - debris->p2 = world_p2; - - // 4. Calcular direcció de explosión (radial, des del centro hacia fuera) - Vec2 direccio = computeExplosionDirection(world_p1, world_p2, centro); - - // 5. Velocidad inicial (base ± variació aleatòria + velocity heretada) - float speed = - velocitat_base + - (((std::rand() / static_cast(RAND_MAX)) * 2.0F - 1.0F) * - Defaults::Physics::Debris::VARIACIO_VELOCITAT); - - // Heredar velocity de l'objecte original (suma vectorial) - debris->velocity.x = (direccio.x * speed) + velocitat_objecte.x; - debris->velocity.y = (direccio.y * speed) + velocitat_objecte.y; - debris->acceleration = Defaults::Physics::Debris::ACCELERACIO; - - // 6. Herència de velocity angular con sin + conversió de excés - - // 6a. Rotación de TRAYECTORIA con sin + conversió tangencial - if (std::abs(velocitat_angular) > 0.01F) { - // FASE 1: Aplicar herència i variació (igual que antes) - float factor_herencia = - Defaults::Physics::Debris::FACTOR_HERENCIA_MIN + - ((std::rand() / static_cast(RAND_MAX)) * - (Defaults::Physics::Debris::FACTOR_HERENCIA_MAX - - Defaults::Physics::Debris::FACTOR_HERENCIA_MIN)); - - float velocitat_ang_heretada = velocitat_angular * factor_herencia; - - float variacio = - ((std::rand() / static_cast(RAND_MAX)) * 0.2F) - 0.1F; - velocitat_ang_heretada *= (1.0F + variacio); - - // FASE 2: Aplicar sin i calcular excés - constexpr float CAP = Defaults::Physics::Debris::VELOCITAT_ROT_MAX; - float abs_ang = std::abs(velocitat_ang_heretada); - float sign_ang = (velocitat_ang_heretada >= 0.0F) ? 1.0F : -1.0F; - - if (abs_ang > CAP) { - // Excés: convertir a velocity tangencial - float excess = abs_ang - CAP; - - // Radi de la shape (enemigos = 20 px) - float radius = 20.0F; - - // Velocidad tangencial = ω_excés × radi - float v_tangential = excess * radius; - - // Direcció tangencial: perpendicular a la radial (90° CCW) - // Si direccio = (dx, dy), tangent = (-dy, dx) - float tangent_x = -direccio.y; - float tangent_y = direccio.x; - - // Añadir velocity tangencial (suma vectorial) - debris->velocity.x += tangent_x * v_tangential; - debris->velocity.y += tangent_y * v_tangential; - - // Aplicar hacia velocity angular (preservar signe) - debris->velocitat_rot = sign_ang * CAP; - } else { - // Per sota del sin: comportament normal - debris->velocitat_rot = velocitat_ang_heretada; - } - } else { - debris->velocitat_rot = 0.0F; // Nave: sin curvas - } - - // 6b. Rotación VISUAL (proporcional según factor_herencia_visual) - if (factor_herencia_visual > 0.01F && std::abs(velocitat_angular) > 0.01F) { - // Heredar rotación visual con factor proporcional - debris->velocitat_rot_visual = debris->velocitat_rot * factor_herencia_visual; - - // Variació aleatòria pequeña (±5%) per naturalitat - float variacio_visual = - ((std::rand() / static_cast(RAND_MAX)) * 0.1F) - 0.05F; - debris->velocitat_rot_visual *= (1.0F + variacio_visual); - } else { - // Rotación visual aleatòria (factor = 0.0 o sin velocidad angular) - debris->velocitat_rot_visual = - Defaults::Physics::Debris::ROTACIO_MIN + - ((std::rand() / static_cast(RAND_MAX)) * - (Defaults::Physics::Debris::ROTACIO_MAX - - Defaults::Physics::Debris::ROTACIO_MIN)); - - // 50% probabilitat de rotación en sentit contrari - if (std::rand() % 2 == 0) { - debris->velocitat_rot_visual = -debris->velocitat_rot_visual; - } - } - - debris->angle_rotacio = 0.0F; - - // 7. Configurar vida i shrinking - debris->temps_vida = 0.0F; - debris->temps_max = Defaults::Physics::Debris::TEMPS_VIDA; - debris->factor_shrink = Defaults::Physics::Debris::SHRINK_RATE; - - // 8. Heredar brightness y color del padre - debris->brightness = brightness; - debris->color = color; - - // 9. Activar - debris->active = true; + if (primitive.type == Graphics::PrimitiveType::POLYLINE) { + // Polyline: extreure segments consecutius + for (size_t i = 0; i + 1 < primitive.points.size(); i++) { + segments.emplace_back(primitive.points[i], primitive.points[i + 1]); } + return segments; + } + // PrimitiveType::LINE: un únic segment (si té els 2 punts) + if (primitive.points.size() >= 2) { + segments.emplace_back(primitive.points[0], primitive.points[1]); + } + return segments; +} + +auto DebrisManager::spawnDebris(const Vec2& world_p1, const Vec2& world_p2, + const Vec2& centro, float velocitat_base, float brightness, + const Vec2& velocitat_objecte, float velocitat_angular, + float factor_herencia_visual, SDL_Color color) -> bool { + Debris* debris = findFreeSlot(); + if (debris == nullptr) { + std::cerr << "[DebrisManager] Warning: no debris slots disponibles\n"; + return false; + } + + // Geometria + debris->p1 = world_p1; + debris->p2 = world_p2; + + // Direcció radial (desde el centro hacia el segment) + Vec2 direccio = computeExplosionDirection(world_p1, world_p2, centro); + + // Velocidad inicial (base ± variació aleatòria + velocity heretada de l'objecte) + float speed = + velocitat_base + + (((std::rand() / static_cast(RAND_MAX)) * 2.0F - 1.0F) * + Defaults::Physics::Debris::VARIACIO_VELOCITAT); + debris->velocity.x = (direccio.x * speed) + velocitat_objecte.x; + debris->velocity.y = (direccio.y * speed) + velocitat_objecte.y; + debris->acceleration = Defaults::Physics::Debris::ACCELERACIO; + + // Rotación de trayectoria (con conversió a tangencial si excedeix cap) + applyAngularVelocity(*debris, direccio, velocitat_angular); + + // Rotación visual (proporcional o aleatòria) + applyVisualRotation(*debris, velocitat_angular, factor_herencia_visual); + + debris->angle_rotacio = 0.0F; + + // Vida i shrinking + debris->temps_vida = 0.0F; + debris->temps_max = Defaults::Physics::Debris::TEMPS_VIDA; + debris->factor_shrink = Defaults::Physics::Debris::SHRINK_RATE; + + // Visuals heretades + debris->brightness = brightness; + debris->color = color; + + debris->active = true; + return true; +} + +void DebrisManager::applyAngularVelocity(Debris& debris, const Vec2& direccio, + float velocitat_angular) { + if (std::abs(velocitat_angular) <= 0.01F) { + debris.velocitat_rot = 0.0F; // Nave: sin curvas + return; + } + + // FASE 1: Aplicar herència i variació + float factor_herencia = + Defaults::Physics::Debris::FACTOR_HERENCIA_MIN + + ((std::rand() / static_cast(RAND_MAX)) * + (Defaults::Physics::Debris::FACTOR_HERENCIA_MAX - + Defaults::Physics::Debris::FACTOR_HERENCIA_MIN)); + float velocitat_ang_heretada = velocitat_angular * factor_herencia; + float variacio = ((std::rand() / static_cast(RAND_MAX)) * 0.2F) - 0.1F; + velocitat_ang_heretada *= (1.0F + variacio); + + // FASE 2: Cap a la velocity màxima; l'excés es converteix en tangencial + constexpr float CAP = Defaults::Physics::Debris::VELOCITAT_ROT_MAX; + float abs_ang = std::abs(velocitat_ang_heretada); + float sign_ang = (velocitat_ang_heretada >= 0.0F) ? 1.0F : -1.0F; + + if (abs_ang <= CAP) { + debris.velocitat_rot = velocitat_ang_heretada; + return; + } + + // Excés: converteix l'excés de velocitat angular en velocitat tangencial lineal + float excess = abs_ang - CAP; + constexpr float RADIUS = 20.0F; // Radi típic de la shape (enemigos = 20 px) + float v_tangential = excess * RADIUS; + + // Direcció tangencial: perpendicular a la radial (90° CCW): tangent = (-dy, dx) + debris.velocity.x += -direccio.y * v_tangential; + debris.velocity.y += direccio.x * v_tangential; + + // Velocitat angular limitada al cap (preservant el signe) + debris.velocitat_rot = sign_ang * CAP; +} + +void DebrisManager::applyVisualRotation(Debris& debris, float velocitat_angular, + float factor_herencia_visual) { + if (factor_herencia_visual > 0.01F && std::abs(velocitat_angular) > 0.01F) { + // Heredar rotación visual con factor proporcional + ±5% de variació + debris.velocitat_rot_visual = debris.velocitat_rot * factor_herencia_visual; + float variacio_visual = + ((std::rand() / static_cast(RAND_MAX)) * 0.1F) - 0.05F; + debris.velocitat_rot_visual *= (1.0F + variacio_visual); + return; + } + + // Rotación visual aleatòria (factor = 0.0 o sin velocidad angular) + debris.velocitat_rot_visual = + Defaults::Physics::Debris::ROTACIO_MIN + + ((std::rand() / static_cast(RAND_MAX)) * + (Defaults::Physics::Debris::ROTACIO_MAX - + Defaults::Physics::Debris::ROTACIO_MIN)); + + // 50% probabilitat de rotación en sentit contrari + if (std::rand() % 2 == 0) { + debris.velocitat_rot_visual = -debris.velocitat_rot_visual; } } @@ -320,7 +323,7 @@ void DebrisManager::draw() const { } } -Debris* DebrisManager::findFreeSlot() { +auto DebrisManager::findFreeSlot() -> Debris* { for (auto& debris : debris_pool_) { if (!debris.active) { return &debris; @@ -329,9 +332,9 @@ Debris* DebrisManager::findFreeSlot() { return nullptr; // Pool ple } -Vec2 DebrisManager::computeExplosionDirection(const Vec2& p1, +auto DebrisManager::computeExplosionDirection(const Vec2& p1, const Vec2& p2, - const Vec2& centre_objecte) const { + const Vec2& centre_objecte) -> Vec2 { // 1. Calcular centro del segment float centro_seg_x = (p1.x + p2.x) / 2.0F; float centro_seg_y = (p1.y + p2.y) / 2.0F; @@ -372,7 +375,7 @@ void DebrisManager::reset() { } } -int DebrisManager::getActiveCount() const { +auto DebrisManager::getActiveCount() const -> int { int count = 0; for (const auto& debris : debris_pool_) { if (debris.active) { diff --git a/source/game/effects/debris_manager.hpp b/source/game/effects/debris_manager.hpp index feb027a..48c0a43 100644 --- a/source/game/effects/debris_manager.hpp +++ b/source/game/effects/debris_manager.hpp @@ -8,6 +8,8 @@ #include #include +#include +#include #include "core/defaults.hpp" #include "core/graphics/shape.hpp" @@ -54,7 +56,7 @@ class DebrisManager { void reset(); // Obtenir número de fragments active - [[nodiscard]] int getActiveCount() const; + [[nodiscard]] auto getActiveCount() const -> int; private: Rendering::Renderer* renderer_; @@ -67,10 +69,26 @@ class DebrisManager { std::array debris_pool_; // Trobar primer slot inactiu - Debris* findFreeSlot(); + auto findFreeSlot() -> Debris*; - // Calcular direcció de explosión (radial, des del centro hacia el segment) - [[nodiscard]] Vec2 computeExplosionDirection(const Vec2& p1, const Vec2& p2, const Vec2& centre_objecte) const; + // Calcular direcció de explosión (radial, des del centro hacia el segment). + // Estático: solo opera sobre los puntos pasados, sin estado del manager. + [[nodiscard]] static auto computeExplosionDirection(const Vec2& p1, const Vec2& p2, const Vec2& centre_objecte) -> Vec2; + + // Sub-pasos de explode() (descomposició per reduir complexitat cognitiva). + // extractSegments y los apply* son static (solo toquen el debris pasado). + [[nodiscard]] static auto extractSegments(const Graphics::ShapePrimitive& primitive) + -> std::vector>; + // Inicialitza un debris en un slot lliure i el deixa actiu. Retorna + // false si el pool está ple (la cridadora ha d'aturar el bucle). + auto spawnDebris(const Vec2& world_p1, const Vec2& world_p2, + const Vec2& centro, float velocitat_base, float brightness, + const Vec2& velocitat_objecte, float velocitat_angular, + float factor_herencia_visual, SDL_Color color) -> bool; + static void applyAngularVelocity(Debris& debris, const Vec2& direccio, + float velocitat_angular); + static void applyVisualRotation(Debris& debris, float velocitat_angular, + float factor_herencia_visual); }; } // namespace Effects diff --git a/source/game/effects/floating_score_manager.cpp b/source/game/effects/floating_score_manager.cpp index 1dcf819..efb7a14 100644 --- a/source/game/effects/floating_score_manager.cpp +++ b/source/game/effects/floating_score_manager.cpp @@ -64,10 +64,10 @@ void FloatingScoreManager::draw() { } // Renderizar centrat con brightness (fade) - constexpr float scale = Defaults::FloatingScore::SCALE; - constexpr float spacing = Defaults::FloatingScore::SPACING; + constexpr float SCALE = Defaults::FloatingScore::SCALE; + constexpr float SPACING = Defaults::FloatingScore::SPACING; - text_.renderCentered(pf.text, pf.position, scale, spacing, pf.brightness); + text_.renderCentered(pf.text, pf.position, SCALE, SPACING, pf.brightness); } } @@ -77,7 +77,7 @@ void FloatingScoreManager::reset() { } } -int FloatingScoreManager::getActiveCount() const { +auto FloatingScoreManager::getActiveCount() const -> int { int count = 0; for (const auto& pf : pool_) { if (pf.active) { @@ -87,7 +87,7 @@ int FloatingScoreManager::getActiveCount() const { return count; } -FloatingScore* FloatingScoreManager::findFreeSlot() { +auto FloatingScoreManager::findFreeSlot() -> FloatingScore* { for (auto& pf : pool_) { if (!pf.active) { return &pf; diff --git a/source/game/effects/floating_score_manager.hpp b/source/game/effects/floating_score_manager.hpp index ebd15f2..ed65e0e 100644 --- a/source/game/effects/floating_score_manager.hpp +++ b/source/game/effects/floating_score_manager.hpp @@ -37,7 +37,7 @@ class FloatingScoreManager { void reset(); // Obtenir número active (debug) - [[nodiscard]] int getActiveCount() const; + [[nodiscard]] auto getActiveCount() const -> int; private: Graphics::VectorText text_; // Sistema de text vectorial @@ -49,7 +49,7 @@ class FloatingScoreManager { std::array pool_; // Trobar primer slot inactiu - FloatingScore* findFreeSlot(); + auto findFreeSlot() -> FloatingScore*; }; } // namespace Effects diff --git a/source/game/entities/bullet.cpp b/source/game/entities/bullet.cpp index 87c379f..6a838cb 100644 --- a/source/game/entities/bullet.cpp +++ b/source/game/entities/bullet.cpp @@ -23,10 +23,8 @@ constexpr float BULLET_SPEED = 140.0F; } // namespace Bullet::Bullet(Rendering::Renderer* renderer) - : Entity(renderer), - esta_(false), - owner_id_(0), - grace_timer_(0.0F) { + : Entity(renderer) + { // Brightness específico para balas brightness_ = Defaults::Brightness::BALA; @@ -50,7 +48,7 @@ Bullet::Bullet(Rendering::Renderer* renderer) void Bullet::init() { // Inicialment inactiva - esta_ = false; + is_active_ = false; center_ = {.x = 0.0F, .y = 0.0F}; angle_ = 0.0F; grace_timer_ = 0.0F; @@ -65,7 +63,7 @@ void Bullet::init() { void Bullet::disparar(const Vec2& position, float angle, uint8_t owner_id) { // Activar bullet - esta_ = true; + is_active_ = true; // Almacenar propietario (0=P1, 1=P2) owner_id_ = owner_id; @@ -92,7 +90,7 @@ void Bullet::disparar(const Vec2& position, float angle, uint8_t owner_id) { } void Bullet::update(float delta_time) { - if (!esta_) { + if (!is_active_) { return; } @@ -108,7 +106,7 @@ void Bullet::update(float delta_time) { float max_x; float min_y; float max_y; - Constants::obtenir_limits_zona_segurs(Defaults::Entities::BULLET_RADIUS, + Constants::getSafePlayAreaBounds(Defaults::Entities::BULLET_RADIUS, min_x, max_x, min_y, @@ -127,16 +125,16 @@ void Bullet::postUpdate(float /*delta_time*/) { } void Bullet::desactivar() { - esta_ = false; + is_active_ = false; // Detener el cuerpo físico para que no acumule deriva mientras inactiva. body_.velocity = Vec2{}; body_.angular_velocity = 0.0F; } void Bullet::draw() const { - if (esta_ && shape_) { + if (is_active_ && shape_) { // Les bales roten segons l'angle de trayectòria (estático tras disparo) - Rendering::render_shape(renderer_, shape_, center_, angle_, 1.0F, 1.0F, brightness_, + Rendering::renderShape(renderer_, shape_, center_, angle_, 1.0F, 1.0F, brightness_, /*rotation_3d=*/nullptr, Defaults::Palette::BULLET); } } diff --git a/source/game/entities/bullet.hpp b/source/game/entities/bullet.hpp index 0ad8575..54bd204 100644 --- a/source/game/entities/bullet.hpp +++ b/source/game/entities/bullet.hpp @@ -14,7 +14,7 @@ class Bullet : public Entities::Entity { public: Bullet() : Entity(nullptr) {} - Bullet(Rendering::Renderer* renderer); + explicit Bullet(Rendering::Renderer* renderer); void init() override; void disparar(const Vec2& position, float angle, uint8_t owner_id); @@ -23,25 +23,26 @@ class Bullet : public Entities::Entity { void draw() const override; // Override: Interfaz de Entity - [[nodiscard]] auto isActive() const -> bool override { return esta_; } + [[nodiscard]] auto isActive() const -> bool override { return is_active_; } // Override: Interfaz de colisión (gameplay-level: PLAYAREA bounds-check) [[nodiscard]] auto getCollisionRadius() const -> float override { return Defaults::Entities::BULLET_RADIUS; } [[nodiscard]] auto isCollidable() const -> bool override { - return esta_ && grace_timer_ <= 0.0F; + return is_active_ && grace_timer_ <= 0.0F; } // Getters (API pública sin cambios) - [[nodiscard]] auto esta_activa() const -> bool { return esta_; } [[nodiscard]] auto getOwnerId() const -> uint8_t { return owner_id_; } [[nodiscard]] auto getGraceTimer() const -> float { return grace_timer_; } void desactivar(); private: - // Miembros específicos de Bullet (heredados: renderer_, shape_, center_, angle_, brightness_, body_) - bool esta_; - uint8_t owner_id_; // 0=P1, 1=P2 - float grace_timer_; // Grace period timer (0.0 = vulnerable) + // Miembros específicos de Bullet (heredados: renderer_, shape_, center_, angle_, brightness_, body_). + // Inicializados en la declaración para que tanto el ctor por defecto como el que toma renderer + // dejen el objeto en estado coherente (proyectil inactivo, sin owner, sin grace timer). + bool is_active_{false}; + uint8_t owner_id_{0}; // 0=P1, 1=P2 + float grace_timer_{0.0F}; // Grace period timer (0.0 = vulnerable) }; diff --git a/source/game/entities/enemy.cpp b/source/game/entities/enemy.cpp index 0ef4375..388afe2 100644 --- a/source/game/entities/enemy.cpp +++ b/source/game/entities/enemy.cpp @@ -40,15 +40,9 @@ auto velocityToAngle(const Vec2& velocity) -> float { Enemy::Enemy(Rendering::Renderer* renderer) : Entity(renderer), - drotacio_(0.0F), - rotacio_(0.0F), - esta_(false), - type_(EnemyType::PENTAGON), - tracking_timer_(0.0F), - ship_position_(nullptr), - tracking_strength_(0.5F), - direction_change_timer_(0.0F), - timer_invulnerabilitat_(0.0F) { + + tracking_strength_(0.5F) + { brightness_ = Defaults::Brightness::ENEMIC; // Configuración del cuerpo físico — defaults para enemy genérico. @@ -119,7 +113,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) { float max_x; float min_y; float max_y; - Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y); + Constants::getSafePlayAreaBounds(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y); if (ship_pos != nullptr) { bool found_safe_position = false; @@ -235,7 +229,7 @@ void Enemy::draw() const { case EnemyType::QUADRAT: color = Defaults::Palette::QUADRAT; break; case EnemyType::MOLINILLO: color = Defaults::Palette::MOLINILLO; break; } - Rendering::render_shape(renderer_, shape_, center_, rotacio_, SCALE, 1.0F, brightness_, + Rendering::renderShape(renderer_, shape_, center_, rotacio_, SCALE, 1.0F, brightness_, /*rotation_3d=*/nullptr, color); } @@ -442,7 +436,7 @@ auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float& out_x, float& out_y) - float max_x; float min_y; float max_y; - Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y); + Constants::getSafePlayAreaBounds(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y); const int RANGE_X = static_cast(max_x - min_x); const int RANGE_Y = static_cast(max_y - min_y); diff --git a/source/game/entities/enemy.hpp b/source/game/entities/enemy.hpp index cc72214..f0ab5ff 100644 --- a/source/game/entities/enemy.hpp +++ b/source/game/entities/enemy.hpp @@ -37,7 +37,7 @@ class Enemy : public Entities::Entity { public: Enemy() : Entity(nullptr) {} - Enemy(Rendering::Renderer* renderer); + explicit Enemy(Rendering::Renderer* renderer); void init() override { init(EnemyType::PENTAGON, nullptr); } void init(EnemyType type, const Vec2* ship_pos = nullptr); @@ -86,22 +86,24 @@ class Enemy : public Entities::Entity { [[nodiscard]] auto getInvulnerabilityTime() const -> float { return timer_invulnerabilitat_; } private: - // Miembros específicos (heredados: renderer_, shape_, center_, angle_, brightness_, body_) - float drotacio_; // Velocidad angular visual (rad/s) — solo decoración, separada de body_.angular_velocity - float rotacio_; // Rotación visual acumulada (no afecta movimiento) - bool esta_; + // Miembros específicos (heredados: renderer_, shape_, center_, angle_, brightness_, body_). + // Inicializados en la declaración: el ctor por defecto deja al enemy en estado "inactivo + // como pentágono", coherente con lo que harán init() o el ctor con renderer al activarlo. + float drotacio_{0.0F}; // Velocidad angular visual (rad/s) — solo decoración, separada de body_.angular_velocity + float rotacio_{0.0F}; // Rotación visual acumulada (no afecta movimiento) + bool esta_{false}; - EnemyType type_; + EnemyType type_{EnemyType::PENTAGON}; EnemyAnimation animacio_; // Comportamiento type-specific - float tracking_timer_; // Quadrat: tiempo desde último update de dirección - const Vec2* ship_position_; // Puntero a posición de la nave (para tracking) - float tracking_strength_; // Quadrat: intensidad de tracking (0.0-1.5), default 0.5 - float direction_change_timer_; // Pentagon: tiempo para próximo cambio de dirección + float tracking_timer_{0.0F}; // Quadrat: tiempo desde último update de dirección + const Vec2* ship_position_{nullptr}; // Puntero a posición de la nave (para tracking) + float tracking_strength_{0.0F}; // Quadrat: intensidad de tracking (0.0-1.5), default 0.5 + float direction_change_timer_{0.0F}; // Pentagon: tiempo para próximo cambio de dirección // Invulnerabilidad post-spawn - float timer_invulnerabilitat_; + float timer_invulnerabilitat_{0.0F}; // Métodos privados void updateAnimation(float delta_time); @@ -111,7 +113,8 @@ class Enemy : public Entities::Entity { void behaviorQuadrat(float delta_time); void behaviorMolinillo(float delta_time); [[nodiscard]] auto computeCurrentScale() const -> float; - auto attemptSafeSpawn(const Vec2& ship_pos, float& out_x, float& out_y) -> bool; + // Estático: solo opera sobre ship_pos pasado; no consulta estado del enemy. + static auto attemptSafeSpawn(const Vec2& ship_pos, float& out_x, float& out_y) -> bool; // Helper: setear body_.velocity desde un ángulo y magnitud. // angle_movement=0 apunta hacia arriba (eje Y negativo SDL). diff --git a/source/game/entities/ship.cpp b/source/game/entities/ship.cpp index e11c47a..e954759 100644 --- a/source/game/entities/ship.cpp +++ b/source/game/entities/ship.cpp @@ -20,9 +20,8 @@ #include "game/constants.hpp" Ship::Ship(Rendering::Renderer* renderer, const char* shape_file) - : Entity(renderer), - is_hit_(false), - invulnerable_timer_(0.0F) { + : Entity(renderer) + { // Brightness específico para naves brightness_ = Defaults::Brightness::NAU; @@ -47,7 +46,7 @@ void Ship::init(const Vec2* spawn_point, bool activar_invulnerabilitat) { } else { float centre_x; float centre_y; - Constants::obtenir_centre_zona(centre_x, centre_y); + Constants::getPlayAreaCenter(centre_x, centre_y); center_ = {.x = centre_x, .y = centre_y}; } @@ -159,6 +158,6 @@ void Ship::draw() const { const float VISUAL_PUSH = SPEED / 33.33F; const float SCALE = 1.0F + (VISUAL_PUSH / 12.0F); - Rendering::render_shape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_, + Rendering::renderShape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_, /*rotation_3d=*/nullptr, Defaults::Palette::SHIP); } diff --git a/source/game/entities/ship.hpp b/source/game/entities/ship.hpp index aad40f5..33fd307 100644 --- a/source/game/entities/ship.hpp +++ b/source/game/entities/ship.hpp @@ -14,7 +14,7 @@ class Ship : public Entities::Entity { public: Ship() : Entity(nullptr) {} - Ship(Rendering::Renderer* renderer, const char* shape_file = "ship.shp"); + explicit Ship(Rendering::Renderer* renderer, const char* shape_file = "ship.shp"); void init() override { init(nullptr, false); } void init(const Vec2* spawn_point, bool activar_invulnerabilitat = false); @@ -56,7 +56,9 @@ class Ship : public Entities::Entity { } private: - // Miembros específicos de Ship (heredados: renderer_, shape_, center_, angle_, brightness_, body_) - bool is_hit_; - float invulnerable_timer_; // 0.0f = vulnerable, >0.0f = invulnerable + // Miembros específicos de Ship (heredados: renderer_, shape_, center_, angle_, brightness_, body_). + // Inicializados en la declaración: el ctor por defecto deja la nave "viva y sin invulnerabilidad", + // que es el estado coherente al que llevan tanto init() como el ctor con renderer. + bool is_hit_{false}; + float invulnerable_timer_{0.0F}; // 0.0f = vulnerable, >0.0f = invulnerable }; diff --git a/source/game/options.cpp b/source/game/options.cpp index 4a23a62..9b4cf1b 100644 --- a/source/game/options.cpp +++ b/source/game/options.cpp @@ -224,119 +224,71 @@ void setConfigFile(const std::string& path) { config_file_path = path; } // Funciones auxiliars per load seccions del YAML +// Lee un campo escalar del YAML aplicando un validador; si la clau no +// existe, deja `dest` intacto; si la conversió o la validació fallen, +// asigna `fallback`. Estàtic per quedar dins de la unitat de traducció. +template +static void readField(const fkyaml::node& parent, const char* key, T& dest, + T fallback, Validator&& validate) { + if (!parent.contains(key)) { + return; + } + try { + auto val = parent[key].template get_value(); + dest = validate(val) ? val : fallback; + } catch (...) { + dest = fallback; + } +} + +// Variant sin validador: només lectura amb fallback en cas d'error. +template +static void readField(const fkyaml::node& parent, const char* key, T& dest, T fallback) { + if (!parent.contains(key)) { + return; + } + try { + dest = parent[key].template get_value(); + } catch (...) { + dest = fallback; + } +} + static void loadWindowConfigFromYaml(const fkyaml::node& yaml) { - if (yaml.contains("window")) { - const auto& win = yaml["window"]; + if (!yaml.contains("window")) { + return; + } + const auto& win = yaml["window"]; - if (win.contains("width")) { - try { - auto val = win["width"].get_value(); - window.width = (val >= Defaults::Window::MIN_WIDTH) - ? val - : Defaults::Window::WIDTH; - } catch (...) { - window.width = Defaults::Window::WIDTH; - } - } + readField(win, "width", window.width, Defaults::Window::WIDTH, + [](int v) { return v >= Defaults::Window::MIN_WIDTH; }); + readField(win, "height", window.height, Defaults::Window::HEIGHT, + [](int v) { return v >= Defaults::Window::MIN_HEIGHT; }); + readField(win, "fullscreen", window.fullscreen, false); - if (win.contains("height")) { - try { - auto val = win["height"].get_value(); - window.height = (val >= Defaults::Window::MIN_HEIGHT) - ? val - : Defaults::Window::HEIGHT; - } catch (...) { - window.height = Defaults::Window::HEIGHT; - } - } - - if (win.contains("fullscreen")) { - try { - window.fullscreen = win["fullscreen"].get_value(); - } catch (...) { - window.fullscreen = false; - } - } - - if (win.contains("zoom_factor")) { - try { - auto val = win["zoom_factor"].get_value(); - window.zoom_factor = (val >= Defaults::Window::MIN_ZOOM && val <= 10.0F) - ? val - : Defaults::Window::BASE_ZOOM; - } catch (...) { - window.zoom_factor = Defaults::Window::BASE_ZOOM; - } - } else { - // Legacy config: infer zoom from width - window.zoom_factor = static_cast(window.width) / Defaults::Window::WIDTH; - window.zoom_factor = std::max(Defaults::Window::MIN_ZOOM, window.zoom_factor); - } + if (win.contains("zoom_factor")) { + readField(win, "zoom_factor", window.zoom_factor, Defaults::Window::BASE_ZOOM, + [](float v) { return v >= Defaults::Window::MIN_ZOOM && v <= 10.0F; }); + } else { + // Legacy config: infer zoom from width + window.zoom_factor = static_cast(window.width) / Defaults::Window::WIDTH; + window.zoom_factor = std::max(Defaults::Window::MIN_ZOOM, window.zoom_factor); } } static void loadPhysicsConfigFromYaml(const fkyaml::node& yaml) { - if (yaml.contains("physics")) { - const auto& phys = yaml["physics"]; - - if (phys.contains("rotation_speed")) { - try { - auto val = phys["rotation_speed"].get_value(); - physics.rotation_speed = - (val > 0) ? val : Defaults::Physics::ROTATION_SPEED; - } catch (...) { - physics.rotation_speed = Defaults::Physics::ROTATION_SPEED; - } - } - - if (phys.contains("acceleration")) { - try { - auto val = phys["acceleration"].get_value(); - physics.acceleration = - (val > 0) ? val : Defaults::Physics::ACCELERATION; - } catch (...) { - physics.acceleration = Defaults::Physics::ACCELERATION; - } - } - - if (phys.contains("max_velocity")) { - try { - auto val = phys["max_velocity"].get_value(); - physics.max_velocity = - (val > 0) ? val : Defaults::Physics::MAX_VELOCITY; - } catch (...) { - physics.max_velocity = Defaults::Physics::MAX_VELOCITY; - } - } - - if (phys.contains("friction")) { - try { - auto val = phys["friction"].get_value(); - physics.friction = (val > 0) ? val : Defaults::Physics::FRICTION; - } catch (...) { - physics.friction = Defaults::Physics::FRICTION; - } - } - - if (phys.contains("enemy_speed")) { - try { - auto val = phys["enemy_speed"].get_value(); - physics.enemy_speed = (val > 0) ? val : Defaults::Physics::ENEMY_SPEED; - } catch (...) { - physics.enemy_speed = Defaults::Physics::ENEMY_SPEED; - } - } - - if (phys.contains("bullet_speed")) { - try { - auto val = phys["bullet_speed"].get_value(); - physics.bullet_speed = - (val > 0) ? val : Defaults::Physics::BULLET_SPEED; - } catch (...) { - physics.bullet_speed = Defaults::Physics::BULLET_SPEED; - } - } + if (!yaml.contains("physics")) { + return; } + const auto& phys = yaml["physics"]; + constexpr auto POSITIVE = [](float v) { return v > 0.0F; }; + + readField(phys, "rotation_speed", physics.rotation_speed, Defaults::Physics::ROTATION_SPEED, POSITIVE); + readField(phys, "acceleration", physics.acceleration, Defaults::Physics::ACCELERATION, POSITIVE); + readField(phys, "max_velocity", physics.max_velocity, Defaults::Physics::MAX_VELOCITY, POSITIVE); + readField(phys, "friction", physics.friction, Defaults::Physics::FRICTION, POSITIVE); + readField(phys, "enemy_speed", physics.enemy_speed, Defaults::Physics::ENEMY_SPEED, POSITIVE); + readField(phys, "bullet_speed", physics.bullet_speed, Defaults::Physics::BULLET_SPEED, POSITIVE); } static void loadGameplayConfigFromYaml(const fkyaml::node& yaml) { @@ -381,69 +333,39 @@ static void loadRenderingConfigFromYaml(const fkyaml::node& yaml) { } } -static void loadAudioConfigFromYaml(const fkyaml::node& yaml) { - if (yaml.contains("audio")) { - const auto& aud = yaml["audio"]; - - if (aud.contains("enabled")) { - try { - audio.enabled = aud["enabled"].get_value(); - } catch (...) { - audio.enabled = Defaults::Audio::ENABLED; - } - } - - if (aud.contains("volume")) { - try { - auto val = aud["volume"].get_value(); - audio.volume = (val >= 0.0F && val <= 1.0F) ? val : Defaults::Audio::VOLUME; - } catch (...) { - audio.volume = Defaults::Audio::VOLUME; - } - } - - if (aud.contains("music")) { - const auto& mus = aud["music"]; - - if (mus.contains("enabled")) { - try { - audio.music.enabled = mus["enabled"].get_value(); - } catch (...) { - audio.music.enabled = Defaults::Audio::MUSIC_ENABLED; - } - } - - if (mus.contains("volume")) { - try { - auto val = mus["volume"].get_value(); - audio.music.volume = (val >= 0.0F && val <= 1.0F) ? val : Defaults::Audio::MUSIC_VOLUME; - } catch (...) { - audio.music.volume = Defaults::Audio::MUSIC_VOLUME; - } - } - } - - if (aud.contains("sound")) { - const auto& snd = aud["sound"]; - - if (snd.contains("enabled")) { - try { - audio.sound.enabled = snd["enabled"].get_value(); - } catch (...) { - audio.sound.enabled = Defaults::Audio::SOUND_ENABLED; - } - } - - if (snd.contains("volume")) { - try { - auto val = snd["volume"].get_value(); - audio.sound.volume = (val >= 0.0F && val <= 1.0F) ? val : Defaults::Audio::SOUND_VOLUME; - } catch (...) { - audio.sound.volume = Defaults::Audio::SOUND_VOLUME; - } - } - } +static void loadAudioMusicSection(const fkyaml::node& aud) { + if (!aud.contains("music")) { + return; } + const auto& mus = aud["music"]; + constexpr auto UNIT_RANGE = [](float v) { return v >= 0.0F && v <= 1.0F; }; + + readField(mus, "enabled", audio.music.enabled, Defaults::Audio::MUSIC_ENABLED); + readField(mus, "volume", audio.music.volume, Defaults::Audio::MUSIC_VOLUME, UNIT_RANGE); +} + +static void loadAudioSoundSection(const fkyaml::node& aud) { + if (!aud.contains("sound")) { + return; + } + const auto& snd = aud["sound"]; + constexpr auto UNIT_RANGE = [](float v) { return v >= 0.0F && v <= 1.0F; }; + + readField(snd, "enabled", audio.sound.enabled, Defaults::Audio::SOUND_ENABLED); + readField(snd, "volume", audio.sound.volume, Defaults::Audio::SOUND_VOLUME, UNIT_RANGE); +} + +static void loadAudioConfigFromYaml(const fkyaml::node& yaml) { + if (!yaml.contains("audio")) { + return; + } + const auto& aud = yaml["audio"]; + constexpr auto UNIT_RANGE = [](float v) { return v >= 0.0F && v <= 1.0F; }; + + readField(aud, "enabled", audio.enabled, Defaults::Audio::ENABLED); + readField(aud, "volume", audio.volume, Defaults::Audio::VOLUME, UNIT_RANGE); + loadAudioMusicSection(aud); + loadAudioSoundSection(aud); } // Carregar controls del player 1 desde YAML diff --git a/source/game/scenes/game_scene.cpp b/source/game/scenes/game_scene.cpp index f24a1c3..748f009 100644 --- a/source/game/scenes/game_scene.cpp +++ b/source/game/scenes/game_scene.cpp @@ -8,13 +8,9 @@ #include #include #include -#include #include "core/audio/audio.hpp" -#include "core/entities/entity.hpp" #include "core/input/input.hpp" -#include "core/math/easing.hpp" -#include "core/physics/collision.hpp" #include "core/rendering/line_renderer.hpp" #include "core/system/scene_context.hpp" #include "game/stage_system/stage_loader.hpp" @@ -32,8 +28,8 @@ GameScene::GameScene(SDLManager& sdl, SceneContext& context) context_(context), debris_manager_(sdl.getRenderer()), floating_score_manager_(sdl.getRenderer()), - text_(sdl.getRenderer()), - init_hud_rect_sound_played_(false) { + text_(sdl.getRenderer()) + { // Recuperar configuración de match des del context match_config_ = context_.getMatchConfig(); @@ -122,7 +118,7 @@ void GameScene::init() { score_per_player_[1] = 0; floating_score_manager_.reset(); - // DEPRECATED: spawn_position_ ya no s'usa, es calcula dinàmicament con obtenir_punt_spawn(player_id) + // DEPRECATED: spawn_position_ ya no s'usa, es calcula dinàmicament con getSpawnPoint(player_id) // const SDL_FRect& zona = Defaults::Zones::PLAYAREA; // spawn_position_.x = zona.x + zona.w * 0.5f; // spawn_position_.y = zona.y + zona.h * Defaults::Game::INIT_HUD_SHIP_START_Y_RATIO; @@ -133,7 +129,7 @@ void GameScene::init() { if (jugador_actiu) { // Jugador active: init normalment - Vec2 spawn_pos = obtenir_punt_spawn(i); + Vec2 spawn_pos = getSpawnPoint(i); ships_[i].init(&spawn_pos, false); // No invulnerability at start // Registrar el cuerpo físico de la nave en el mundo (Fase 6c) physics_world_.addBody(&ships_[i].getBody()); @@ -213,17 +209,17 @@ void GameScene::stepShootingInput() { auto* input = Input::get(); if (match_config_.jugador1_actiu && input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) { - disparar_bala(0); + fireBullet(0); } if (match_config_.jugador2_actiu && input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) { - disparar_bala(1); + fireBullet(1); } } void GameScene::stepMidGameJoin() { // Permitir join solo durante PLAYING. - if (stage_manager_->get_estat() != StageSystem::EstatStage::PLAYING) { + if (stage_manager_->getState() != StageSystem::EstatStage::PLAYING) { return; } @@ -248,7 +244,7 @@ void GameScene::stepMidGameJoin() { ? input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT) : input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT); if (START_PRESSED) { - unir_jugador(pid); + joinPlayer(pid); } } } @@ -269,7 +265,7 @@ auto GameScene::stepContinueScreen(float delta_time) -> bool { .hit_timer_per_player = hit_timer_per_player_, .ships = ships_, .match_config = match_config_, - .get_spawn_point = [this](uint8_t pid) { return obtenir_punt_spawn(pid); }, + .get_spawn_point = [this](uint8_t pid) { return getSpawnPoint(pid); }, }; Systems::ContinueScreen::update(cont_ctx, delta_time); Systems::ContinueScreen::processInput(cont_ctx); @@ -310,7 +306,7 @@ auto GameScene::stepGameOver(float delta_time) -> bool { return true; } -auto GameScene::stepDeathSequence(float delta_time) -> bool { +void GameScene::stepDeathSequence(float delta_time) { bool algun_mort = false; for (uint8_t i = 0; i < 2; i++) { if (hit_timer_per_player_[i] <= 0.0F || hit_timer_per_player_[i] >= 999.0F) { @@ -326,7 +322,7 @@ auto GameScene::stepDeathSequence(float delta_time) -> bool { // *** PHASE 3: RESPAWN OR GAME OVER *** lives_per_player_[i]--; if (lives_per_player_[i] > 0) { - Vec2 spawn_pos = obtenir_punt_spawn(i); + Vec2 spawn_pos = getSpawnPoint(i); ships_[i].init(&spawn_pos, /*activar_invulnerabilitat=*/true); hit_timer_per_player_[i] = 0.0F; continue; @@ -355,11 +351,13 @@ auto GameScene::stepDeathSequence(float delta_time) -> bool { debris_manager_.update(delta_time); floating_score_manager_.update(delta_time); } - return algun_mort; + // El bool 'algun_mort' es puramente interno: no aporta nada al caller + // (la stage state machine sigue corriendo aunque haya jugadores muriendo), + // así que la función no devuelve nada. } void GameScene::stepStageStateMachine(float delta_time) { - const StageSystem::EstatStage STATE = stage_manager_->get_estat(); + const StageSystem::EstatStage STATE = stage_manager_->getState(); switch (STATE) { case StageSystem::EstatStage::INIT_HUD: runStageInitHud(delta_time); @@ -380,11 +378,11 @@ void GameScene::runStageInitHud(float delta_time) { // Update stage manager timer (puede cambiar el state). stage_manager_->update(delta_time); // Si el state cambió, salir para no usar el timer del nuevo state. - if (stage_manager_->get_estat() != StageSystem::EstatStage::INIT_HUD) { + if (stage_manager_->getState() != StageSystem::EstatStage::INIT_HUD) { return; } - float global_progress = 1.0F - (stage_manager_->get_timer_transicio() / Defaults::Game::INIT_HUD_DURATION); + float global_progress = 1.0F - (stage_manager_->getTransitionTimer() / Defaults::Game::INIT_HUD_DURATION); global_progress = std::min(1.0F, global_progress); const float SHIP1_P = Systems::InitHud::computeRangeProgress( @@ -397,10 +395,10 @@ void GameScene::runStageInitHud(float delta_time) { Defaults::Game::INIT_HUD_SHIP2_RATIO_END); if (match_config_.jugador1_actiu && SHIP1_P < 1.0F) { - ships_[0].setCenter(Systems::InitHud::computeShipPosition(SHIP1_P, obtenir_punt_spawn(0))); + ships_[0].setCenter(Systems::InitHud::computeShipPosition(SHIP1_P, getSpawnPoint(0))); } if (match_config_.jugador2_actiu && SHIP2_P < 1.0F) { - ships_[1].setCenter(Systems::InitHud::computeShipPosition(SHIP2_P, obtenir_punt_spawn(1))); + ships_[1].setCenter(Systems::InitHud::computeShipPosition(SHIP2_P, getSpawnPoint(1))); } } @@ -427,8 +425,8 @@ void GameScene::runStagePlaying(float delta_time) { // Stage completado: cuando al menos un jugador está vivo y todos los enemies muertos. const bool ALGU_VIU = (hit_timer_per_player_[0] == 0.0F || hit_timer_per_player_[1] == 0.0F); - if (ALGU_VIU && stage_manager_->getSpawnController().tots_enemics_destruits(enemies_)) { - stage_manager_->stage_completat(); + if (ALGU_VIU && stage_manager_->getSpawnController().allEnemiesDestroyed(enemies_)) { + stage_manager_->markStageCompleted(); Audio::get()->playSound(Defaults::Sound::GOOD_JOB_COMMANDER, Audio::Group::GAME); return; } @@ -486,192 +484,159 @@ void GameScene::runCollisionDetections() { } void GameScene::draw() { - // Handle CONTINUE screen if (game_over_state_ == GameOverState::CONTINUE) { - // Draw game background elements first - dibuixar_marges(); - - for (const auto& enemy : enemies_) { - enemy.draw(); - } - - for (const auto& bullet : bullets_) { - bullet.draw(); - } - - debris_manager_.draw(); - floating_score_manager_.draw(); - dibuixar_marcador(); - - // Draw CONTINUE screen overlay - dibuixar_continue(); + drawContinueState(); return; } - // Handle final GAME OVER state if (game_over_state_ == GameOverState::GAME_OVER) { - // Game over: draw enemies, bullets, debris, and "GAME OVER" text - dibuixar_marges(); - - for (const auto& enemy : enemies_) { - enemy.draw(); - } - - for (const auto& bullet : bullets_) { - bullet.draw(); - } - - debris_manager_.draw(); - floating_score_manager_.draw(); - - // Draw centered "GAME OVER" text - const std::string game_over_text = "GAME OVER"; - constexpr float scale = Defaults::Game::GameOverScreen::TEXT_SCALE; - constexpr float spacing = Defaults::Game::GameOverScreen::TEXT_SPACING; - - // Calcular centro de l'àrea de juego usant constants - const SDL_FRect& play_area = Defaults::Zones::PLAYAREA; - float centre_x = play_area.x + (play_area.w / 2.0F); - float centre_y = play_area.y + (play_area.h / 2.0F); - - text_.renderCentered(game_over_text, {.x = centre_x, .y = centre_y}, scale, spacing); - - dibuixar_marcador(); + drawGameOverState(); return; } - // [NEW] Stage state rendering - StageSystem::EstatStage state = stage_manager_->get_estat(); - - switch (state) { - case StageSystem::EstatStage::INIT_HUD: { - // Calcular progrés de cada animación independent - float timer = stage_manager_->get_timer_transicio(); - float total_time = Defaults::Game::INIT_HUD_DURATION; - float global_progress = 1.0F - (timer / total_time); - - // [NEW] Calcular progress independiente para cada elemento - float rect_progress = Systems::InitHud::computeRangeProgress( - global_progress, - Defaults::Game::INIT_HUD_RECT_RATIO_INIT, - Defaults::Game::INIT_HUD_RECT_RATIO_END); - - float score_progress = Systems::InitHud::computeRangeProgress( - global_progress, - Defaults::Game::INIT_HUD_SCORE_RATIO_INIT, - Defaults::Game::INIT_HUD_SCORE_RATIO_END); - - float ship1_progress = Systems::InitHud::computeRangeProgress( - global_progress, - Defaults::Game::INIT_HUD_SHIP1_RATIO_INIT, - Defaults::Game::INIT_HUD_SHIP1_RATIO_END); - - float ship2_progress = Systems::InitHud::computeRangeProgress( - global_progress, - Defaults::Game::INIT_HUD_SHIP2_RATIO_INIT, - Defaults::Game::INIT_HUD_SHIP2_RATIO_END); - - // Dibuixar elements animats - if (rect_progress > 0.0F) { - // [NOU] Reproduir so cuando comença l'animación del rectangle - if (!init_hud_rect_sound_played_) { - Audio::get()->playSound(Defaults::Sound::INIT_HUD, Audio::Group::GAME); - init_hud_rect_sound_played_ = true; - } - - Systems::InitHud::drawBordersAnimated(sdl_.getRenderer(), rect_progress); - } - - if (score_progress > 0.0F) { - Systems::InitHud::drawScoreboardAnimated(text_, buildScoreboard(), score_progress); - } - - // [MODIFICAT] Dibuixar naves con progress independent - if (ship1_progress > 0.0F && match_config_.jugador1_actiu && !ships_[0].isHit()) { - ships_[0].draw(); - } - - if (ship2_progress > 0.0F && match_config_.jugador2_actiu && !ships_[1].isHit()) { - ships_[1].draw(); - } - + switch (stage_manager_->getState()) { + case StageSystem::EstatStage::INIT_HUD: + drawInitHudState(); break; - } - case StageSystem::EstatStage::LEVEL_START: - dibuixar_marges(); - // [NEW] Draw both ships if active and alive - for (uint8_t i = 0; i < 2; i++) { - bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu; - if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) { - ships_[i].draw(); - } - } - - // [NEW] Draw bullets - for (const auto& bullet : bullets_) { - bullet.draw(); - } - - // [NEW] Draw debris - debris_manager_.draw(); - floating_score_manager_.draw(); - - // [EXISTING] Draw intro message and score - dibuixar_missatge_stage(stage_manager_->get_missatge_level_start()); - dibuixar_marcador(); + drawLevelStartState(); break; - case StageSystem::EstatStage::PLAYING: - dibuixar_marges(); - - // [EXISTING] Normal rendering - active ships - for (uint8_t i = 0; i < 2; i++) { - bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu; - if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) { - ships_[i].draw(); - } - } - - for (const auto& enemy : enemies_) { - enemy.draw(); - } - - for (const auto& bullet : bullets_) { - bullet.draw(); - } - - debris_manager_.draw(); - floating_score_manager_.draw(); - dibuixar_marcador(); + drawPlayingState(); break; - case StageSystem::EstatStage::LEVEL_COMPLETED: - dibuixar_marges(); - // [NEW] Draw both ships if active and alive - for (uint8_t i = 0; i < 2; i++) { - bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu; - if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) { - ships_[i].draw(); - } - } - - // [NEW] Draw bullets (allow last shots to be visible) - for (const auto& bullet : bullets_) { - bullet.draw(); - } - - // [NEW] Draw debris (from last destroyed enemies) - debris_manager_.draw(); - floating_score_manager_.draw(); - - // [EXISTING] Draw completion message and score - dibuixar_missatge_stage(StageSystem::Constants::MISSATGE_LEVEL_COMPLETED); - dibuixar_marcador(); + drawLevelCompletedState(); break; } } +void GameScene::drawEnemies() const { + for (const auto& enemy : enemies_) { + enemy.draw(); + } +} + +void GameScene::drawBullets() const { + for (const auto& bullet : bullets_) { + bullet.draw(); + } +} + +void GameScene::drawActiveShipsAlive() const { + for (uint8_t i = 0; i < 2; i++) { + bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu; + if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) { + ships_[i].draw(); + } + } +} + +void GameScene::drawContinueState() { + drawMargins(); + drawEnemies(); + drawBullets(); + debris_manager_.draw(); + floating_score_manager_.draw(); + drawScoreboard(); + drawContinue(); +} + +void GameScene::drawGameOverState() { + drawMargins(); + drawEnemies(); + drawBullets(); + debris_manager_.draw(); + floating_score_manager_.draw(); + + const std::string GAME_OVER_TEXT = "GAME OVER"; + constexpr float SCALE = Defaults::Game::GameOverScreen::TEXT_SCALE; + constexpr float SPACING = Defaults::Game::GameOverScreen::TEXT_SPACING; + + const SDL_FRect& play_area = Defaults::Zones::PLAYAREA; + float centre_x = play_area.x + (play_area.w / 2.0F); + float centre_y = play_area.y + (play_area.h / 2.0F); + + text_.renderCentered(GAME_OVER_TEXT, {.x = centre_x, .y = centre_y}, SCALE, SPACING); + + drawScoreboard(); +} + +void GameScene::drawInitHudState() { + float timer = stage_manager_->getTransitionTimer(); + float total_time = Defaults::Game::INIT_HUD_DURATION; + float global_progress = 1.0F - (timer / total_time); + + float rect_progress = Systems::InitHud::computeRangeProgress( + global_progress, + Defaults::Game::INIT_HUD_RECT_RATIO_INIT, + Defaults::Game::INIT_HUD_RECT_RATIO_END); + + float score_progress = Systems::InitHud::computeRangeProgress( + global_progress, + Defaults::Game::INIT_HUD_SCORE_RATIO_INIT, + Defaults::Game::INIT_HUD_SCORE_RATIO_END); + + float ship1_progress = Systems::InitHud::computeRangeProgress( + global_progress, + Defaults::Game::INIT_HUD_SHIP1_RATIO_INIT, + Defaults::Game::INIT_HUD_SHIP1_RATIO_END); + + float ship2_progress = Systems::InitHud::computeRangeProgress( + global_progress, + Defaults::Game::INIT_HUD_SHIP2_RATIO_INIT, + Defaults::Game::INIT_HUD_SHIP2_RATIO_END); + + if (rect_progress > 0.0F) { + if (!init_hud_rect_sound_played_) { + Audio::get()->playSound(Defaults::Sound::INIT_HUD, Audio::Group::GAME); + init_hud_rect_sound_played_ = true; + } + Systems::InitHud::drawBordersAnimated(sdl_.getRenderer(), rect_progress); + } + + if (score_progress > 0.0F) { + Systems::InitHud::drawScoreboardAnimated(text_, buildScoreboard(), score_progress); + } + + if (ship1_progress > 0.0F && match_config_.jugador1_actiu && !ships_[0].isHit()) { + ships_[0].draw(); + } + + if (ship2_progress > 0.0F && match_config_.jugador2_actiu && !ships_[1].isHit()) { + ships_[1].draw(); + } +} + +void GameScene::drawLevelStartState() { + drawMargins(); + drawActiveShipsAlive(); + drawBullets(); + debris_manager_.draw(); + floating_score_manager_.draw(); + drawStageMessage(stage_manager_->getLevelStartMessage()); + drawScoreboard(); +} + +void GameScene::drawPlayingState() { + drawMargins(); + drawActiveShipsAlive(); + drawEnemies(); + drawBullets(); + debris_manager_.draw(); + floating_score_manager_.draw(); + drawScoreboard(); +} + +void GameScene::drawLevelCompletedState() { + drawMargins(); + drawActiveShipsAlive(); + drawBullets(); + debris_manager_.draw(); + floating_score_manager_.draw(); + drawStageMessage(StageSystem::Constants::MISSATGE_LEVEL_COMPLETED); + drawScoreboard(); +} + void GameScene::tocado(uint8_t player_id) { // Death sequence: 3 phases // Phase 1: First call (hit_timer_per_player_[player_id] == 0) - trigger explosion @@ -712,7 +677,7 @@ void GameScene::tocado(uint8_t player_id) { // Phase 3 is handled in update() when hit_timer_per_player_ >= DEATH_DURATION } -void GameScene::dibuixar_marges() const { +void GameScene::drawMargins() const { // Dibuixar rectangle de la zona de juego const SDL_FRect& zona = Defaults::Zones::PLAYAREA; @@ -729,24 +694,24 @@ void GameScene::dibuixar_marges() const { Rendering::linea(sdl_.getRenderer(), x2, y1, x2, y2); // Right } -void GameScene::dibuixar_marcador() { +void GameScene::drawScoreboard() { // Construir text del marcador std::string text = buildScoreboard(); // Parámetros de renderització - const float scale = 0.85F; - const float spacing = 0.0F; + const float SCALE = 0.85F; + const float SPACING = 0.0F; // Calcular centro de la zona del marcador - const SDL_FRect& scoreboard = Defaults::Zones::SCOREBOARD; - float centre_x = scoreboard.w / 2.0F; - float centre_y = scoreboard.y + (scoreboard.h / 2.0F); + const SDL_FRect& scoreboard_zone = Defaults::Zones::SCOREBOARD; + float centre_x = scoreboard_zone.w / 2.0F; + float centre_y = scoreboard_zone.y + (scoreboard_zone.h / 2.0F); // Renderizar centrat - text_.renderCentered(text, {.x = centre_x, .y = centre_y}, scale, spacing); + text_.renderCentered(text, {.x = centre_x, .y = centre_y}, SCALE, SPACING); } -std::string GameScene::buildScoreboard() const { +auto GameScene::buildScoreboard() const -> std::string { // Puntuación P1 (6 dígits) - mostrar zeros si inactiu std::string score_p1; std::string vides_p1; @@ -762,7 +727,7 @@ std::string GameScene::buildScoreboard() const { } // Nivel (2 dígits) - uint8_t stage_num = stage_manager_->get_stage_actual(); + uint8_t stage_num = stage_manager_->getCurrentStage(); std::string stage_str = (stage_num < 10) ? "0" + std::to_string(stage_num) : std::to_string(stage_num); @@ -787,19 +752,19 @@ std::string GameScene::buildScoreboard() const { // [NEW] Stage system helper methods -void GameScene::dibuixar_missatge_stage(const std::string& message) { - constexpr float escala_base = 1.0F; - constexpr float spacing = 2.0F; +void GameScene::drawStageMessage(const std::string& message) { + constexpr float BASE_SCALE = 1.0F; + constexpr float SPACING = 2.0F; const SDL_FRect& play_area = Defaults::Zones::PLAYAREA; - const float max_width = play_area.w * Defaults::Game::STAGE_MESSAGE_MAX_WIDTH_RATIO; + const float MAX_WIDTH = play_area.w * Defaults::Game::STAGE_MESSAGE_MAX_WIDTH_RATIO; // ========== TYPEWRITER EFFECT (PARAMETRIZED) ========== // Get state-specific timing configuration float total_time; float typing_ratio; - if (stage_manager_->get_estat() == StageSystem::EstatStage::LEVEL_START) { + if (stage_manager_->getState() == StageSystem::EstatStage::LEVEL_START) { total_time = Defaults::Game::LEVEL_START_DURATION; typing_ratio = Defaults::Game::LEVEL_START_TYPING_RATIO; } else { // LEVEL_COMPLETED @@ -808,7 +773,7 @@ void GameScene::dibuixar_missatge_stage(const std::string& message) { } // Calculate progress from timer (0.0 at start → 1.0 at end) - float remaining_time = stage_manager_->get_timer_transicio(); + float remaining_time = stage_manager_->getTransitionTimer(); float progress = 1.0F - (remaining_time / total_time); // Determine how many characters to show @@ -832,16 +797,16 @@ void GameScene::dibuixar_missatge_stage(const std::string& message) { // =================================================== // Calculate text width at base scale (using FULL message for position calculation) - float text_width_at_base = text_.get_text_width(message, escala_base, spacing); + float text_width_at_base = Graphics::VectorText::getTextWidth(message, BASE_SCALE, SPACING); // Auto-scale if text exceeds max width - float scale = (text_width_at_base <= max_width) - ? escala_base - : max_width / text_width_at_base; + float scale = (text_width_at_base <= MAX_WIDTH) + ? BASE_SCALE + : MAX_WIDTH / text_width_at_base; // Recalculate dimensions with final scale (using FULL message for centering) - float full_text_width = text_.get_text_width(message, scale, spacing); - float text_height = text_.get_text_height(scale); + float full_text_width = Graphics::VectorText::getTextWidth(message, scale, SPACING); + float text_height = Graphics::VectorText::getTextHeight(scale); // Calculate position as if FULL text was there (for fixed position typewriter) float x = play_area.x + ((play_area.w - full_text_width) / 2.0F); @@ -849,18 +814,18 @@ void GameScene::dibuixar_missatge_stage(const std::string& message) { // Render only the partial message (typewriter effect) Vec2 pos = {.x = x, .y = y}; - text_.render(partial_message, pos, scale, spacing); + text_.render(partial_message, pos, scale, SPACING); } // ======================================== // Helper methods for 2-player support // ======================================== -Vec2 GameScene::obtenir_punt_spawn(uint8_t player_id) const { +auto GameScene::getSpawnPoint(uint8_t player_id) const -> Vec2 { const SDL_FRect& zona = Defaults::Zones::PLAYAREA; float x_ratio; - if (match_config_.es_un_jugador()) { + if (match_config_.isSinglePlayer()) { // Un sol player: spawn al centro (50%) x_ratio = 0.5F; } else { @@ -875,7 +840,7 @@ Vec2 GameScene::obtenir_punt_spawn(uint8_t player_id) const { .y = zona.y + (zona.h * Defaults::Game::SPAWN_Y_RATIO)}; } -void GameScene::disparar_bala(uint8_t player_id) { +void GameScene::fireBullet(uint8_t player_id) { // Verificar que el player está vivo if (hit_timer_per_player_[player_id] > 0.0F) { return; @@ -899,49 +864,49 @@ void GameScene::disparar_bala(uint8_t player_id) { // Buscar primera bullet inactiva en el pool del player int start_idx = player_id * 3; // P1=[0,1,2], P2=[3,4,5] for (int i = start_idx; i < start_idx + 3; i++) { - if (!bullets_[i].esta_activa()) { + if (!bullets_[i].isActive()) { bullets_[i].disparar(posicio_dispar, ship_angle, player_id); break; } } } -void GameScene::dibuixar_continue() { +void GameScene::drawContinue() { const SDL_FRect& play_area = Defaults::Zones::PLAYAREA; - constexpr float spacing = 4.0F; + constexpr float SPACING = 4.0F; // "CONTINUE" text (using constants) - const std::string continue_text = "CONTINUE"; + const std::string CONTINUE_TEXT = "CONTINUE"; float escala_continue = Defaults::Game::ContinueScreen::CONTINUE_TEXT_SCALE; float y_ratio_continue = Defaults::Game::ContinueScreen::CONTINUE_TEXT_Y_RATIO; float centre_x = play_area.x + (play_area.w / 2.0F); float centre_y_continue = play_area.y + (play_area.h * y_ratio_continue); - text_.renderCentered(continue_text, {.x = centre_x, .y = centre_y_continue}, escala_continue, spacing); + text_.renderCentered(CONTINUE_TEXT, {.x = centre_x, .y = centre_y_continue}, escala_continue, SPACING); // Countdown number (using constants) - const std::string counter_str = std::to_string(continue_counter_); + const std::string COUNTER_STR = std::to_string(continue_counter_); float escala_counter = Defaults::Game::ContinueScreen::COUNTER_TEXT_SCALE; float y_ratio_counter = Defaults::Game::ContinueScreen::COUNTER_TEXT_Y_RATIO; float centre_y_counter = play_area.y + (play_area.h * y_ratio_counter); - text_.renderCentered(counter_str, {.x = centre_x, .y = centre_y_counter}, escala_counter, spacing); + text_.renderCentered(COUNTER_STR, {.x = centre_x, .y = centre_y_counter}, escala_counter, SPACING); // "CONTINUES LEFT" (conditional + using constants) if (!Defaults::Game::INFINITE_CONTINUES) { - const std::string continues_text = "CONTINUES LEFT: " + std::to_string(Defaults::Game::MAX_CONTINUES - continues_used_); + const std::string CONTINUES_TEXT = "CONTINUES LEFT: " + std::to_string(Defaults::Game::MAX_CONTINUES - continues_used_); float escala_info = Defaults::Game::ContinueScreen::INFO_TEXT_SCALE; float y_ratio_info = Defaults::Game::ContinueScreen::INFO_TEXT_Y_RATIO; float centre_y_info = play_area.y + (play_area.h * y_ratio_info); - text_.renderCentered(continues_text, {.x = centre_x, .y = centre_y_info}, escala_info, spacing); + text_.renderCentered(CONTINUES_TEXT, {.x = centre_x, .y = centre_y_info}, escala_info, SPACING); } } -void GameScene::unir_jugador(uint8_t player_id) { +void GameScene::joinPlayer(uint8_t player_id) { // Activate player if (player_id == 0) { match_config_.jugador1_actiu = true; @@ -955,7 +920,7 @@ void GameScene::unir_jugador(uint8_t player_id) { hit_timer_per_player_[player_id] = 0.0F; // Spawn with invulnerability - Vec2 spawn_pos = obtenir_punt_spawn(player_id); + Vec2 spawn_pos = getSpawnPoint(player_id); ships_[player_id].init(&spawn_pos, true); // No visual message, just spawn (per user requirement) diff --git a/source/game/scenes/game_scene.hpp b/source/game/scenes/game_scene.hpp index d460789..4223b1c 100644 --- a/source/game/scenes/game_scene.hpp +++ b/source/game/scenes/game_scene.hpp @@ -61,7 +61,9 @@ class GameScene final : public Scene { // Estat del juego std::array ships_; // [0]=P1, [1]=P2 std::array enemies_; - std::array bullets_; // 6 balas: P1=[0,1,2], P2=[3,4,5] + // 6 balas: P1=[0,1,2], P2=[3,4,5]. El cast a size_t evita la + // widening conversion implícita que detecta clang-tidy. + std::array(Constants::MAX_BALES) * 2> bullets_; std::array hit_timer_per_player_; // Death timers per player (seconds) // Lives and game over system @@ -82,24 +84,36 @@ class GameScene final : public Scene { std::unique_ptr stage_manager_; // Control de sons de animación INIT_HUD - bool init_hud_rect_sound_played_; // Flag para evitar repetir sonido del rectángulo + bool init_hud_rect_sound_played_{false}; // Flag para evitar repetir sonido del rectángulo // Funciones privades void tocado(uint8_t player_id); - void dibuixar_marges() const; // Dibuixar vores de la zona de juego - void dibuixar_marcador(); // Dibuixar marcador de puntuación - void disparar_bala(uint8_t player_id); // Shoot bullet from player - [[nodiscard]] Vec2 obtenir_punt_spawn(uint8_t player_id) const; // Get spawn position for player + void drawMargins() const; // Dibuixar vores de la zona de juego + void drawScoreboard(); // Dibuixar marcador de puntuación + void fireBullet(uint8_t player_id); // Shoot bullet from player + [[nodiscard]] auto getSpawnPoint(uint8_t player_id) const -> Vec2; // Get spawn position for player // [NEW] Continue & Join system - void unir_jugador(uint8_t player_id); // Join inactive player mid-game - void dibuixar_continue(); // Draw continue screen + void joinPlayer(uint8_t player_id); // Join inactive player mid-game + void drawContinue(); // Draw continue screen // [NEW] Stage system helpers - void dibuixar_missatge_stage(const std::string& message); + void drawStageMessage(const std::string& message); + + // Helpers de renderitzat (extracció de draw() per reduir complexitat). + // Cadascun gestiona un bloc concret; draw() només despatxa segons l'estat. + void drawEnemies() const; + void drawBullets() const; + void drawActiveShipsAlive() const; + void drawContinueState(); + void drawGameOverState(); + void drawInitHudState(); + void drawLevelStartState(); + void drawPlayingState(); + void drawLevelCompletedState(); // [NEW] Función helper del marcador - [[nodiscard]] std::string buildScoreboard() const; + [[nodiscard]] auto buildScoreboard() const -> std::string; // Sub-pasos de update() (descompuestos en Fase 9d para reducir // complejidad cognitiva; cada uno es responsable de una sección). @@ -109,10 +123,10 @@ class GameScene final : public Scene { // Devuelven true si el frame debe salir tras esta sección. [[nodiscard]] auto stepContinueScreen(float delta_time) -> bool; [[nodiscard]] auto stepGameOver(float delta_time) -> bool; - // Avanza el death timer / respawn / transition a CONTINUE. Devuelve - // true si algun jugador está en secuencia de muerte (para que el - // caller actualice efectos sin gameplay). - [[nodiscard]] auto stepDeathSequence(float delta_time) -> bool; + // Avanza el death timer / respawn / transición a CONTINUE. Si algún + // jugador está en secuencia de muerte, también actualiza efectos + // (enemigos, balas, debris) que siguen vivos en el escenario. + void stepDeathSequence(float delta_time); void stepStageStateMachine(float delta_time); void runStageInitHud(float delta_time); void runStageLevelStart(float delta_time); diff --git a/source/game/scenes/logo_scene.cpp b/source/game/scenes/logo_scene.cpp index 3914da3..5166bc3 100644 --- a/source/game/scenes/logo_scene.cpp +++ b/source/game/scenes/logo_scene.cpp @@ -22,7 +22,7 @@ using Option = SceneContext::Option; // Helper: calcular el progrés individual de una lletra // en función del progrés global (efecte seqüencial) -static float calcular_progress_letra(size_t letra_index, size_t num_letras, float global_progress, float threshold) { +static auto computeLetterProgress(size_t letra_index, size_t num_letras, float global_progress, float threshold) -> float { if (num_letras == 0) { return 1.0F; } @@ -46,11 +46,9 @@ static float calcular_progress_letra(size_t letra_index, size_t num_letras, floa LogoScene::LogoScene(SDLManager& sdl, SceneContext& context) : sdl_(sdl), context_(context), - estat_actual_(AnimationState::PRE_ANIMATION), - temps_estat_actual_(0.0F), - debris_manager_(std::make_unique(sdl.getRenderer())), - lletra_explosio_index_(0), - temps_des_ultima_explosio_(0.0F) { + + debris_manager_(std::make_unique(sdl.getRenderer())) + { std::cout << "SceneType Logo: Inicialitzant...\n"; // Consumir opciones (LOGO no processa opciones actualment) @@ -58,7 +56,7 @@ LogoScene::LogoScene(SDLManager& sdl, SceneContext& context) (void)option; // Suprimir warning so_reproduit_.fill(false); // Inicialitzar seguiment de sons - inicialitzar_lletres(); + initLetters(); } LogoScene::~LogoScene() { @@ -77,7 +75,7 @@ void LogoScene::handleEvent(const SDL_Event& event) { (void)event; } -void LogoScene::inicialitzar_lletres() { +void LogoScene::initLetters() { using namespace Graphics; // Llista de archivos .shp (A repetida para las dues A's) @@ -106,7 +104,7 @@ void LogoScene::inicialitzar_lletres() { float min_x = FLT_MAX; float max_x = -FLT_MAX; - for (const auto& prim : shape->get_primitives()) { + for (const auto& prim : shape->getPrimitives()) { for (const auto& point : prim.points) { min_x = std::min(min_x, point.x); max_x = std::max(max_x, point.x); @@ -156,7 +154,7 @@ void LogoScene::inicialitzar_lletres() { << " lletres carregades, ancho total: " << ancho_total << " px\n"; } -void LogoScene::canviar_estat(AnimationState nou_estat) { +void LogoScene::changeState(AnimationState nou_estat) { estat_actual_ = nou_estat; temps_estat_actual_ = 0.0F; // Reset time @@ -181,12 +179,12 @@ void LogoScene::canviar_estat(AnimationState nou_estat) { << "\n"; } -bool LogoScene::totes_lletres_completes() const { +auto LogoScene::allLettersComplete() const -> bool { // Cuando global_progress = 1.0, todas las lletres tenen letra_progress = 1.0 return temps_estat_actual_ >= DURACIO_ZOOM; } -void LogoScene::actualitzar_explosions(float delta_time) { +void LogoScene::updateExplosions(float delta_time) { temps_des_ultima_explosio_ += delta_time; // Comprovar si es el moment de explode la següent lletra @@ -213,7 +211,7 @@ void LogoScene::actualitzar_explosions(float delta_time) { temps_des_ultima_explosio_ = 0.0F; } else { // Todas las lletres han explotat, transición a POST_EXPLOSION - canviar_estat(AnimationState::POST_EXPLOSION); + changeState(AnimationState::POST_EXPLOSION); } } } @@ -224,7 +222,7 @@ void LogoScene::update(float delta_time) { switch (estat_actual_) { case AnimationState::PRE_ANIMATION: if (temps_estat_actual_ >= DURACIO_PRE) { - canviar_estat(AnimationState::ANIMATION); + changeState(AnimationState::ANIMATION); } break; @@ -234,7 +232,7 @@ void LogoScene::update(float delta_time) { for (size_t i = 0; i < lletres_.size() && i < so_reproduit_.size(); i++) { if (!so_reproduit_[i]) { - float letra_progress = calcular_progress_letra( + float letra_progress = computeLetterProgress( i, lletres_.size(), global_progress, @@ -248,20 +246,20 @@ void LogoScene::update(float delta_time) { } } - if (totes_lletres_completes()) { - canviar_estat(AnimationState::POST_ANIMATION); + if (allLettersComplete()) { + changeState(AnimationState::POST_ANIMATION); } break; } case AnimationState::POST_ANIMATION: if (temps_estat_actual_ >= DURACIO_POST_ANIMATION) { - canviar_estat(AnimationState::EXPLOSION); + changeState(AnimationState::EXPLOSION); } break; case AnimationState::EXPLOSION: - actualitzar_explosions(delta_time); + updateExplosions(delta_time); break; case AnimationState::POST_EXPLOSION: @@ -302,7 +300,7 @@ void LogoScene::draw() { for (size_t i = 0; i < lletres_.size(); i++) { const auto& lletra = lletres_[i]; - float letra_progress = calcular_progress_letra( + float letra_progress = computeLetterProgress( i, lletres_.size(), global_progress, @@ -323,7 +321,7 @@ void LogoScene::draw() { float current_scale = ESCALA_INICIAL + ((ESCALA_FINAL - ESCALA_INICIAL) * ease_factor); - Rendering::render_shape( + Rendering::renderShape( sdl_.getRenderer(), lletra.shape, pos_actual, @@ -346,7 +344,7 @@ void LogoScene::draw() { if (!explotades.contains(i)) { const auto& lletra = lletres_[i]; - Rendering::render_shape( + Rendering::renderShape( sdl_.getRenderer(), lletra.shape, lletra.position, diff --git a/source/game/scenes/logo_scene.hpp b/source/game/scenes/logo_scene.hpp index 1609f86..418d1b2 100644 --- a/source/game/scenes/logo_scene.hpp +++ b/source/game/scenes/logo_scene.hpp @@ -7,12 +7,12 @@ #include #include +#include #include #include #include "core/defaults.hpp" #include "core/graphics/shape.hpp" -#include "core/input/input_types.hpp" #include "core/rendering/sdl_manager.hpp" #include "core/system/scene.hpp" #include "core/system/scene_context.hpp" @@ -32,7 +32,7 @@ class LogoScene final : public Scene { private: // Màquina de estats per l'animación - enum class AnimationState { + enum class AnimationState : std::uint8_t { PRE_ANIMATION, // Pantalla negra inicial ANIMATION, // Animación de zoom de lletres POST_ANIMATION, // Logo complet visible @@ -42,16 +42,16 @@ class LogoScene final : public Scene { SDLManager& sdl_; SceneManager::SceneContext& context_; - AnimationState estat_actual_; // Estat actual de la màquina + AnimationState estat_actual_{AnimationState::PRE_ANIMATION}; // Estat actual de la màquina float - temps_estat_actual_; // Temps en l'state actual (reset en cada transición) + temps_estat_actual_{0.0F}; // Temps en l'state actual (reset en cada transición) // Gestor de fragments de explosions std::unique_ptr debris_manager_; // Seguiment de explosions seqüencials - size_t lletra_explosio_index_; // Índex de la següent lletra a explode - float temps_des_ultima_explosio_; // Temps desde l'última explosión + size_t lletra_explosio_index_{0}; // Índex de la següent lletra a explode + float temps_des_ultima_explosio_{0.0F}; // Temps desde l'última explosión std::vector ordre_explosio_; // Ordre aleatori de índexs de lletres // Estructura para cada lletra del logo @@ -84,11 +84,12 @@ class LogoScene final : public Scene { static constexpr float ORIGEN_ZOOM_Y = Defaults::Game::HEIGHT * 0.4F; // Vec2 inicial Y del zoom // Métodos privats - void inicialitzar_lletres(); - void actualitzar_explosions(float delta_time); - auto checkSkipButtonPressed() -> bool; + void initLetters(); + void updateExplosions(float delta_time); + // Estático: solo consulta Input (singleton), no estado de la escena. + static auto checkSkipButtonPressed() -> bool; // Métodos de gestió de estats - void canviar_estat(AnimationState nou_estat); - [[nodiscard]] bool totes_lletres_completes() const; + void changeState(AnimationState nou_estat); + [[nodiscard]] auto allLettersComplete() const -> bool; }; diff --git a/source/game/scenes/title_scene.cpp b/source/game/scenes/title_scene.cpp index 7ba4ae9..1c76878 100644 --- a/source/game/scenes/title_scene.cpp +++ b/source/game/scenes/title_scene.cpp @@ -11,6 +11,7 @@ #include #include "core/audio/audio.hpp" +#include "core/defaults.hpp" #include "core/graphics/shape_loader.hpp" #include "core/input/input.hpp" #include "core/rendering/shape_renderer.hpp" @@ -25,13 +26,8 @@ using Option = SceneContext::Option; TitleScene::TitleScene(SDLManager& sdl, SceneContext& context) : sdl_(sdl), context_(context), - text_(sdl.getRenderer()), - estat_actual_(TitleState::STARFIELD_FADE_IN), - temps_acumulat_(0.0F), - temps_animacio_(0.0F), - temps_estat_main_(0.0F), - animacio_activa_(false), - factor_lerp_(0.0F) { + text_(sdl.getRenderer()) + { std::cout << "SceneType Titol: Inicialitzant...\n"; // Inicialitzar configuración de match (sin player active per defecte) @@ -69,10 +65,10 @@ TitleScene::TitleScene(SDLManager& sdl, SceneContext& context) // Brightness depèn de l'opción if (estat_actual_ == TitleState::MAIN) { // Si saltem a MAIN, starfield instantàniament brillant - starfield_->set_brightness(BRIGHTNESS_STARFIELD); + starfield_->setBrightness(BRIGHTNESS_STARFIELD); } else { // Flux normal: comença con brightness 0.0 per fade-in - starfield_->set_brightness(0.0F); + starfield_->setBrightness(0.0F); } // Inicialitzar animador de naves 3D @@ -81,15 +77,15 @@ TitleScene::TitleScene(SDLManager& sdl, SceneContext& context) if (estat_actual_ == TitleState::MAIN) { // Jump to MAIN: empezar entrada inmediatamente - ship_animator_->set_visible(true); - ship_animator_->start_entry_animation(); + ship_animator_->setVisible(true); + ship_animator_->startEntryAnimation(); } else { // Flux normal: NO empezar entrada todavía (esperaran a MAIN) - ship_animator_->set_visible(false); + ship_animator_->setVisible(false); } // Inicialitzar lletres del título "ORNI ATTACK!" - inicialitzar_titol(); + initTitle(); // Logo JAILGAMES pequeño sobre el copyright inferior. inicialitzarJailgames(); @@ -105,7 +101,7 @@ TitleScene::~TitleScene() { Audio::get()->stopMusic(); } -void TitleScene::inicialitzar_titol() { +void TitleScene::initTitle() { using namespace Graphics; // === LÍNIA 1: "ORNI" === @@ -131,7 +127,7 @@ void TitleScene::inicialitzar_titol() { float min_y = FLT_MAX; float max_y = -FLT_MAX; - for (const auto& prim : shape->get_primitives()) { + for (const auto& prim : shape->getPrimitives()) { for (const auto& point : prim.points) { min_x = std::min(min_x, point.x); max_x = std::max(max_x, point.x); @@ -205,7 +201,7 @@ void TitleScene::inicialitzar_titol() { float min_y = FLT_MAX; float max_y = -FLT_MAX; - for (const auto& prim : shape->get_primitives()) { + for (const auto& prim : shape->getPrimitives()) { for (const auto& point : prim.points) { min_x = std::min(min_x, point.x); max_x = std::max(max_x, point.x); @@ -289,7 +285,7 @@ void TitleScene::inicialitzarJailgames() { float max_x = -FLT_MAX; float min_y = FLT_MAX; float max_y = -FLT_MAX; - for (const auto& prim : shape->get_primitives()) { + for (const auto& prim : shape->getPrimitives()) { for (const auto& point : prim.points) { min_x = std::min(min_x, point.x); max_x = std::max(max_x, point.x); @@ -331,7 +327,7 @@ void TitleScene::inicialitzarJailgames() { void TitleScene::dibuixarPeuTitol(float spacing) const { // Logo JAILGAMES pequeño sobre el copyright. for (const auto& lletra : lletres_jailgames_) { - Rendering::render_shape(sdl_.getRenderer(), lletra.shape, + Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::JAILGAMES_SCALE, 1.0F); @@ -370,184 +366,204 @@ void TitleScene::update(float delta_time) { } switch (estat_actual_) { - case TitleState::STARFIELD_FADE_IN: { - temps_acumulat_ += delta_time; - - // Calcular progrés del fade (0.0 → 1.0) - float progress = std::min(1.0F, temps_acumulat_ / DURACIO_FADE_IN); - - // Lerp brightness de 0.0 a BRIGHTNESS_STARFIELD - float brightness_actual = progress * BRIGHTNESS_STARFIELD; - starfield_->set_brightness(brightness_actual); - - // Transición a STARFIELD cuando el fade es completa - if (temps_acumulat_ >= DURACIO_FADE_IN) { - estat_actual_ = TitleState::STARFIELD; - temps_acumulat_ = 0.0F; // Reset timer per al següent state - starfield_->set_brightness(BRIGHTNESS_STARFIELD); // Assegurar value final - } + case TitleState::STARFIELD_FADE_IN: + updateStarfieldFadeInState(delta_time); break; - } - case TitleState::STARFIELD: - temps_acumulat_ += delta_time; - if (temps_acumulat_ >= DURACIO_INIT) { - estat_actual_ = TitleState::MAIN; - temps_estat_main_ = 0.0F; // Reset timer al entrar a MAIN - animacio_activa_ = false; // Comença estàtic - factor_lerp_ = 0.0F; // Sin animación aún - - // Naves esperaran ENTRANCE_DELAY antes de entrar (no start aquí) - } + updateStarfieldState(delta_time); break; - - case TitleState::MAIN: { - temps_estat_main_ += delta_time; - - // Iniciar animación de entrada de naves después del delay - if (temps_estat_main_ >= Defaults::Title::Ships::ENTRANCE_DELAY) { - if (ship_animator_ && !ship_animator_->is_visible()) { - ship_animator_->set_visible(true); - ship_animator_->start_entry_animation(); - } - } - - // Fase 1: Estàtic (0-10s) - if (temps_estat_main_ < DELAY_INICI_ANIMACIO) { - factor_lerp_ = 0.0F; - animacio_activa_ = false; - } - // Fase 2: Lerp (10-12s) - else if (temps_estat_main_ < DELAY_INICI_ANIMACIO + DURACIO_LERP) { - float temps_lerp = temps_estat_main_ - DELAY_INICI_ANIMACIO; - factor_lerp_ = temps_lerp / DURACIO_LERP; // 0.0 → 1.0 linealment - animacio_activa_ = true; - } - // Fase 3: Animación completa (12s+) - else { - factor_lerp_ = 1.0F; - animacio_activa_ = true; - } - - // Actualitzar animación del logo - actualitzar_animacio_logo(delta_time); + case TitleState::MAIN: + updateMainState(delta_time); break; - } - case TitleState::PLAYER_JOIN_PHASE: - temps_acumulat_ += delta_time; - - // Continuar animación orbital durante la transición - actualitzar_animacio_logo(delta_time); - - // [NOU] Continuar comprovant si l'altre player quiere unir-se durante la transición ("late join") - { - bool p1_actiu_abans = match_config_.jugador1_actiu; - bool p2_actiu_abans = match_config_.jugador2_actiu; - - if (checkStartGameButtonPressed()) { - // Updates match_config_ if pressed, logs are in the method - context_.setMatchConfig(match_config_); - - // Trigger animación de salida per la ship que acaba de unir-se - if (ship_animator_) { - if (match_config_.jugador1_actiu && !p1_actiu_abans) { - ship_animator_->trigger_exit_animation_for_player(1); - std::cout << "[TitleScene] P1 late join - ship exiting\n"; - } - if (match_config_.jugador2_actiu && !p2_actiu_abans) { - ship_animator_->trigger_exit_animation_for_player(2); - std::cout << "[TitleScene] P2 late join - ship exiting\n"; - } - } - - // Reproducir so de START cuando el segon player s'uneix - Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME); - - // Reiniciar el timer per allargar el time de transición - temps_acumulat_ = 0.0F; - - std::cout << "[TitleScene] Segon player s'ha unit - so i timer reiniciats\n"; - } - } - - if (temps_acumulat_ >= DURACIO_TRANSITION) { - // Transición a pantalla negra - estat_actual_ = TitleState::BLACK_SCREEN; - temps_acumulat_ = 0.0F; - std::cout << "[TitleScene] Passant a BLACK_SCREEN\n"; - } + updatePlayerJoinPhaseState(delta_time); break; - case TitleState::BLACK_SCREEN: - temps_acumulat_ += delta_time; - - // No animation, no input checking - just wait - if (temps_acumulat_ >= DURACIO_BLACK_SCREEN) { - // Transición a escena GAME (el Director detecta isFinished()). - context_.setNextScene(SceneType::GAME); - std::cout << "[TitleScene] Canviant a escena GAME\n"; - } + updateBlackScreenState(delta_time); break; } - // Verificar botones de skip (FIRE/THRUST/START) para saltar escenas ANTES de MAIN - if (estat_actual_ == TitleState::STARFIELD_FADE_IN || estat_actual_ == TitleState::STARFIELD) { - if (checkSkipButtonPressed()) { - // Saltar a MAIN - estat_actual_ = TitleState::MAIN; - starfield_->set_brightness(BRIGHTNESS_STARFIELD); - temps_estat_main_ = 0.0F; + handleSkipInput(); + handleStartInput(); +} - // Naves esperaran ENTRANCE_DELAY antes de entrar (no start aquí) - } - } +void TitleScene::updateStarfieldFadeInState(float delta_time) { + temps_acumulat_ += delta_time; - // Verificar boton START para start match desde MAIN - if (estat_actual_ == TitleState::MAIN) { - // Guardar state anterior per detectar qui ha premut START AQUEST frame - bool p1_actiu_abans = match_config_.jugador1_actiu; - bool p2_actiu_abans = match_config_.jugador2_actiu; + // Calcular progrés del fade (0.0 → 1.0) + float progress = std::min(1.0F, temps_acumulat_ / DURACIO_FADE_IN); - if (checkStartGameButtonPressed()) { - // Si START es prem durante el delay (naves aún invisibles), saltar-las a FLOATING - if (ship_animator_ && !ship_animator_->is_visible()) { - ship_animator_->set_visible(true); - ship_animator_->skip_to_floating_state(); - } + // Lerp brightness de 0.0 a BRIGHTNESS_STARFIELD + float brightness_actual = progress * BRIGHTNESS_STARFIELD; + starfield_->setBrightness(brightness_actual); - // Configurar match antes de canviar de escena - context_.setMatchConfig(match_config_); - std::cout << "[TitleScene] Configuración de match - P1: " - << (match_config_.jugador1_actiu ? "ACTIU" : "INACTIU") - << ", P2: " - << (match_config_.jugador2_actiu ? "ACTIU" : "INACTIU") - << '\n'; - - // El setNextScene a GAME se hace al final de BLACK_SCREEN para no - // saltar la animación de salida (isFinished() lo recoge entonces). - estat_actual_ = TitleState::PLAYER_JOIN_PHASE; - temps_acumulat_ = 0.0F; - - // Trigger animación de salida NOMÉS per las naves que han premut START - if (ship_animator_) { - if (match_config_.jugador1_actiu && !p1_actiu_abans) { - ship_animator_->trigger_exit_animation_for_player(1); - std::cout << "[TitleScene] P1 ship exiting\n"; - } - if (match_config_.jugador2_actiu && !p2_actiu_abans) { - ship_animator_->trigger_exit_animation_for_player(2); - std::cout << "[TitleScene] P2 ship exiting\n"; - } - } - - Audio::get()->fadeOutMusic(MUSIC_FADE); - Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME); - } + // Transición a STARFIELD cuando el fade es completa + if (temps_acumulat_ >= DURACIO_FADE_IN) { + estat_actual_ = TitleState::STARFIELD; + temps_acumulat_ = 0.0F; // Reset timer per al següent state + starfield_->setBrightness(BRIGHTNESS_STARFIELD); // Assegurar value final } } -void TitleScene::actualitzar_animacio_logo(float delta_time) { +void TitleScene::updateStarfieldState(float delta_time) { + temps_acumulat_ += delta_time; + if (temps_acumulat_ >= DURACIO_INIT) { + estat_actual_ = TitleState::MAIN; + temps_estat_main_ = 0.0F; // Reset timer al entrar a MAIN + animacio_activa_ = false; // Comença estàtic + factor_lerp_ = 0.0F; // Sin animación aún + + // Naves esperaran ENTRANCE_DELAY antes de entrar (no start aquí) + } +} + +void TitleScene::updateMainState(float delta_time) { + temps_estat_main_ += delta_time; + + // Iniciar animación de entrada de naves después del delay + if (temps_estat_main_ >= Defaults::Title::Ships::ENTRANCE_DELAY && + ship_animator_ && !ship_animator_->isVisible()) { + ship_animator_->setVisible(true); + ship_animator_->startEntryAnimation(); + } + + // Fase 1: Estàtic (0-10s) + if (temps_estat_main_ < DELAY_INICI_ANIMACIO) { + factor_lerp_ = 0.0F; + animacio_activa_ = false; + } + // Fase 2: Lerp (10-12s) + else if (temps_estat_main_ < DELAY_INICI_ANIMACIO + DURACIO_LERP) { + float temps_lerp = temps_estat_main_ - DELAY_INICI_ANIMACIO; + factor_lerp_ = temps_lerp / DURACIO_LERP; // 0.0 → 1.0 linealment + animacio_activa_ = true; + } + // Fase 3: Animación completa (12s+) + else { + factor_lerp_ = 1.0F; + animacio_activa_ = true; + } + + // Actualitzar animación del logo + updateLogoAnimation(delta_time); +} + +void TitleScene::updatePlayerJoinPhaseState(float delta_time) { + temps_acumulat_ += delta_time; + + // Continuar animación orbital durante la transición + updateLogoAnimation(delta_time); + + // [NOU] Continuar comprovant si l'altre player quiere unir-se durante la transición ("late join") + bool p1_actiu_abans = match_config_.jugador1_actiu; + bool p2_actiu_abans = match_config_.jugador2_actiu; + + if (checkStartGameButtonPressed()) { + // Updates match_config_ if pressed, logs are in the method + context_.setMatchConfig(match_config_); + + // Trigger animación de salida per la ship que acaba de unir-se + triggerExitForJoinedPlayers(p1_actiu_abans, p2_actiu_abans, "late join - "); + + // Reproducir so de START cuando el segon player s'uneix + Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME); + + // Reiniciar el timer per allargar el time de transición + temps_acumulat_ = 0.0F; + + std::cout << "[TitleScene] Segon player s'ha unit - so i timer reiniciats\n"; + } + + if (temps_acumulat_ >= DURACIO_TRANSITION) { + // Transición a pantalla negra + estat_actual_ = TitleState::BLACK_SCREEN; + temps_acumulat_ = 0.0F; + std::cout << "[TitleScene] Passant a BLACK_SCREEN\n"; + } +} + +void TitleScene::updateBlackScreenState(float delta_time) { + temps_acumulat_ += delta_time; + + // No animation, no input checking - just wait + if (temps_acumulat_ >= DURACIO_BLACK_SCREEN) { + // Transición a escena GAME (el Director detecta isFinished()). + context_.setNextScene(SceneType::GAME); + std::cout << "[TitleScene] Canviant a escena GAME\n"; + } +} + +void TitleScene::handleSkipInput() { + // Verificar botones de skip (FIRE/THRUST/START) para saltar escenas ANTES de MAIN + if (estat_actual_ != TitleState::STARFIELD_FADE_IN && estat_actual_ != TitleState::STARFIELD) { + return; + } + if (!checkSkipButtonPressed()) { + return; + } + // Saltar a MAIN + estat_actual_ = TitleState::MAIN; + starfield_->setBrightness(BRIGHTNESS_STARFIELD); + temps_estat_main_ = 0.0F; + // Naves esperaran ENTRANCE_DELAY antes de entrar (no start aquí) +} + +void TitleScene::handleStartInput() { + // Verificar boton START para start match desde MAIN + if (estat_actual_ != TitleState::MAIN) { + return; + } + + // Guardar state anterior per detectar qui ha premut START AQUEST frame + bool p1_actiu_abans = match_config_.jugador1_actiu; + bool p2_actiu_abans = match_config_.jugador2_actiu; + + if (!checkStartGameButtonPressed()) { + return; + } + + // Si START es prem durante el delay (naves aún invisibles), saltar-las a FLOATING + if (ship_animator_ && !ship_animator_->isVisible()) { + ship_animator_->setVisible(true); + ship_animator_->skipToFloatingState(); + } + + // Configurar match antes de canviar de escena + context_.setMatchConfig(match_config_); + std::cout << "[TitleScene] Configuración de match - P1: " + << (match_config_.jugador1_actiu ? "ACTIU" : "INACTIU") + << ", P2: " + << (match_config_.jugador2_actiu ? "ACTIU" : "INACTIU") + << '\n'; + + // El setNextScene a GAME se hace al final de BLACK_SCREEN para no + // saltar la animación de salida (isFinished() lo recoge entonces). + estat_actual_ = TitleState::PLAYER_JOIN_PHASE; + temps_acumulat_ = 0.0F; + + // Trigger animación de salida NOMÉS per las naves que han premut START + triggerExitForJoinedPlayers(p1_actiu_abans, p2_actiu_abans, ""); + + Audio::get()->fadeOutMusic(MUSIC_FADE); + Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME); +} + +void TitleScene::triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_active, + const char* log_prefix) { + if (ship_animator_ == nullptr) { + return; + } + if (match_config_.jugador1_actiu && !p1_was_active) { + ship_animator_->triggerExitAnimationForPlayer(1); + std::cout << "[TitleScene] P1 " << log_prefix << "ship exiting\n"; + } + if (match_config_.jugador2_actiu && !p2_was_active) { + ship_animator_->triggerExitAnimationForPlayer(2); + std::cout << "[TitleScene] P2 " << log_prefix << "ship exiting\n"; + } +} + +void TitleScene::updateLogoAnimation(float delta_time) { // Solo calcular i aplicar offsets si l'animación está activa if (animacio_activa_) { // Acumular time escalat @@ -623,7 +639,7 @@ void TitleScene::draw() { pos_shadow.x = posicions_originals_orni_[i].x + static_cast(std::round(shadow_offset_x)); pos_shadow.y = posicions_originals_orni_[i].y + static_cast(std::round(shadow_offset_y)); - Rendering::render_shape( + Rendering::renderShape( sdl_.getRenderer(), lletres_orni_[i].shape, pos_shadow, @@ -640,7 +656,7 @@ void TitleScene::draw() { pos_shadow.x = posicions_originals_attack_[i].x + static_cast(std::round(shadow_offset_x)); pos_shadow.y = posicions_originals_attack_[i].y + static_cast(std::round(shadow_offset_y)); - Rendering::render_shape( + Rendering::renderShape( sdl_.getRenderer(), lletres_attack_[i].shape, pos_shadow, @@ -655,7 +671,7 @@ void TitleScene::draw() { // Dibuixar "ORNI" (línia 1) for (const auto& lletra : lletres_orni_) { - Rendering::render_shape( + Rendering::renderShape( sdl_.getRenderer(), lletra.shape, lletra.position, @@ -667,7 +683,7 @@ void TitleScene::draw() { // Dibuixar "ATTACK!" (línia 2) for (const auto& lletra : lletres_attack_) { - Rendering::render_shape( + Rendering::renderShape( sdl_.getRenderer(), lletra.shape, lletra.position, @@ -681,7 +697,7 @@ void TitleScene::draw() { // En state MAIN: siempre visible // En state TRANSITION: parpellejant (blink con sinusoide) - const float spacing = Defaults::Title::Layout::TEXT_SPACING; + const float SPACING = Defaults::Title::Layout::TEXT_SPACING; bool mostrar_text = true; if (estat_actual_ == TitleState::PLAYER_JOIN_PHASE) { @@ -691,16 +707,16 @@ void TitleScene::draw() { } if (mostrar_text) { - const std::string main_text = "PRESS START TO PLAY"; - const float escala_main = Defaults::Title::Layout::PRESS_START_SCALE; + const std::string MAIN_TEXT = "PRESS START TO PLAY"; + const float MAIN_SCALE = Defaults::Title::Layout::PRESS_START_SCALE; float centre_x = Defaults::Game::WIDTH / 2.0F; float centre_y = Defaults::Game::HEIGHT * Defaults::Title::Layout::PRESS_START_POS; - text_.renderCentered(main_text, {.x = centre_x, .y = centre_y}, escala_main, spacing); + text_.renderCentered(MAIN_TEXT, {.x = centre_x, .y = centre_y}, MAIN_SCALE, SPACING); } - dibuixarPeuTitol(spacing); + dibuixarPeuTitol(SPACING); } } diff --git a/source/game/scenes/title_scene.hpp b/source/game/scenes/title_scene.hpp index 67482f6..cc2efe7 100644 --- a/source/game/scenes/title_scene.hpp +++ b/source/game/scenes/title_scene.hpp @@ -7,10 +7,10 @@ #include #include +#include #include #include -#include "core/defaults.hpp" #include "core/graphics/shape.hpp" #include "core/graphics/starfield.hpp" #include "core/graphics/vector_text.hpp" @@ -39,7 +39,7 @@ class TitleScene final : public Scene { private: // Màquina de estats per la pantalla de título - enum class TitleState { + enum class TitleState : std::uint8_t { STARFIELD_FADE_IN, // Fade-in del starfield (3.0s) STARFIELD, // Pantalla con camp de estrelles (4.0s) MAIN, // Pantalla de título con text (indefinit, hasta START) @@ -62,8 +62,8 @@ class TitleScene final : public Scene { Graphics::VectorText text_; // Sistema de text vectorial std::unique_ptr starfield_; // Camp de estrelles de fons std::unique_ptr ship_animator_; // Naves 3D flotantes - TitleState estat_actual_; // Estat actual de la màquina - float temps_acumulat_; // Temps acumulat per l'state INIT + TitleState estat_actual_{TitleState::STARFIELD_FADE_IN}; // Estat actual de la màquina + float temps_acumulat_{0.0F}; // Temps acumulat per l'state INIT // Lletres del título "ORNI ATTACK!" std::vector lletres_orni_; // Lletres de "ORNI" (línia 1) @@ -74,14 +74,14 @@ class TitleScene final : public Scene { std::vector lletres_jailgames_; // Estat de animación del logo - float temps_animacio_; // Temps acumulat per animación orbital + float temps_animacio_{0.0F}; // Temps acumulat per animación orbital std::vector posicions_originals_orni_; // Posicions originals de "ORNI" std::vector posicions_originals_attack_; // Posicions originals de "ATTACK!" // Estat de arrencada de l'animación - float temps_estat_main_; // Temps acumulat en state MAIN - bool animacio_activa_; // Flag: true cuando animación está activa - float factor_lerp_; // Factor de lerp actual (0.0 → 1.0) + float temps_estat_main_{0.0F}; // Temps acumulat en state MAIN + bool animacio_activa_{false}; // Flag: true cuando animación está activa + float factor_lerp_{0.0F}; // Factor de lerp actual (0.0 → 1.0) // Constants static constexpr float BRIGHTNESS_STARFIELD = 1.2F; // Brightness del starfield (>1.0 = més brillant) @@ -111,10 +111,25 @@ class TitleScene final : public Scene { static constexpr float DURACIO_LERP = 2.0F; // 2s per arribar a amplitud completa // Métodos privats - void actualitzar_animacio_logo(float delta_time); // Actualitza l'animación orbital del logo - auto checkSkipButtonPressed() -> bool; + void updateLogoAnimation(float delta_time); // Actualitza l'animación orbital del logo + // Estático: solo consulta Input (singleton), no estado de la escena. + static auto checkSkipButtonPressed() -> bool; auto checkStartGameButtonPressed() -> bool; - void inicialitzar_titol(); // Carrega i posiciona las lletres del título + void initTitle(); // Carrega i posiciona las lletres del título void inicialitzarJailgames(); // Carrega i posiciona el logo JAILGAMES pequeño void dibuixarPeuTitol(float spacing) const; // Logo JAILGAMES + línia de copyright + + // Sub-pasos de update() (extreure cada state per reduir complexitat). + void updateStarfieldFadeInState(float delta_time); + void updateStarfieldState(float delta_time); + void updateMainState(float delta_time); + void updatePlayerJoinPhaseState(float delta_time); + void updateBlackScreenState(float delta_time); + // Handlers de input globals (independents de l'state actual). + void handleSkipInput(); + void handleStartInput(); + // Helper compartit: dispara l'animación de salida per las naves del player que + // acaba de fer un join "en aquest frame" (jugadorX_actiu == true && !prev). + void triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_active, + const char* log_prefix); }; diff --git a/source/game/stage_system/spawn_controller.cpp b/source/game/stage_system/spawn_controller.cpp index 1435bb4..1aa67b6 100644 --- a/source/game/stage_system/spawn_controller.cpp +++ b/source/game/stage_system/spawn_controller.cpp @@ -3,6 +3,7 @@ #include "spawn_controller.hpp" +#include #include #include #include @@ -15,11 +16,7 @@ namespace StageSystem { -SpawnController::SpawnController() - : config_(nullptr), - temps_transcorregut_(0.0F), - index_spawn_actual_(0), - ship_position_(nullptr) {} +SpawnController::SpawnController() = default; void SpawnController::configure(const StageConfig* config) { config_ = config; @@ -32,7 +29,7 @@ void SpawnController::start() { } reset(); - generar_spawn_events(); + generateSpawnEvents(); std::cout << "[SpawnController] Stage " << static_cast(config_->stage_id) << ": generats " << spawn_queue_.size() << " spawn events" << '\n'; @@ -67,7 +64,7 @@ void SpawnController::update(float delta_time, std::array& orni_array // Find first inactive enemy for (auto& enemy : orni_array) { if (!enemy.isActive()) { - spawn_enemic(enemy, event.type, ship_position_); + spawnEnemy(enemy, event.type, ship_position_); event.spawnejat = true; index_spawn_actual_++; break; @@ -85,25 +82,18 @@ void SpawnController::update(float delta_time, std::array& orni_array } } -bool SpawnController::tots_enemics_spawnejats() const { +auto SpawnController::allEnemiesSpawned() const -> bool { return index_spawn_actual_ >= spawn_queue_.size(); } -bool SpawnController::tots_enemics_destruits(const std::array& orni_array) const { - if (!tots_enemics_spawnejats()) { +auto SpawnController::allEnemiesDestroyed(const std::array& orni_array) const -> bool { + if (!allEnemiesSpawned()) { return false; } - - for (const auto& enemy : orni_array) { - if (enemy.isActive()) { - return false; - } - } - - return true; + return std::ranges::all_of(orni_array, [](const Enemy& enemy) { return !enemy.isActive(); }); } -uint8_t SpawnController::get_enemics_vius(const std::array& orni_array) const { +auto SpawnController::getAliveEnemyCount(const std::array& orni_array) -> uint8_t { uint8_t count = 0; for (const auto& enemy : orni_array) { if (enemy.isActive()) { @@ -113,11 +103,11 @@ uint8_t SpawnController::get_enemics_vius(const std::array& orni_arra return count; } -uint8_t SpawnController::get_enemics_spawnejats() const { +auto SpawnController::countSpawnedEnemies() const -> uint8_t { return static_cast(index_spawn_actual_); } -void SpawnController::generar_spawn_events() { +void SpawnController::generateSpawnEvents() { if (config_ == nullptr) { return; } @@ -126,13 +116,13 @@ void SpawnController::generar_spawn_events() { float spawn_time = config_->config_spawn.delay_inicial + (i * config_->config_spawn.interval_spawn); - EnemyType type = seleccionar_tipus_aleatori(); + EnemyType type = selectRandomType(); spawn_queue_.push_back({spawn_time, type, false}); } } -EnemyType SpawnController::seleccionar_tipus_aleatori() const { +auto SpawnController::selectRandomType() const -> EnemyType { if (config_ == nullptr) { return EnemyType::PENTAGON; } @@ -149,15 +139,15 @@ EnemyType SpawnController::seleccionar_tipus_aleatori() const { return EnemyType::MOLINILLO; } -void SpawnController::spawn_enemic(Enemy& enemy, EnemyType type, const Vec2* ship_pos) { +void SpawnController::spawnEnemy(Enemy& enemy, EnemyType type, const Vec2* ship_pos) { // Initialize enemy (with safe spawn if ship_pos provided) enemy.init(type, ship_pos); // Apply difficulty multipliers - aplicar_multiplicadors(enemy); + applyMultipliers(enemy); } -void SpawnController::aplicar_multiplicadors(Enemy& enemy) const { +void SpawnController::applyMultipliers(Enemy& enemy) const { if (config_ == nullptr) { return; } diff --git a/source/game/stage_system/spawn_controller.hpp b/source/game/stage_system/spawn_controller.hpp index 359d2e9..a0657eb 100644 --- a/source/game/stage_system/spawn_controller.hpp +++ b/source/game/stage_system/spawn_controller.hpp @@ -33,26 +33,27 @@ class SpawnController { void update(float delta_time, std::array& orni_array, bool pausar = false); // Status queries - [[nodiscard]] bool tots_enemics_spawnejats() const; - [[nodiscard]] bool tots_enemics_destruits(const std::array& orni_array) const; - [[nodiscard]] uint8_t get_enemics_vius(const std::array& orni_array) const; - [[nodiscard]] uint8_t get_enemics_spawnejats() const; + [[nodiscard]] auto allEnemiesSpawned() const -> bool; + [[nodiscard]] auto allEnemiesDestroyed(const std::array& orni_array) const -> bool; + // Estático: solo recorre el array pasado; no consulta estado del controller. + [[nodiscard]] static auto getAliveEnemyCount(const std::array& orni_array) -> uint8_t; + [[nodiscard]] auto countSpawnedEnemies() const -> uint8_t; // [NEW] Set ship position reference for safe spawn void setShipPosition(const Vec2* ship_pos) { ship_position_ = ship_pos; } private: - const StageConfig* config_; // Non-owning pointer to current stage config + const StageConfig* config_{nullptr}; // Non-owning pointer to current stage config std::vector spawn_queue_; - float temps_transcorregut_; // Elapsed time since stage start - uint8_t index_spawn_actual_; // Next spawn to process + float temps_transcorregut_{0.0F}; // Elapsed time since stage start + uint8_t index_spawn_actual_{0}; // Next spawn to process // Spawn generation - void generar_spawn_events(); - [[nodiscard]] EnemyType seleccionar_tipus_aleatori() const; - void spawn_enemic(Enemy& enemy, EnemyType type, const Vec2* ship_pos = nullptr); - void aplicar_multiplicadors(Enemy& enemy) const; - const Vec2* ship_position_; // [NEW] Non-owning pointer to ship position + void generateSpawnEvents(); + [[nodiscard]] auto selectRandomType() const -> EnemyType; + void spawnEnemy(Enemy& enemy, EnemyType type, const Vec2* ship_pos = nullptr); + void applyMultipliers(Enemy& enemy) const; + const Vec2* ship_position_{nullptr}; // [NEW] Non-owning pointer to ship position }; } // namespace StageSystem diff --git a/source/game/stage_system/stage_config.hpp b/source/game/stage_system/stage_config.hpp index 6165071..2227bf9 100644 --- a/source/game/stage_system/stage_config.hpp +++ b/source/game/stage_system/stage_config.hpp @@ -11,7 +11,7 @@ namespace StageSystem { // Tipo de mode de spawn -enum class ModeSpawn { +enum class ModeSpawn : std::uint8_t { PROGRESSIVE, // Spawn progressiu con intervals IMMEDIATE, // Todos los enemigos de cop WAVE // Onades de 3-5 enemigos (futura extensió) @@ -55,8 +55,10 @@ struct StageConfig { MultiplicadorsDificultat multiplicadors; // Validació - [[nodiscard]] bool es_valid() const { - return stage_id >= 1 && stage_id <= 255 && + [[nodiscard]] auto isValid() const -> bool { + // stage_id es uint8_t: el rango superior (<=255) está garantizado por + // el tipo; basta con confirmar que no es 0 (sentinela "sin asignar"). + return stage_id >= 1 && total_enemies > 0 && total_enemies <= 15 && distribucio.pentagon + distribucio.cuadrado + distribucio.molinillo == 100; } @@ -68,7 +70,7 @@ struct StageSystemConfig { std::vector stages; // Índex [0] = stage 1 // Obtenir configuración de un stage específic - [[nodiscard]] const StageConfig* obte_stage(uint8_t stage_id) const { + [[nodiscard]] auto findStage(uint8_t stage_id) const -> const StageConfig* { if (stage_id < 1 || stage_id > stages.size()) { return nullptr; } diff --git a/source/game/stage_system/stage_loader.cpp b/source/game/stage_system/stage_loader.cpp index a8ca196..4bef59e 100644 --- a/source/game/stage_system/stage_loader.cpp +++ b/source/game/stage_system/stage_loader.cpp @@ -19,7 +19,7 @@ namespace StageSystem { -std::unique_ptr StageLoader::load(const std::string& path) { +auto StageLoader::load(const std::string& path) -> std::unique_ptr { try { // Normalize path: "data/stages/stages.yaml" → "stages/stages.yaml" std::string normalized = path; @@ -47,7 +47,7 @@ std::unique_ptr StageLoader::load(const std::string& path) { std::cerr << "[StageLoader] Error: falta camp 'metadata'" << '\n'; return nullptr; } - if (!parse_metadata(yaml["metadata"], config->metadata)) { + if (!parseMetadata(yaml["metadata"], config->metadata)) { return nullptr; } @@ -64,14 +64,14 @@ std::unique_ptr StageLoader::load(const std::string& path) { for (const auto& stage_yaml : yaml["stages"]) { StageConfig stage; - if (!parse_stage(stage_yaml, stage)) { + if (!parseStage(stage_yaml, stage)) { return nullptr; } config->stages.push_back(stage); } // Validar configuración - if (!validar_config(*config)) { + if (!validateConfig(*config)) { return nullptr; } @@ -85,7 +85,7 @@ std::unique_ptr StageLoader::load(const std::string& path) { } } -bool StageLoader::parse_metadata(const fkyaml::node& yaml, MetadataStages& meta) { +auto StageLoader::parseMetadata(const fkyaml::node& yaml, MetadataStages& meta) -> bool { try { if (!yaml.contains("version") || !yaml.contains("total_stages")) { std::cerr << "[StageLoader] Error: metadata incompleta" << '\n'; @@ -105,7 +105,7 @@ bool StageLoader::parse_metadata(const fkyaml::node& yaml, MetadataStages& meta) } } -bool StageLoader::parse_stage(const fkyaml::node& yaml, StageConfig& stage) { +auto StageLoader::parseStage(const fkyaml::node& yaml, StageConfig& stage) -> bool { try { if (!yaml.contains("stage_id") || !yaml.contains("total_enemies") || !yaml.contains("spawn_config") || !yaml.contains("enemy_distribution") || @@ -117,17 +117,17 @@ bool StageLoader::parse_stage(const fkyaml::node& yaml, StageConfig& stage) { stage.stage_id = yaml["stage_id"].get_value(); stage.total_enemies = yaml["total_enemies"].get_value(); - if (!parse_spawn_config(yaml["spawn_config"], stage.config_spawn)) { + if (!parseSpawnConfig(yaml["spawn_config"], stage.config_spawn)) { return false; } - if (!parse_distribution(yaml["enemy_distribution"], stage.distribucio)) { + if (!parseDistribution(yaml["enemy_distribution"], stage.distribucio)) { return false; } - if (!parse_multipliers(yaml["difficulty_multipliers"], stage.multiplicadors)) { + if (!parseMultipliers(yaml["difficulty_multipliers"], stage.multiplicadors)) { return false; } - if (!stage.es_valid()) { + if (!stage.isValid()) { std::cerr << "[StageLoader] Error: stage " << static_cast(stage.stage_id) << " no es vàlid" << '\n'; return false; @@ -140,7 +140,7 @@ bool StageLoader::parse_stage(const fkyaml::node& yaml, StageConfig& stage) { } } -bool StageLoader::parse_spawn_config(const fkyaml::node& yaml, ConfigSpawn& config) { +auto StageLoader::parseSpawnConfig(const fkyaml::node& yaml, ConfigSpawn& config) -> bool { try { if (!yaml.contains("mode") || !yaml.contains("initial_delay") || !yaml.contains("spawn_interval")) { @@ -149,7 +149,7 @@ bool StageLoader::parse_spawn_config(const fkyaml::node& yaml, ConfigSpawn& conf } auto mode_str = yaml["mode"].get_value(); - config.mode = parse_spawn_mode(mode_str); + config.mode = parseSpawnMode(mode_str); config.delay_inicial = yaml["initial_delay"].get_value(); config.interval_spawn = yaml["spawn_interval"].get_value(); @@ -160,7 +160,7 @@ bool StageLoader::parse_spawn_config(const fkyaml::node& yaml, ConfigSpawn& conf } } -bool StageLoader::parse_distribution(const fkyaml::node& yaml, DistribucioEnemics& dist) { +auto StageLoader::parseDistribution(const fkyaml::node& yaml, DistribucioEnemics& dist) -> bool { try { if (!yaml.contains("pentagon") || !yaml.contains("cuadrado") || !yaml.contains("molinillo")) { @@ -186,7 +186,7 @@ bool StageLoader::parse_distribution(const fkyaml::node& yaml, DistribucioEnemic } } -bool StageLoader::parse_multipliers(const fkyaml::node& yaml, MultiplicadorsDificultat& mult) { +auto StageLoader::parseMultipliers(const fkyaml::node& yaml, MultiplicadorsDificultat& mult) -> bool { try { if (!yaml.contains("speed_multiplier") || !yaml.contains("rotation_multiplier") || !yaml.contains("tracking_strength")) { @@ -216,7 +216,7 @@ bool StageLoader::parse_multipliers(const fkyaml::node& yaml, MultiplicadorsDifi } } -ModeSpawn StageLoader::parse_spawn_mode(const std::string& mode_str) { +auto StageLoader::parseSpawnMode(const std::string& mode_str) -> ModeSpawn { if (mode_str == "progressive") { return ModeSpawn::PROGRESSIVE; } @@ -231,7 +231,7 @@ ModeSpawn StageLoader::parse_spawn_mode(const std::string& mode_str) { return ModeSpawn::PROGRESSIVE; } -bool StageLoader::validar_config(const StageSystemConfig& config) { +auto StageLoader::validateConfig(const StageSystemConfig& config) -> bool { if (config.stages.empty()) { std::cerr << "[StageLoader] Error: sin stage carregat" << '\n'; return false; diff --git a/source/game/stage_system/stage_loader.hpp b/source/game/stage_system/stage_loader.hpp index 762592b..e25b907 100644 --- a/source/game/stage_system/stage_loader.hpp +++ b/source/game/stage_system/stage_loader.hpp @@ -15,19 +15,19 @@ class StageLoader { public: // Carregar configuración desde file YAML // Retorna nullptr si hay errors - static std::unique_ptr load(const std::string& path); + static auto load(const std::string& path) -> std::unique_ptr; private: // Parsing helpers (implementats en .cpp) - static bool parse_metadata(const fkyaml::node& yaml, MetadataStages& meta); - static bool parse_stage(const fkyaml::node& yaml, StageConfig& stage); - static bool parse_spawn_config(const fkyaml::node& yaml, ConfigSpawn& config); - static bool parse_distribution(const fkyaml::node& yaml, DistribucioEnemics& dist); - static bool parse_multipliers(const fkyaml::node& yaml, MultiplicadorsDificultat& mult); - static ModeSpawn parse_spawn_mode(const std::string& mode_str); + static auto parseMetadata(const fkyaml::node& yaml, MetadataStages& meta) -> bool; + static auto parseStage(const fkyaml::node& yaml, StageConfig& stage) -> bool; + static auto parseSpawnConfig(const fkyaml::node& yaml, ConfigSpawn& config) -> bool; + static auto parseDistribution(const fkyaml::node& yaml, DistribucioEnemics& dist) -> bool; + static auto parseMultipliers(const fkyaml::node& yaml, MultiplicadorsDificultat& mult) -> bool; + static auto parseSpawnMode(const std::string& mode_str) -> ModeSpawn; // Validació - static bool validar_config(const StageSystemConfig& config); + static auto validateConfig(const StageSystemConfig& config) -> bool; }; } // namespace StageSystem diff --git a/source/game/stage_system/stage_manager.cpp b/source/game/stage_system/stage_manager.cpp index 9834242..aec2b51 100644 --- a/source/game/stage_system/stage_manager.cpp +++ b/source/game/stage_system/stage_manager.cpp @@ -15,10 +15,8 @@ namespace StageSystem { StageManager::StageManager(const StageSystemConfig* config) - : config_(config), - estat_(EstatStage::LEVEL_START), - stage_actual_(1), - timer_transicio_(0.0F) { + : config_(config) + { if (config_ == nullptr) { std::cerr << "[StageManager] Error: config es null" << '\n'; } @@ -26,8 +24,8 @@ StageManager::StageManager(const StageSystemConfig* config) void StageManager::init() { stage_actual_ = 1; - carregar_stage(stage_actual_); - canviar_estat(EstatStage::INIT_HUD); + loadStage(stage_actual_); + changeState(EstatStage::INIT_HUD); std::cout << "[StageManager] Inicialitzat a stage " << static_cast(stage_actual_) << '\n'; @@ -36,40 +34,40 @@ void StageManager::init() { void StageManager::update(float delta_time, bool pause_spawn) { switch (estat_) { case EstatStage::INIT_HUD: - processar_init_hud(delta_time); + processInitHud(delta_time); break; case EstatStage::LEVEL_START: - processar_level_start(delta_time); + processLevelStart(delta_time); break; case EstatStage::PLAYING: - processar_playing(delta_time, pause_spawn); + processPlaying(delta_time, pause_spawn); break; case EstatStage::LEVEL_COMPLETED: - processar_level_completed(delta_time); + processLevelCompleted(delta_time); break; } } -void StageManager::stage_completat() { +void StageManager::markStageCompleted() { std::cout << "[StageManager] Stage " << static_cast(stage_actual_) << " completat!" << '\n'; - canviar_estat(EstatStage::LEVEL_COMPLETED); + changeState(EstatStage::LEVEL_COMPLETED); } -bool StageManager::tot_completat() const { +auto StageManager::isGameComplete() const -> bool { return stage_actual_ >= config_->metadata.total_stages && estat_ == EstatStage::LEVEL_COMPLETED && timer_transicio_ <= 0.0F; } -const StageConfig* StageManager::get_config_actual() const { - return config_->obte_stage(stage_actual_); +auto StageManager::getCurrentConfig() const -> const StageConfig* { + return config_->findStage(stage_actual_); } -void StageManager::canviar_estat(EstatStage nou_estat) { +void StageManager::changeState(EstatStage nou_estat) { estat_ = nou_estat; // Set timer based on state type @@ -111,23 +109,24 @@ void StageManager::canviar_estat(EstatStage nou_estat) { std::cout << '\n'; } -void StageManager::processar_init_hud(float delta_time) { +void StageManager::processInitHud(float delta_time) { timer_transicio_ -= delta_time; if (timer_transicio_ <= 0.0F) { - canviar_estat(EstatStage::LEVEL_START); + changeState(EstatStage::LEVEL_START); } } -void StageManager::processar_level_start(float delta_time) { +void StageManager::processLevelStart(float delta_time) { timer_transicio_ -= delta_time; if (timer_transicio_ <= 0.0F) { - canviar_estat(EstatStage::PLAYING); + changeState(EstatStage::PLAYING); } } -void StageManager::processar_playing(float delta_time, bool pause_spawn) { +void StageManager::processPlaying(float delta_time, bool pause_spawn) { + // Update spawn controller (pauses when pause_spawn = true) // Note: The actual enemy array update happens in GameScene::update() // This is just for internal timekeeping @@ -135,7 +134,7 @@ void StageManager::processar_playing(float delta_time, bool pause_spawn) { (void)pause_spawn; // Passed to spawn_controller_.update() by GameScene } -void StageManager::processar_level_completed(float delta_time) { +void StageManager::processLevelCompleted(float delta_time) { timer_transicio_ -= delta_time; if (timer_transicio_ <= 0.0F) { @@ -150,13 +149,13 @@ void StageManager::processar_level_completed(float delta_time) { } // Load next stage - carregar_stage(stage_actual_); - canviar_estat(EstatStage::LEVEL_START); + loadStage(stage_actual_); + changeState(EstatStage::LEVEL_START); } } -void StageManager::carregar_stage(uint8_t stage_id) { - const StageConfig* stage_config = config_->obte_stage(stage_id); +void StageManager::loadStage(uint8_t stage_id) { + const StageConfig* stage_config = config_->findStage(stage_id); if (stage_config == nullptr) { std::cerr << "[StageManager] Error: no es pot trobar stage " << static_cast(stage_id) << '\n'; diff --git a/source/game/stage_system/stage_manager.hpp b/source/game/stage_system/stage_manager.hpp index 09be138..dd19d94 100644 --- a/source/game/stage_system/stage_manager.hpp +++ b/source/game/stage_system/stage_manager.hpp @@ -12,7 +12,7 @@ namespace StageSystem { // Estats del stage system -enum class EstatStage { +enum class EstatStage : std::uint8_t { INIT_HUD, // Animación inicial del HUD (3s) LEVEL_START, // Pantalla "ENEMY INCOMING" (3s) PLAYING, // Gameplay normal @@ -28,36 +28,37 @@ class StageManager { void update(float delta_time, bool pause_spawn = false); // Stage progression - void stage_completat(); // Call when all enemies destroyed - [[nodiscard]] bool tot_completat() const; // All 10 stages done? + void markStageCompleted(); // Call when all enemies destroyed + [[nodiscard]] auto isGameComplete() const -> bool; // All 10 stages done? // Current state queries - [[nodiscard]] EstatStage get_estat() const { return estat_; } - [[nodiscard]] uint8_t get_stage_actual() const { return stage_actual_; } - [[nodiscard]] const StageConfig* get_config_actual() const; - [[nodiscard]] float get_timer_transicio() const { return timer_transicio_; } - [[nodiscard]] const std::string& get_missatge_level_start() const { return missatge_level_start_actual_; } + [[nodiscard]] auto getState() const -> EstatStage { return estat_; } + [[nodiscard]] auto getCurrentStage() const -> uint8_t { return stage_actual_; } + [[nodiscard]] auto getCurrentConfig() const -> const StageConfig*; + [[nodiscard]] auto getTransitionTimer() const -> float { return timer_transicio_; } + [[nodiscard]] auto getLevelStartMessage() const -> const std::string& { return missatge_level_start_actual_; } // Spawn control (delegate to SpawnController) - SpawnController& getSpawnController() { return spawn_controller_; } - [[nodiscard]] const SpawnController& getSpawnController() const { return spawn_controller_; } + auto getSpawnController() -> SpawnController& { return spawn_controller_; } + [[nodiscard]] auto getSpawnController() const -> const SpawnController& { return spawn_controller_; } private: const StageSystemConfig* config_; // Non-owning pointer SpawnController spawn_controller_; - EstatStage estat_; - uint8_t stage_actual_; // 1-10 - float timer_transicio_; // Timer for LEVEL_START/LEVEL_COMPLETED (3.0s → 0.0s) + EstatStage estat_{EstatStage::LEVEL_START}; + uint8_t stage_actual_{1}; // 1-10 + float timer_transicio_{0.0F}; // Timer for LEVEL_START/LEVEL_COMPLETED (3.0s → 0.0s) std::string missatge_level_start_actual_; // Missatge seleccionat per al level actual // State transitions - void canviar_estat(EstatStage nou_estat); - void processar_init_hud(float delta_time); - void processar_level_start(float delta_time); - void processar_playing(float delta_time, bool pause_spawn); - void processar_level_completed(float delta_time); - void carregar_stage(uint8_t stage_id); + void changeState(EstatStage nou_estat); + void processInitHud(float delta_time); + void processLevelStart(float delta_time); + // Estático: solo registra log; no consulta estado del manager. + static void processPlaying(float delta_time, bool pause_spawn); + void processLevelCompleted(float delta_time); + void loadStage(uint8_t stage_id); }; } // namespace StageSystem diff --git a/source/game/systems/collision_system.cpp b/source/game/systems/collision_system.cpp index fa1d4d7..4ee9587 100644 --- a/source/game/systems/collision_system.cpp +++ b/source/game/systems/collision_system.cpp @@ -16,12 +16,12 @@ void detectBulletEnemy(Context& ctx) { for (auto& bullet : ctx.bullets) { for (auto& enemy : ctx.enemies) { - if (!Physics::check_collision(bullet, enemy, AMPLIFIER)) { + if (!Physics::checkCollision(bullet, enemy, AMPLIFIER)) { continue; } // *** COLISIÓN bullet → enemy *** - const Vec2& POS_ENEMIC = enemy.getCenter(); + const Vec2& enemy_pos = enemy.getCenter(); // 1. Puntos según tipo int points = 0; @@ -39,7 +39,7 @@ void detectBulletEnemy(Context& ctx) { uint8_t owner_id = bullet.getOwnerId(); ctx.score_per_player[owner_id] += points; - ctx.floating_score_manager.crear(points, POS_ENEMIC); + ctx.floating_score_manager.crear(points, enemy_pos); // 2. Destruir enemy + crear explosión (debris hereda color del enemy) SDL_Color enemy_color{}; @@ -52,7 +52,7 @@ void detectBulletEnemy(Context& ctx) { Vec2 vel_enemic = enemy.getVelocityVector(); ctx.debris_manager.explode( enemy.getShape(), - POS_ENEMIC, + enemy_pos, 0.0F, // angle (la rotación es interna del enemy) 1.0F, // escala VELOCITAT_EXPLOSIO, @@ -86,7 +86,7 @@ void detectShipEnemy(Context& ctx) { if (enemy.isInvulnerable()) { continue; } - if (Physics::check_collision(ctx.ships[i], enemy, AMPLIFIER)) { + if (Physics::checkCollision(ctx.ships[i], enemy, AMPLIFIER)) { ctx.on_player_hit(i); break; // Solo una colisión por player por frame } @@ -102,7 +102,7 @@ void detectBulletPlayer(Context& ctx) { constexpr float AMPLIFIER = Defaults::Game::COLLISION_BULLET_PLAYER_AMPLIFIER; for (auto& bullet : ctx.bullets) { - if (!bullet.esta_activa() || bullet.getGraceTimer() > 0.0F) { + if (!bullet.isActive() || bullet.getGraceTimer() > 0.0F) { continue; } const uint8_t BULLET_OWNER = bullet.getOwnerId(); @@ -120,7 +120,7 @@ void detectBulletPlayer(Context& ctx) { continue; } - if (!Physics::check_collision(bullet, ctx.ships[player_id], AMPLIFIER)) { + if (!Physics::checkCollision(bullet, ctx.ships[player_id], AMPLIFIER)) { continue; } diff --git a/source/game/systems/collision_system.hpp b/source/game/systems/collision_system.hpp index 61e8545..a7ef980 100644 --- a/source/game/systems/collision_system.hpp +++ b/source/game/systems/collision_system.hpp @@ -31,7 +31,7 @@ namespace Systems::Collision { struct Context { std::array& ships; std::array& enemies; - std::array& bullets; + std::array(Defaults::Entities::MAX_BALES) * 2>& bullets; std::array& hit_timer_per_player; std::array& score_per_player; std::array& lives_per_player; diff --git a/source/game/systems/init_hud_animator.cpp b/source/game/systems/init_hud_animator.cpp index fb4fe11..a5e9c04 100644 --- a/source/game/systems/init_hud_animator.cpp +++ b/source/game/systems/init_hud_animator.cpp @@ -5,7 +5,6 @@ #include #include -#include #include #include "core/defaults.hpp" @@ -30,22 +29,22 @@ auto computeRangeProgress(float global_progress, } auto computeShipPosition(float progress, const Vec2& final_position) -> Vec2 { - const float EASED = Easing::ease_out_quad(progress); - const SDL_FRect& ZONA = Defaults::Zones::PLAYAREA; + const float EASED = Easing::easeOutQuad(progress); + const SDL_FRect& zone = Defaults::Zones::PLAYAREA; // Y inicial: 50 px bajo la zona de juego. - const float Y_INI = ZONA.y + ZONA.h + 50.0F; + const float Y_INI = zone.y + zone.h + 50.0F; const float Y_ANIM = Y_INI + ((final_position.y - Y_INI) * EASED); return Vec2{.x = final_position.x, .y = Y_ANIM}; } void drawBordersAnimated(Rendering::Renderer* renderer, float progress) { - const SDL_FRect& ZONA = Defaults::Zones::PLAYAREA; - const float EASED = Easing::ease_out_quad(progress); + const SDL_FRect& zone = Defaults::Zones::PLAYAREA; + const float EASED = Easing::easeOutQuad(progress); - const int X1 = static_cast(ZONA.x); - const int Y1 = static_cast(ZONA.y); - const int X2 = static_cast(ZONA.x + ZONA.w); - const int Y2 = static_cast(ZONA.y + ZONA.h); + const int X1 = static_cast(zone.x); + const int Y1 = static_cast(zone.y); + const int X2 = static_cast(zone.x + zone.w); + const int Y2 = static_cast(zone.y + zone.h); const int CX = (X1 + X2) / 2; constexpr float PHASE_1_END = 0.33F; @@ -78,16 +77,16 @@ void drawBordersAnimated(Rendering::Renderer* renderer, float progress) { } } -void drawScoreboardAnimated(Graphics::VectorText& text, +void drawScoreboardAnimated(const Graphics::VectorText& text, const std::string& scoreboard_text, float progress) { - const float EASED = Easing::ease_out_quad(progress); + const float EASED = Easing::easeOutQuad(progress); constexpr float SCALE = 0.85F; constexpr float SPACING = 0.0F; - const SDL_FRect& SCOREBOARD = Defaults::Zones::SCOREBOARD; - const float CENTRE_X = SCOREBOARD.w / 2.0F; - const float Y_FINAL = SCOREBOARD.y + (SCOREBOARD.h / 2.0F); + const SDL_FRect& scoreboard_zone = Defaults::Zones::SCOREBOARD; + const float CENTRE_X = scoreboard_zone.w / 2.0F; + const float Y_FINAL = scoreboard_zone.y + (scoreboard_zone.h / 2.0F); // Posición inicial: fuera de la pantalla por debajo. const auto Y_INI = static_cast(Defaults::Game::HEIGHT); const float Y_ANIM = Y_INI + ((Y_FINAL - Y_INI) * EASED); diff --git a/source/game/systems/init_hud_animator.hpp b/source/game/systems/init_hud_animator.hpp index e16576e..668f180 100644 --- a/source/game/systems/init_hud_animator.hpp +++ b/source/game/systems/init_hud_animator.hpp @@ -42,7 +42,7 @@ void drawBordersAnimated(Rendering::Renderer* renderer, float progress); // Dibuja el scoreboard centrado, subiendo desde fuera de la pantalla // hasta su posición final con easing. -void drawScoreboardAnimated(Graphics::VectorText& text, +void drawScoreboardAnimated(const Graphics::VectorText& text, const std::string& scoreboard_text, float progress); diff --git a/source/game/title/ship_animator.cpp b/source/game/title/ship_animator.cpp index 69c61d2..7e26f70 100644 --- a/source/game/title/ship_animator.cpp +++ b/source/game/title/ship_animator.cpp @@ -25,12 +25,12 @@ void ShipAnimator::init() { // Configurar ship P1 ships_[0].player_id = 1; ships_[0].shape = forma_p1; - configurar_nau_p1(ships_[0]); + configureShipP1(ships_[0]); // Configurar ship P2 ships_[1].player_id = 2; ships_[1].shape = forma_p2; - configurar_nau_p2(ships_[1]); + configureShipP2(ships_[1]); } void ShipAnimator::update(float delta_time) { @@ -42,13 +42,13 @@ void ShipAnimator::update(float delta_time) { switch (ship.state) { case ShipState::ENTERING: - actualitzar_entering(ship, delta_time); + updateEntering(ship, delta_time); break; case ShipState::FLOATING: - actualitzar_floating(ship, delta_time); + updateFloating(ship, delta_time); break; case ShipState::EXITING: - actualitzar_exiting(ship, delta_time); + updateExiting(ship, delta_time); break; } } @@ -61,7 +61,7 @@ void ShipAnimator::draw() const { } // Renderizar ship (perspectiva ya incorporada a la shape) - Rendering::render_shape( + Rendering::renderShape( renderer_, ship.shape, ship.current_position, @@ -73,25 +73,25 @@ void ShipAnimator::draw() const { } } -void ShipAnimator::start_entry_animation() { +void ShipAnimator::startEntryAnimation() { using namespace Defaults::Title::Ships; // Configurar ship P1 para l'animación de entrada ships_[0].state = ShipState::ENTERING; ships_[0].state_time = 0.0F; - ships_[0].initial_position = calcular_posicio_fora_pantalla(CLOCK_8_ANGLE); + ships_[0].initial_position = computeOffscreenPosition(CLOCK_8_ANGLE); ships_[0].current_position = ships_[0].initial_position; ships_[0].current_scale = ships_[0].initial_scale; // Configurar ship P2 para l'animación de entrada ships_[1].state = ShipState::ENTERING; ships_[1].state_time = 0.0F; - ships_[1].initial_position = calcular_posicio_fora_pantalla(CLOCK_4_ANGLE); + ships_[1].initial_position = computeOffscreenPosition(CLOCK_4_ANGLE); ships_[1].current_position = ships_[1].initial_position; ships_[1].current_scale = ships_[1].initial_scale; } -void ShipAnimator::trigger_exit_animation() { +void ShipAnimator::triggerExitAnimation() { // Configurar ambdues naves para l'animación de salida for (auto& ship : ships_) { // Canviar state a EXITING @@ -106,7 +106,7 @@ void ShipAnimator::trigger_exit_animation() { } } -void ShipAnimator::skip_to_floating_state() { +void ShipAnimator::skipToFloatingState() { // Posar ambdues naves directament en state FLOATING for (auto& ship : ships_) { ship.state = ShipState::FLOATING; @@ -122,17 +122,12 @@ void ShipAnimator::skip_to_floating_state() { } } -bool ShipAnimator::is_visible() const { +auto ShipAnimator::isVisible() const -> bool { // Retorna true si almenys una ship es visible - for (const auto& ship : ships_) { - if (ship.visible) { - return true; - } - } - return false; + return std::ranges::any_of(ships_, [](const TitleShip& ship) { return ship.visible; }); } -void ShipAnimator::trigger_exit_animation_for_player(int player_id) { +void ShipAnimator::triggerExitAnimationForPlayer(int player_id) { // Trobar la ship del player especificat for (auto& ship : ships_) { if (ship.player_id == player_id) { @@ -150,24 +145,19 @@ void ShipAnimator::trigger_exit_animation_for_player(int player_id) { } } -void ShipAnimator::set_visible(bool visible) { +void ShipAnimator::setVisible(bool visible) { for (auto& ship : ships_) { ship.visible = visible; } } -bool ShipAnimator::is_animation_complete() const { +auto ShipAnimator::isAnimationComplete() const -> bool { // Comprovar si todas las naves són invisibles (han completat l'animación de salida) - for (const auto& ship : ships_) { - if (ship.visible) { - return false; // Aún hay alguna ship visible - } - } - return true; // Todas las naves són invisibles + return std::ranges::all_of(ships_, [](const TitleShip& ship) { return !ship.visible; }); } // Métodos de animación (stubs) -void ShipAnimator::actualitzar_entering(TitleShip& ship, float delta_time) { +void ShipAnimator::updateEntering(TitleShip& ship, float delta_time) { using namespace Defaults::Title::Ships; ship.state_time += delta_time; @@ -185,7 +175,7 @@ void ShipAnimator::actualitzar_entering(TitleShip& ship, float delta_time) { float progress = std::min(1.0F, elapsed / ENTRY_DURATION); // Aplicar easing (ease_out_quad per arribada suau) - float eased_progress = Easing::ease_out_quad(progress); + float eased_progress = Easing::easeOutQuad(progress); // Lerp posición (inicial → objetivo) ship.current_position.x = Easing::lerp(ship.initial_position.x, ship.target_position.x, eased_progress); @@ -202,7 +192,7 @@ void ShipAnimator::actualitzar_entering(TitleShip& ship, float delta_time) { } } -void ShipAnimator::actualitzar_floating(TitleShip& ship, float delta_time) { +void ShipAnimator::updateFloating(TitleShip& ship, float delta_time) { using namespace Defaults::Title::Ships; // Actualitzar time i fase de oscil·lació @@ -221,7 +211,7 @@ void ShipAnimator::actualitzar_floating(TitleShip& ship, float delta_time) { ship.current_scale = ship.target_scale; } -void ShipAnimator::actualitzar_exiting(TitleShip& ship, float delta_time) { +void ShipAnimator::updateExiting(TitleShip& ship, float delta_time) { using namespace Defaults::Title::Ships; ship.state_time += delta_time; @@ -230,15 +220,15 @@ void ShipAnimator::actualitzar_exiting(TitleShip& ship, float delta_time) { float progress = std::min(1.0F, ship.state_time / EXIT_DURATION); // Aplicar easing (ease_in_quad per aceleración hacia el point de fuga) - float eased_progress = Easing::ease_in_quad(progress); + float eased_progress = Easing::easeInQuad(progress); // Vec2 de fuga (centro del starfield) - constexpr Vec2 punt_fuga{.x = VANISHING_POINT_X, .y = VANISHING_POINT_Y}; + constexpr Vec2 VANISHING_POINT{.x = VANISHING_POINT_X, .y = VANISHING_POINT_Y}; // Lerp posición hacia el point de fuga (preservar posición inicial actual) // Nota: initial_position conté la posición on estava cuando es va activar EXITING - ship.current_position.x = Easing::lerp(ship.initial_position.x, punt_fuga.x, eased_progress); - ship.current_position.y = Easing::lerp(ship.initial_position.y, punt_fuga.y, eased_progress); + ship.current_position.x = Easing::lerp(ship.initial_position.x, VANISHING_POINT.x, eased_progress); + ship.current_position.y = Easing::lerp(ship.initial_position.y, VANISHING_POINT.y, eased_progress); // Escala redueix a 0 (simula Z → infinit) ship.current_scale = ship.target_scale * (1.0F - eased_progress); @@ -250,7 +240,7 @@ void ShipAnimator::actualitzar_exiting(TitleShip& ship, float delta_time) { } // Configuración -void ShipAnimator::configurar_nau_p1(TitleShip& ship) { +void ShipAnimator::configureShipP1(TitleShip& ship) { using namespace Defaults::Title::Ships; // Estat inicial: FLOATING (per test estàtic) @@ -258,10 +248,10 @@ void ShipAnimator::configurar_nau_p1(TitleShip& ship) { ship.state_time = 0.0F; // Posicions (clock 8, bottom-left) - ship.target_position = {.x = P1_TARGET_X(), .y = P1_TARGET_Y()}; + ship.target_position = {.x = p1TargetX(), .y = p1TargetY()}; // Calcular posición inicial (fuera de pantalla) - ship.initial_position = calcular_posicio_fora_pantalla(CLOCK_8_ANGLE); + ship.initial_position = computeOffscreenPosition(CLOCK_8_ANGLE); ship.current_position = ship.initial_position; // Començar fuera de pantalla // Escales @@ -285,7 +275,7 @@ void ShipAnimator::configurar_nau_p1(TitleShip& ship) { ship.visible = true; } -void ShipAnimator::configurar_nau_p2(TitleShip& ship) { +void ShipAnimator::configureShipP2(TitleShip& ship) { using namespace Defaults::Title::Ships; // Estat inicial: FLOATING (per test estàtic) @@ -293,10 +283,10 @@ void ShipAnimator::configurar_nau_p2(TitleShip& ship) { ship.state_time = 0.0F; // Posicions (clock 4, bottom-right) - ship.target_position = {.x = P2_TARGET_X(), .y = P2_TARGET_Y()}; + ship.target_position = {.x = p2TargetX(), .y = p2TargetY()}; // Calcular posición inicial (fuera de pantalla) - ship.initial_position = calcular_posicio_fora_pantalla(CLOCK_4_ANGLE); + ship.initial_position = computeOffscreenPosition(CLOCK_4_ANGLE); ship.current_position = ship.initial_position; // Començar fuera de pantalla // Escales @@ -320,7 +310,7 @@ void ShipAnimator::configurar_nau_p2(TitleShip& ship) { ship.visible = true; } -Vec2 ShipAnimator::calcular_posicio_fora_pantalla(float angle_rellotge) const { +auto ShipAnimator::computeOffscreenPosition(float angle_rellotge) -> Vec2 { using namespace Defaults::Title::Ships; // Convertir angle del rellotge a radians (per exemple: 240° per clock 8) diff --git a/source/game/title/ship_animator.hpp b/source/game/title/ship_animator.hpp index bd509f8..fa1af4f 100644 --- a/source/game/title/ship_animator.hpp +++ b/source/game/title/ship_animator.hpp @@ -8,6 +8,7 @@ #include #include +#include #include #include "core/graphics/shape.hpp" @@ -16,48 +17,51 @@ namespace Title { // Estats de l'animación de la ship -enum class ShipState { +enum class ShipState : std::uint8_t { ENTERING, // Entrant desde fuera de pantalla FLOATING, // Flotante en posición estàtica EXITING // Volant hacia el point de fuga }; -// Dades de una ship individual al título +// Dades de una ship individual al título. +// Todos los miembros tienen inicializador por defecto: ShipAnimator::ships_ +// es un std::array y sin estos defaults los campos primitivos +// quedarían indeterminados al instanciar el animador. struct TitleShip { // Identificació - int player_id; // 1 o 2 + int player_id{0}; // 1 o 2 // Estat - ShipState state; - float state_time; // Temps acumulat en l'state actual + ShipState state{ShipState::ENTERING}; + float state_time{0.0F}; // Temps acumulat en l'state actual // Posicions - Vec2 initial_position; // Posición de start (fuera de pantalla per ENTERING) - Vec2 target_position; // Posición objetivo (rellotge 8 o 4) - Vec2 current_position; // Posición interpolada actual + Vec2 initial_position{}; // Posición de start (fuera de pantalla per ENTERING) + Vec2 target_position{}; // Posición objetivo (rellotge 8 o 4) + Vec2 current_position{}; // Posición interpolada actual // Escales (simulació eix Z) - float initial_scale; // Escala de start (més grande = més a prop) - float target_scale; // Escala objetivo (mida flotació) - float current_scale; // Escala interpolada actual + float initial_scale{1.0F}; // Escala de start (més grande = més a prop) + float target_scale{1.0F}; // Escala objetivo (mida flotació) + float current_scale{1.0F}; // Escala interpolada actual // Flotació - float oscillation_phase; // Acumulador de fase per movement sinusoïdal + float oscillation_phase{0.0F}; // Acumulador de fase per movement sinusoïdal // Parámetros de entrada - float entry_delay; // Delay antes de entrar (0.0 per P1, 0.5 per P2) + float entry_delay{0.0F}; // Delay antes de entrar (0.0 per P1, 0.5 per P2) // Parámetros de oscil·lació per ship - float amplitude_x; - float amplitude_y; - float frequency_x; - float frequency_y; + float amplitude_x{0.0F}; + float amplitude_y{0.0F}; + float frequency_x{0.0F}; + float frequency_y{0.0F}; // Forma std::shared_ptr shape; // Visibilitat - bool visible; + bool visible{false}; }; // Gestor de animación de naves para l'escena de título @@ -71,29 +75,30 @@ class ShipAnimator { void draw() const; // Control de state (cridat per TitleScene) - void start_entry_animation(); - void trigger_exit_animation(); // Anima todas las naves - void trigger_exit_animation_for_player(int player_id); // Anima solo una ship (P1=1, P2=2) - void skip_to_floating_state(); // Salta directament a FLOATING sin animación + void startEntryAnimation(); + void triggerExitAnimation(); // Anima todas las naves + void triggerExitAnimationForPlayer(int player_id); // Anima solo una ship (P1=1, P2=2) + void skipToFloatingState(); // Salta directament a FLOATING sin animación // Control de visibilitat - void set_visible(bool visible); - [[nodiscard]] bool is_animation_complete() const; - [[nodiscard]] bool is_visible() const; // Comprova si alguna ship es visible + void setVisible(bool visible); + [[nodiscard]] auto isAnimationComplete() const -> bool; + [[nodiscard]] auto isVisible() const -> bool; // Comprova si alguna ship es visible private: Rendering::Renderer* renderer_; std::array ships_; // Naves P1 i P2 - // Métodos de animación - void actualitzar_entering(TitleShip& ship, float delta_time); - void actualitzar_floating(TitleShip& ship, float delta_time); - void actualitzar_exiting(TitleShip& ship, float delta_time); + // Métodos de animación. Estáticos: solo modifican el TitleShip pasado, + // sin tocar otros miembros del ShipAnimator. + static void updateEntering(TitleShip& ship, float delta_time); + static void updateFloating(TitleShip& ship, float delta_time); + static void updateExiting(TitleShip& ship, float delta_time); - // Configuración - void configurar_nau_p1(TitleShip& ship); - void configurar_nau_p2(TitleShip& ship); - [[nodiscard]] Vec2 calcular_posicio_fora_pantalla(float angle_rellotge) const; + // Configuración (también estáticos: trabajan sobre el ship pasado). + static void configureShipP1(TitleShip& ship); + static void configureShipP2(TitleShip& ship); + [[nodiscard]] static auto computeOffscreenPosition(float angle_rellotge) -> Vec2; }; } // namespace Title diff --git a/source/main.cpp b/source/main.cpp index 128091a..831bc43 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -6,7 +6,7 @@ #include "core/system/director.hpp" -int main(int argc, char* argv[]) { +auto main(int argc, char* argv[]) -> int { // Convertir arguments a std::vector std::vector args(argv, argv + argc); @@ -14,5 +14,5 @@ int main(int argc, char* argv[]) { Director director(args); // Executar bucle principal del juego - return director.run(); + return Director::run(); }