feat(entities): migrar la configuració dels 3 enemics a data/entities/<type>/*.yaml

This commit is contained in:
2026-05-25 10:01:12 +02:00
parent ed4d3a3915
commit 39bda0775e
14 changed files with 431 additions and 212 deletions
+4 -42
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@@ -13,41 +13,10 @@ namespace Defaults::Enemies {
constexpr float ANGULAR_DAMPING = 0.0F;
} // namespace Body
// Pentagon (esquivador - zigzag evasion)
namespace Pentagon {
constexpr float SPEED = 35.0F; // px/s (slightly slower)
constexpr float MASS = 5.0F; // Masa estándar
constexpr float ANGLE_CHANGE_PROB = 0.20F; // 20% per wall hit (frequent zigzag)
constexpr float ANGLE_CHANGE_MAX = 1.0F; // Max random angle change (rad)
constexpr float ZIGZAG_PROB_PER_SECOND = 0.8F; // Probabilidad de zigzag por segundo
constexpr float ROTATION_DELTA_MIN = 0.75F; // Min visual rotation (rad/s) [+50%]
constexpr float ROTATION_DELTA_MAX = 3.75F; // Max visual rotation (rad/s) [+50%]
constexpr const char* SHAPE_FILE = "enemy_pentagon.shp";
} // namespace Pentagon
// Square (perseguidor - tracks player)
namespace Square {
constexpr float SPEED = 40.0F; // px/s (medium speed)
constexpr float MASS = 8.0F; // Más pesado, "tanque"
constexpr float TRACKING_STRENGTH = 0.5F; // Interpolation toward player (0.0-1.0)
constexpr float TRACKING_INTERVAL = 1.0F; // Seconds between angle updates
constexpr float ROTATION_DELTA_MIN = 0.3F; // Slow rotation [+50%]
constexpr float ROTATION_DELTA_MAX = 1.5F; // [+50%]
constexpr const char* SHAPE_FILE = "enemy_square.shp";
} // namespace Square
// Molinillo (agressiu - fast straight lines, proximity spin-up)
namespace Pinwheel {
constexpr float SPEED = 50.0F; // px/s (fastest)
constexpr float MASS = 4.0F; // Más liviano, ágil
constexpr float ANGLE_CHANGE_PROB = 0.05F; // 5% per wall hit (rare direction change)
constexpr float ANGLE_CHANGE_MAX = 0.3F; // Small angle adjustments
constexpr float ROTATION_DELTA_MIN = 3.0F; // Base rotation (rad/s) [+50%]
constexpr float ROTATION_DELTA_MAX = 6.0F; // [+50%]
constexpr float ROTATION_DELTA_PROXIMITY_MULTIPLIER = 3.0F; // Spin-up multiplier when near ship
constexpr float PROXIMITY_DISTANCE = 100.0F; // Distance threshold (px)
constexpr const char* SHAPE_FILE = "enemy_pinwheel.shp";
} // namespace Pinwheel
// NOTA: els paràmetres per tipus (Pentagon/Square/Pinwheel) i el Scoring
// viuen ara a data/entities/{pentagon,square,pinwheel}/*.yaml i s'accedeixen
// via EnemyRegistry::get(EnemyType). Aquí només queden els paràmetres
// compartits entre tots els tipus (animació, wounded, spawn).
// Animation parameters (shared)
namespace Animation {
@@ -92,11 +61,4 @@ namespace Defaults::Enemies {
constexpr float INVULNERABILITY_SCALE_END = 1.0F; // Full size
} // namespace Spawn
// Scoring system (puntuación per type de enemy)
namespace Scoring {
constexpr int PENTAGON_SCORE = 100; // Pentágono (esquivador, 35 px/s)
constexpr int SQUARE_SCORE = 150; // Square (perseguidor, 40 px/s)
constexpr int PINWHEEL_SCORE = 200; // Molinillo (agressiu, 50 px/s)
} // namespace Scoring
} // namespace Defaults::Enemies
+1 -1
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@@ -9,7 +9,7 @@ namespace Defaults::Entities {
constexpr int MAX_BULLETS = 50;
// SHIP_RADIUS migrat a data/entities/player/player.yaml (physics.collision_radius).
constexpr float ENEMY_RADIUS = 20.0F;
// ENEMY_RADIUS migrat a data/entities/<type>/<type>.yaml (physics.collision_radius).
constexpr float BULLET_RADIUS = 3.0F;
} // namespace Defaults::Entities
+4 -5
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@@ -14,11 +14,10 @@ namespace Defaults::Palette {
// brillantor perceptual sota el bloom (sense alterar la identitat de color).
// El canal dominant es manté a 255 a cada color per maximitzar la saturació
// visible quan el halo s'expandeix.
constexpr SDL_Color SHIP = {.r = 255, .g = 255, .b = 255, .a = 255}; // Blanco neutro
constexpr SDL_Color BULLET = {.r = 155, .g = 255, .b = 175, .a = 255}; // Verde laser
constexpr SDL_Color PENTAGON = {.r = 0, .g = 255, .b = 255, .a = 255}; // Cyan pur "esquivador"
constexpr SDL_Color SQUARE = {.r = 255, .g = 0, .b = 0, .a = 255}; // Roig pur "tank"
constexpr SDL_Color PINWHEEL = {.r = 255, .g = 0, .b = 255, .a = 255}; // Magenta pur "agressiu"
constexpr SDL_Color WOUNDED = {.r = 255, .g = 220, .b = 60, .a = 255}; // Dorado: enemigo herido
// SHIP s'ha migrat a data/entities/player/player.yaml (colors.normal).
// PENTAGON, SQUARE, PINWHEEL i WOUNDED han migrat a cada enemy YAML
// (colors.normal i colors.wounded).
// BULLET es queda compartit fins a la migració del bullet a YAML.
} // namespace Defaults::Palette