Merge branch 'feat/hud-palette': HUD amb colors per funció + diferenciació P1/P2
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@@ -12,6 +12,17 @@ namespace Defaults::Hud {
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constexpr float SCOREBOARD_TEXT_SCALE = 0.85F;
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constexpr float SCOREBOARD_TEXT_SPACING = 0.0F;
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// Colors per segment del marcador. Jerarquia per funció (score/vides/nivell)
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// + diferenciació de jugador (P1 blanc vs P2 rosa) sense xocar amb els
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// colors d'enemics (cyan/roig). Si alpha=255 desactiva l'oscil·lador global
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// i mostra el color estable (en lloc del pulse verd genèric).
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namespace Colors {
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constexpr SDL_Color SCORE_P1 = {.r = 255, .g = 255, .b = 255, .a = 255}; // blanc
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constexpr SDL_Color SCORE_P2 = {.r = 255, .g = 130, .b = 200, .a = 255}; // rosa magenta
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constexpr SDL_Color LIVES = {.r = 255, .g = 180, .b = 60, .a = 255}; // ambre / or
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constexpr SDL_Color LEVEL = {.r = 155, .g = 255, .b = 175, .a = 255}; // verd sistema
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} // namespace Colors
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// Animación de entrada del HUD (init_hud_animator).
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namespace InitAnim {
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// Spawn vertical de la nave: 50 px bajo la PLAYAREA (sale desde fuera).
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@@ -710,7 +710,7 @@ void GameScene::drawInitHudState() {
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}
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if (score_progress > 0.0F) {
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Systems::InitHud::drawScoreboardAnimated(text_, buildScoreboard(), score_progress);
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Systems::InitHud::drawScoreboardAnimated(text_, buildScoreboardSegments(), score_progress);
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}
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if (ship1_progress > 0.0F && match_config_.player1_active && ships_[0].isActive()) {
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@@ -816,59 +816,49 @@ void GameScene::tocado(uint8_t player_id, const Vec2& bullet_velocity) {
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}
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void GameScene::drawScoreboard() {
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// Construir text del marcador
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std::string text = buildScoreboard();
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// Parámetros de renderització
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const float SCALE = Defaults::Hud::SCOREBOARD_TEXT_SCALE;
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const float SPACING = Defaults::Hud::SCOREBOARD_TEXT_SPACING;
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// Calcular centro de la zone del marcador
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const SDL_FRect& scoreboard_zone = Defaults::Zones::SCOREBOARD;
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float center_x = scoreboard_zone.w / 2.0F;
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float center_y = scoreboard_zone.y + (scoreboard_zone.h / 2.0F);
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// Renderizar centrat
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text_.renderCentered(text, {.x = center_x, .y = center_y}, SCALE, SPACING);
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const Vec2 CENTER = {
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.x = scoreboard_zone.w / 2.0F,
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.y = scoreboard_zone.y + (scoreboard_zone.h / 2.0F),
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};
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Systems::InitHud::drawScoreboardSegmentsAt(text_, buildScoreboardSegments(), CENTER, SCALE, SPACING);
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}
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auto GameScene::buildScoreboard() const -> std::string {
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// Puntuación P1 (6 dígits) - mostrar zeros si inactiu
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std::string score_p1;
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std::string vides_p1;
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auto GameScene::buildScoreboardSegments() const -> Systems::InitHud::ScoreboardSegments {
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Systems::InitHud::ScoreboardSegments out;
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// Puntuació P1 (6 dígits) - zeros si inactiu
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if (match_config_.player1_active) {
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score_p1 = std::to_string(score_per_player_[0]);
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score_p1 = std::string(6 - std::min(6, static_cast<int>(score_p1.length())), '0') + score_p1;
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vides_p1 = (lives_per_player_[0] < 10)
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std::string s = std::to_string(score_per_player_[0]);
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out.score_p1 = std::string(6 - std::min(6, static_cast<int>(s.length())), '0') + s;
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out.lives_p1 = (lives_per_player_[0] < 10)
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? "0" + std::to_string(lives_per_player_[0])
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: std::to_string(lives_per_player_[0]);
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} else {
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score_p1 = "000000";
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vides_p1 = "00";
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out.score_p1 = "000000";
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out.lives_p1 = "00";
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}
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// Nivel (2 dígits)
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uint8_t stage_num = stage_manager_->getCurrentStage();
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std::string stage_str = (stage_num < 10) ? "0" + std::to_string(stage_num)
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: std::to_string(stage_num);
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// Nivell (2 dígits) amb label localitzat
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const uint8_t STAGE_NUM = stage_manager_->getCurrentStage();
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const std::string STAGE_STR = (STAGE_NUM < 10) ? "0" + std::to_string(STAGE_NUM)
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: std::to_string(STAGE_NUM);
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out.level = Locale::get().text("hud.level") + STAGE_STR;
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// Puntuación P2 (6 dígits) - mostrar zeros si inactiu
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std::string score_p2;
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std::string vides_p2;
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// Puntuació P2 (6 dígits) - zeros si inactiu
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if (match_config_.player2_active) {
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score_p2 = std::to_string(score_per_player_[1]);
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score_p2 = std::string(6 - std::min(6, static_cast<int>(score_p2.length())), '0') + score_p2;
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vides_p2 = (lives_per_player_[1] < 10)
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std::string s = std::to_string(score_per_player_[1]);
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out.score_p2 = std::string(6 - std::min(6, static_cast<int>(s.length())), '0') + s;
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out.lives_p2 = (lives_per_player_[1] < 10)
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? "0" + std::to_string(lives_per_player_[1])
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: std::to_string(lives_per_player_[1]);
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} else {
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score_p2 = "000000";
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vides_p2 = "00";
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out.score_p2 = "000000";
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out.lives_p2 = "00";
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}
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// Format: "123456 03 LEVEL 01 654321 02"
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// Nota: dos espais entre seccions, mantenir ambdós slots siempre visibles
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return score_p1 + " " + vides_p1 + " " + Locale::get().text("hud.level") + stage_str + " " + score_p2 + " " + vides_p2;
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return out;
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}
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// [NEW] Stage system helper methods
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@@ -29,6 +29,7 @@
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#include "game/stage_system/stage_config.hpp"
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#include "game/stage_system/stage_manager.hpp"
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#include "game/systems/collision_system.hpp"
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#include "game/systems/init_hud_animator.hpp"
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// Game over state machine
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enum class GameOverState : uint8_t {
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@@ -128,8 +129,9 @@ class GameScene final : public Scene {
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void drawPlayingState();
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void drawLevelCompletedState();
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// [NEW] Función helper del marcador
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[[nodiscard]] auto buildScoreboard() const -> std::string;
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// [NEW] Helper del marcador: construeix els 5 segments (score_p1, vides_p1,
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// level, score_p2, vides_p2) per a render colorit per segment.
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[[nodiscard]] auto buildScoreboardSegments() const -> Systems::InitHud::ScoreboardSegments;
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// Sub-pasos de update() (descompuestos en Fase 9d para reducir
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// complejidad cognitiva; cada uno es responsable de una sección).
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@@ -8,6 +8,7 @@
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#include <string>
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#include "core/defaults.hpp"
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#include "core/defaults/hud.hpp"
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#include "core/math/easing.hpp"
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#include "core/rendering/line_renderer.hpp"
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@@ -77,8 +78,40 @@ namespace Systems::InitHud {
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}
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}
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void drawScoreboardSegmentsAt(const Graphics::VectorText& text,
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const ScoreboardSegments& segments,
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const Vec2& center,
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float scale,
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float spacing) {
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// Separadors entre segments (preservant el layout legacy: " ", " ", " ", " ").
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const float W_SEP1 = Graphics::VectorText::getTextWidth(" ", scale, spacing);
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const float W_SEP2 = Graphics::VectorText::getTextWidth(" ", scale, spacing);
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const float W_SP1 = Graphics::VectorText::getTextWidth(segments.score_p1, scale, spacing);
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const float W_LP1 = Graphics::VectorText::getTextWidth(segments.lives_p1, scale, spacing);
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const float W_LV = Graphics::VectorText::getTextWidth(segments.level, scale, spacing);
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const float W_SP2 = Graphics::VectorText::getTextWidth(segments.score_p2, scale, spacing);
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const float W_LP2 = Graphics::VectorText::getTextWidth(segments.lives_p2, scale, spacing);
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const float TOTAL = W_SP1 + W_SEP1 + W_LP1 + W_SEP2 + W_LV + W_SEP2 + W_SP2 + W_SEP1 + W_LP2;
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const float HEIGHT = Graphics::VectorText::getTextHeight(scale);
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const float TOP_Y = center.y - (HEIGHT / 2.0F);
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float x = center.x - (TOTAL / 2.0F);
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text.render(segments.score_p1, {.x = x, .y = TOP_Y}, scale, spacing, 1.0F, Defaults::Hud::Colors::SCORE_P1);
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x += W_SP1 + W_SEP1;
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text.render(segments.lives_p1, {.x = x, .y = TOP_Y}, scale, spacing, 1.0F, Defaults::Hud::Colors::LIVES);
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x += W_LP1 + W_SEP2;
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text.render(segments.level, {.x = x, .y = TOP_Y}, scale, spacing, 1.0F, Defaults::Hud::Colors::LEVEL);
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x += W_LV + W_SEP2;
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text.render(segments.score_p2, {.x = x, .y = TOP_Y}, scale, spacing, 1.0F, Defaults::Hud::Colors::SCORE_P2);
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x += W_SP2 + W_SEP1;
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text.render(segments.lives_p2, {.x = x, .y = TOP_Y}, scale, spacing, 1.0F, Defaults::Hud::Colors::LIVES);
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}
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void drawScoreboardAnimated(const Graphics::VectorText& text,
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const std::string& scoreboard_text,
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const ScoreboardSegments& segments,
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float progress) {
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const float EASED = Easing::easeOutQuad(progress);
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@@ -91,10 +124,7 @@ namespace Systems::InitHud {
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const auto Y_INI = static_cast<float>(Defaults::Game::HEIGHT);
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const float Y_ANIM = Y_INI + ((Y_FINAL - Y_INI) * EASED);
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text.renderCentered(scoreboard_text,
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Vec2{.x = CENTRE_X, .y = Y_ANIM},
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SCALE,
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SPACING);
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drawScoreboardSegmentsAt(text, segments, {.x = CENTRE_X, .y = Y_ANIM}, SCALE, SPACING);
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}
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} // namespace Systems::InitHud
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@@ -21,6 +21,17 @@
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namespace Systems::InitHud {
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// Segments del marcador. Cada segment es renderitza amb el seu propi color
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// (vegeu Defaults::Hud::Colors). El layout final concatena en aquest ordre
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// amb separadors d'1, 2, 2, 1 espais respectivament (igual que el legacy).
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struct ScoreboardSegments {
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std::string score_p1;
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std::string lives_p1;
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std::string level; // ex: "NIVELL 01"
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std::string score_p2;
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std::string lives_p2;
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};
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// Convierte un progreso global 0..1 al sub-progreso de un elemento que solo
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// se anima en la ventana [ratio_init, ratio_end].
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// < ratio_init → 0.0 (no empezó)
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@@ -40,10 +51,19 @@ namespace Systems::InitHud {
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// 66..100% → línea inferior crece desde los lados hacia el centro.
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void drawBordersAnimated(Rendering::Renderer* renderer, float progress);
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// Dibuja el scoreboard centrado, subiendo desde fuera de la pantalla
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// hasta su posición final con easing.
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// Dibuixa els 5 segments del scoreboard centrats al voltant de `center`,
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// cadascun amb el seu color (Defaults::Hud::Colors). Separadors de 1/2/2/1
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// espais entre segments per preservar el layout legacy.
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void drawScoreboardSegmentsAt(const Graphics::VectorText& text,
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const ScoreboardSegments& segments,
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const Vec2& center,
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float scale,
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float spacing);
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// Dibuixa el scoreboard centrat, pujant des de fora de la pantalla fins a
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// la seva posició final amb easing. Delega a drawScoreboardSegmentsAt.
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void drawScoreboardAnimated(const Graphics::VectorText& text,
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const std::string& scoreboard_text,
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const ScoreboardSegments& segments,
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float progress);
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} // namespace Systems::InitHud
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