refactor(title): la 3D és l'única — elimina backup 2D i renomena als noms canònics

This commit is contained in:
2026-05-22 12:04:16 +02:00
parent a29c2b9cc2
commit 54d3e683a1
16 changed files with 680 additions and 2321 deletions
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# ship2_perspective.shp - Nave P2 con perspectiva pre-calculada
# Posición optimizada: "4 del reloj" (Abajo-Derecha)
# Dirección: Volando hacia el fondo (centro pantalla)
name: ship2_perspective
scale: 1.0
center: 0, 0
# TRANSFORMACIÓN APLICADA:
# 1. Rotación -45° (apuntando al centro desde abajo-dcha)
# 2. Proyección de perspectiva:
# - Punta (p1): Reducida al 60% (simula lejanía)
# - Base (p2, p3): Aumentada al 110% (simula cercanía)
# 3. Flip horizontal (simétrica a ship_starfield.shp)
#
# Nuevos Punts (aprox):
# p1 (Punta): (-4, -4) -> Lejos, pequeña y apuntando arriba-izq
# p2 (Ala Izq): (-3, 11) -> Cerca, lado interior
# p4 (Base Cnt): (3, 5) -> Centro base
# p3 (Ala Dcha): (11, 2) -> Cerca, lado exterior (más grande)
#polyline: -4,-4 -3,11 3,5 11,2 -4,-4
polyline: -4,-4 -3,11 11,2 -4,-4
# Circulito central (octàgon r=2.5)
# Distintiu visual del jugador 2
# Sin perspectiva (está en el centro de la nave)
polyline: 0,-2.5 1.77,-1.77 2.5,0 1.77,1.77 0,2.5 -1.77,1.77 -2.5,0 -1.77,-1.77 0,-2.5
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# ship_perspective.shp - Nave con perspectiva pre-calculada
# Posición optimizada: "8 del reloj" (Abajo-Izquierda)
# Dirección: Volando hacia el fondo (centro pantalla)
name: ship_perspective
scale: 1.0
center: 0, 0
# TRANSFORMACIÓN APLICADA:
# 1. Rotación +45° (apuntando al centro desde abajo-izq)
# 2. Proyección de perspectiva:
# - Punta (p1): Reducida al 60% (simula lejanía)
# - Base (p2, p3): Aumentada al 110% (simula cercanía)
#
# Nuevos Puntos (aprox):
# p1 (Punta): (4, -4) -> Lejos, pequeña y apuntando arriba-dcha
# p2 (Ala Dcha): (3, 11) -> Cerca, lado interior
# p4 (Base Cnt): (-3, 5) -> Centro base
# p3 (Ala Izq): (-11, 2) -> Cerca, lado exterior (más grande)
polyline: 4,-4 3,11 -3,5 -11,2 4,-4
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// starfield.cpp - Implementació del sistema de estrelles de fons
// starfield.cpp - Implementació del starfield 3D
// © 2026 JailDesigner
#include "core/graphics/starfield.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <iostream>
#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/rendering/shape_renderer.hpp"
namespace Graphics {
// Constructor
Starfield::Starfield(Rendering::Renderer* renderer,
const Vec2& punt_fuga,
const SDL_FRect& area,
int densitat)
: shape_estrella_(ShapeLoader::load("star.shp")),
renderer_(renderer),
punt_fuga_(punt_fuga),
area_(area) {
if (!shape_estrella_ || !shape_estrella_->isValid()) {
std::cerr << "ERROR: No s'ha pogut load star.shp" << '\n';
return;
}
namespace {
// Configurar 3 capes con diferents velocitats i escales
// Capa 0: Fons llunyà (lenta, pequeña)
capes_.push_back({20.0F, 0.3F, 0.8F, densitat / 3});
// Helper: número aleatori en [0, 1) usant rand()/RAND_MAX (mateixa convenció
// que la resta del joc — veure starfield.cpp).
auto randFloat01() -> float {
return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
}
// Capa 1: Profunditat mitjana
capes_.push_back({40.0F, 0.5F, 1.2F, densitat / 3});
auto randRange(float lo, float hi) -> float {
return lo + (randFloat01() * (hi - lo));
}
// Capa 2: Primer pla (ràpida, grande)
capes_.push_back({80.0F, 0.8F, 2.0F, densitat / 3});
} // namespace
// Calcular radi màxim (distancia del centro al racó més llunyà)
float dx = std::max(punt_fuga_.x, area_.w - punt_fuga_.x);
float dy = std::max(punt_fuga_.y, area_.h - punt_fuga_.y);
radi_max_ = std::sqrt((dx * dx) + (dy * dy));
// Inicialitzar estrelles con posicions distribuïdes (pre-omplir pantalla)
for (int capa_idx = 0; capa_idx < 3; capa_idx++) {
int num = capes_[capa_idx].num_estrelles;
for (int i = 0; i < num; i++) {
Estrella estrella;
estrella.capa = capa_idx;
// Angle aleatori
estrella.angle = (static_cast<float>(rand()) / static_cast<float>(RAND_MAX)) * 2.0F * Defaults::Math::PI;
// Distancia aleatòria (0.0 a 1.0) per omplir toda la pantalla
estrella.distancia_centre = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
// Calcular posición desde la distancia
float radi = estrella.distancia_centre * radi_max_;
estrella.position.x = punt_fuga_.x + (radi * std::cos(estrella.angle));
estrella.position.y = punt_fuga_.y + (radi * std::sin(estrella.angle));
estrelles_.push_back(estrella);
Starfield::Starfield(Rendering::Renderer* renderer, const Camera3D* camera, int density)
: renderer_(renderer),
camera_(camera),
octahedron_(makeOctahedron()) {
stars_.resize(static_cast<std::size_t>(std::max(0, density)));
for (auto& star : stars_) {
// Pre-omplir amb estrelles distribuïdes per tot el rang Z, no només al far.
initStar(star, /*spawn_at_far=*/false);
}
}
}
// Inicialitzar una estrella (nueva o regenerada)
void Starfield::initStar(Estrella& estrella) const {
// Angle aleatori des del point de fuga hacia fuera
estrella.angle = (static_cast<float>(rand()) / static_cast<float>(RAND_MAX)) * 2.0F * Defaults::Math::PI;
void Starfield::initStar(Star& star, bool spawn_at_far) {
star.position.x = randRange(-HALF_SPAWN_X, HALF_SPAWN_X);
star.position.y = randRange(-HALF_SPAWN_Y, HALF_SPAWN_Y);
star.position.z = spawn_at_far
? Z_FAR_SPAWN
: randRange(Z_NEAR_RESPAWN, Z_FAR_SPAWN);
// Distancia inicial pequeña (5% del radi màxim) - neix prop del centro
estrella.distancia_centre = 0.05F;
star.velocity_z = -randRange(MIN_VELOCITY_Z, MAX_VELOCITY_Z);
star.rot_phase_y = randFloat01() * Defaults::Math::PI * 2.0F;
star.rot_phase_x = randFloat01() * Defaults::Math::PI * 2.0F;
star.rot_speed_y = randRange(MIN_ROT_SPEED, MAX_ROT_SPEED);
star.rot_speed_x = randRange(MIN_ROT_SPEED, MAX_ROT_SPEED);
star.scale = STAR_BASE_SCALE + (randRange(-1.0F, 1.0F) * STAR_SCALE_JITTER);
}
// Posición inicial: mucho prop del point de fuga
float radi = estrella.distancia_centre * radi_max_;
estrella.position.x = punt_fuga_.x + (radi * std::cos(estrella.angle));
estrella.position.y = punt_fuga_.y + (radi * std::sin(estrella.angle));
}
auto Starfield::computeBrightness(const Star& star) const -> float {
// Lerp segons distància Z normalitzada [Z_NEAR_RESPAWN .. Z_FAR_SPAWN].
const float SPAN = Z_FAR_SPAWN - Z_NEAR_RESPAWN;
const float T_RAW = (star.position.z - Z_NEAR_RESPAWN) / SPAN;
const float T = std::clamp(T_RAW, 0.0F, 1.0F);
const float BRIGHTNESS = BRIGHTNESS_NEAR + (T * (BRIGHTNESS_FAR - BRIGHTNESS_NEAR));
return std::clamp(BRIGHTNESS * brightness_mult_, 0.0F, 1.0F);
}
// Verificar si una estrella está fuera de l'àrea
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 ||
estrella.position.y > area_.y + area_.h);
}
void Starfield::update(float delta_time) {
for (auto& star : stars_) {
star.position.z += star.velocity_z * delta_time;
star.rot_phase_y += star.rot_speed_y * delta_time;
star.rot_phase_x += star.rot_speed_x * delta_time;
// Calcular scale dinàmica segons distancia del centro
auto Starfield::computeScale(const Estrella& estrella) const -> float {
const CapaConfig& capa = capes_[estrella.capa];
// Interpolació lineal basada en distancia del centro
// distancia_centre: 0.0 (centro) → 1.0 (vora)
return capa.escala_min +
((capa.escala_max - capa.escala_min) * estrella.distancia_centre);
}
// Calcular brightness dinàmica segons distancia del centro
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 +
((Defaults::Brightness::STARFIELD_MAX - Defaults::Brightness::STARFIELD_MIN) *
estrella.distancia_centre);
// Aplicar multiplicador i limitar a 1.0
return std::min(1.0F, brightness_base * multiplicador_brightness_);
}
// Actualitzar posicions de las estrelles
void Starfield::update(float delta_time) {
for (auto& estrella : estrelles_) {
// Obtenir configuración de la capa
const CapaConfig& capa = capes_[estrella.capa];
// Moure hacia fuera des del centro
float velocity = capa.velocitat_base;
float dx = velocity * std::cos(estrella.angle) * delta_time;
float dy = velocity * std::sin(estrella.angle) * delta_time;
estrella.position.x += dx;
estrella.position.y += dy;
// Actualitzar distancia del centro
float dx_centre = estrella.position.x - punt_fuga_.x;
float dy_centre = estrella.position.y - punt_fuga_.y;
float dist_px = std::sqrt((dx_centre * dx_centre) + (dy_centre * dy_centre));
estrella.distancia_centre = dist_px / radi_max_;
// Si ha sortit de l'àrea, regenerar-la
if (isOutsideArea(estrella)) {
initStar(estrella);
if (star.position.z < Z_NEAR_RESPAWN) {
initStar(star, /*spawn_at_far=*/true);
}
}
}
}
// Establir multiplicador de brightness
void Starfield::setBrightness(float multiplier) {
multiplicador_brightness_ = std::max(0.0F, multiplier); // Evitar valors negatius
}
void Starfield::draw() const {
if (camera_ == nullptr || renderer_ == nullptr) {
return;
}
// Ordena de més lluny a més a prop perquè el blending additiu acumule
// brightness sense que els elements de davant queden tapats pels de
// darrere. Còpia d'índexs per no modificar l'ordre intern de stars_.
std::vector<std::size_t> order(stars_.size());
for (std::size_t i = 0; i < order.size(); ++i) {
order[i] = i;
}
std::ranges::sort(order, [&](std::size_t a, std::size_t b) {
return stars_[a].position.z > stars_[b].position.z;
});
// Dibuixar todas las estrelles
void Starfield::draw() {
if (!shape_estrella_->isValid()) {
return;
for (std::size_t idx : order) {
const Star& star = stars_[idx];
const Transform3D TRANSFORM{
.position = star.position,
.rotation_euler = Vec3{.x = star.rot_phase_x, .y = star.rot_phase_y, .z = 0.0F},
.scale = star.scale,
};
drawWireframe(renderer_, *camera_, octahedron_, TRANSFORM, computeBrightness(star));
}
}
for (const auto& estrella : estrelles_) {
// Calcular scale i brightness dinàmicament
float scale = computeScale(estrella);
float brightness = computeBrightness(estrella);
// Renderizar estrella sin rotación
Rendering::renderShape(
renderer_,
shape_estrella_,
estrella.position,
0.0F, // angle (las estrelles no giren)
scale, // scale dinàmica
1.0F, // progress (siempre visible)
brightness // brightness dinàmica
);
void Starfield::setBrightness(float multiplier) {
brightness_mult_ = std::max(0.0F, multiplier);
}
}
} // namespace Graphics
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// starfield.hpp - Sistema de estrelles de fons con efecte de profunditat
// starfield.hpp - Camp d'estrelles 3D per a l'escena de títol
// © 2026 JailDesigner
//
// Cada estrella és un octaedre
// wireframe situat en l'espai mundial (Vec3). Es desplacen cap a la càmera
// (Z disminueix); quan creuen el pla Z_NEAR_RESPAWN es regeneren a Z_FAR_SPAWN
// amb X/Y aleatori. Cada octaedre rota lentament sobre Y i X per donar volum.
#pragma once
#include "core/rendering/render_context.hpp"
#include <SDL3/SDL.h>
#include <memory>
#include <vector>
#include "core/graphics/shape.hpp"
#include "core/graphics/camera3d.hpp"
#include "core/graphics/wireframe3d.hpp"
#include "core/rendering/render_context.hpp"
#include "core/types.hpp"
namespace Graphics {
// Configuración per cada capa de profunditat
struct CapaConfig {
float velocitat_base; // Velocidad base de esta capa (px/s)
float escala_min; // Escala mínima prop del centro
float escala_max; // Escala màxima al límit de pantalla
int num_estrelles; // Nombre de estrelles en esta capa
};
class Starfield {
public:
Starfield(Rendering::Renderer* renderer, const Camera3D* camera, int density = 200);
// Clase Starfield - camp de estrelles animat con efecte de profunditat
class Starfield {
public:
// Constructor
// - renderer: SDL renderer
// - punt_fuga: point de origin/fuga des de on surten las estrelles
// - area: rectangle on actuen las estrelles (SDL_FRect)
// - densitat: nombre total de estrelles (es divideix entre capes)
Starfield(Rendering::Renderer* renderer,
const Vec2& punt_fuga,
const SDL_FRect& area,
int densitat = 150);
// Actualitzar posicions de las estrelles
void update(float delta_time);
void draw() const;
// Dibuixar todas las estrelles
void draw();
// Setters per ajustar parámetros en time real
void setVanishingPoint(const Vec2& point) { punt_fuga_ = point; }
void setBrightness(float multiplier);
private:
// Estructura interna per cada estrella
struct Estrella {
Vec2 position; // Posición actual
float angle; // Angle de movement (radians)
float distancia_centre; // Distancia normalitzada del centro (0.0-1.0)
int capa; // Índex de capa (0=lluny, 1=mitjà, 2=prop)
private:
struct Star {
Vec3 position{};
float velocity_z{0.0F}; // Negatiu: cap a càmera
float rot_phase_y{0.0F};
float rot_phase_x{0.0F};
float rot_speed_y{0.0F};
float rot_speed_x{0.0F};
float scale{1.0F};
};
// Inicialitzar una estrella (nueva o regenerada)
void initStar(Estrella& estrella) const;
static void initStar(Star& star, bool spawn_at_far);
[[nodiscard]] auto computeBrightness(const Star& star) const -> float;
// Verificar si una estrella está fuera de l'àrea
[[nodiscard]] auto isOutsideArea(const Estrella& estrella) const -> bool;
// Calcular scale dinàmica segons distancia del centro
[[nodiscard]] auto computeScale(const Estrella& estrella) const -> float;
// Calcular brightness dinàmica segons distancia del centro
[[nodiscard]] auto computeBrightness(const Estrella& estrella) const -> float;
// Dades
std::vector<Estrella> estrelles_;
std::vector<CapaConfig> capes_; // Configuración de las 3 capes
std::shared_ptr<Shape> shape_estrella_;
Rendering::Renderer* renderer_;
const Camera3D* camera_;
std::vector<Star> stars_;
Mesh3D octahedron_;
float brightness_mult_{1.0F};
// Configuración
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
float multiplicador_brightness_{1.0F}; // Multiplicador de brightness (1.0 = default)
};
// Volum de spawn / regeneració en l'espai 3D.
static constexpr float Z_NEAR_RESPAWN = 5.0F; // Si Z < aquest valor → regenera
static constexpr float Z_FAR_SPAWN = 1500.0F; // Z de regeneració (lluny — més profunditat)
static constexpr float HALF_SPAWN_X = 900.0F; // X aleatori dins [-, +]
static constexpr float HALF_SPAWN_Y = 540.0F; // Y aleatori dins [-, +]
// Mida i moviment.
static constexpr float STAR_BASE_SCALE = 1.8F;
static constexpr float STAR_SCALE_JITTER = 0.6F;
static constexpr float MIN_VELOCITY_Z = 80.0F;
static constexpr float MAX_VELOCITY_Z = 200.0F;
static constexpr float MIN_ROT_SPEED = 0.2F;
static constexpr float MAX_ROT_SPEED = 0.8F;
// Brightness en funció de la distància Z (a prop = més brillant).
static constexpr float BRIGHTNESS_FAR = 0.15F;
static constexpr float BRIGHTNESS_NEAR = 1.0F;
};
} // namespace Graphics
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// starfield3d.cpp - Implementació del starfield 3D
// © 2026 JailDesigner
#include "core/graphics/starfield3d.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include "core/defaults.hpp"
namespace Graphics {
namespace {
// Helper: número aleatori en [0, 1) usant rand()/RAND_MAX (mateixa convenció
// que la resta del joc — veure starfield.cpp).
auto randFloat01() -> float {
return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
}
auto randRange(float lo, float hi) -> float {
return lo + (randFloat01() * (hi - lo));
}
} // namespace
Starfield3D::Starfield3D(Rendering::Renderer* renderer, const Camera3D* camera, int density)
: renderer_(renderer),
camera_(camera),
octahedron_(makeOctahedron()) {
stars_.resize(static_cast<std::size_t>(std::max(0, density)));
for (auto& star : stars_) {
// Pre-omplir amb estrelles distribuïdes per tot el rang Z, no només al far.
initStar(star, /*spawn_at_far=*/false);
}
}
void Starfield3D::initStar(Star& star, bool spawn_at_far) {
star.position.x = randRange(-HALF_SPAWN_X, HALF_SPAWN_X);
star.position.y = randRange(-HALF_SPAWN_Y, HALF_SPAWN_Y);
star.position.z = spawn_at_far
? Z_FAR_SPAWN
: randRange(Z_NEAR_RESPAWN, Z_FAR_SPAWN);
star.velocity_z = -randRange(MIN_VELOCITY_Z, MAX_VELOCITY_Z);
star.rot_phase_y = randFloat01() * Defaults::Math::PI * 2.0F;
star.rot_phase_x = randFloat01() * Defaults::Math::PI * 2.0F;
star.rot_speed_y = randRange(MIN_ROT_SPEED, MAX_ROT_SPEED);
star.rot_speed_x = randRange(MIN_ROT_SPEED, MAX_ROT_SPEED);
star.scale = STAR_BASE_SCALE + (randRange(-1.0F, 1.0F) * STAR_SCALE_JITTER);
}
auto Starfield3D::computeBrightness(const Star& star) const -> float {
// Lerp segons distància Z normalitzada [Z_NEAR_RESPAWN .. Z_FAR_SPAWN].
const float SPAN = Z_FAR_SPAWN - Z_NEAR_RESPAWN;
const float T_RAW = (star.position.z - Z_NEAR_RESPAWN) / SPAN;
const float T = std::clamp(T_RAW, 0.0F, 1.0F);
const float BRIGHTNESS = BRIGHTNESS_NEAR + (T * (BRIGHTNESS_FAR - BRIGHTNESS_NEAR));
return std::clamp(BRIGHTNESS * brightness_mult_, 0.0F, 1.0F);
}
void Starfield3D::update(float delta_time) {
for (auto& star : stars_) {
star.position.z += star.velocity_z * delta_time;
star.rot_phase_y += star.rot_speed_y * delta_time;
star.rot_phase_x += star.rot_speed_x * delta_time;
if (star.position.z < Z_NEAR_RESPAWN) {
initStar(star, /*spawn_at_far=*/true);
}
}
}
void Starfield3D::draw() const {
if (camera_ == nullptr || renderer_ == nullptr) {
return;
}
// Ordena de més lluny a més a prop perquè el blending additiu acumule
// brightness sense que els elements de davant queden tapats pels de
// darrere. Còpia d'índexs per no modificar l'ordre intern de stars_.
std::vector<std::size_t> order(stars_.size());
for (std::size_t i = 0; i < order.size(); ++i) {
order[i] = i;
}
std::ranges::sort(order, [&](std::size_t a, std::size_t b) {
return stars_[a].position.z > stars_[b].position.z;
});
for (std::size_t idx : order) {
const Star& star = stars_[idx];
const Transform3D TRANSFORM{
.position = star.position,
.rotation_euler = Vec3{.x = star.rot_phase_x, .y = star.rot_phase_y, .z = 0.0F},
.scale = star.scale,
};
drawWireframe(renderer_, *camera_, octahedron_, TRANSFORM, computeBrightness(star));
}
}
void Starfield3D::setBrightness(float multiplier) {
brightness_mult_ = std::max(0.0F, multiplier);
}
} // namespace Graphics
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// starfield3d.hpp - Camp de estrelles 3D real per a l'escena de títol
// © 2026 JailDesigner
//
// Equivalent 3D del `Graphics::Starfield`. Cada estrella és un octaedre
// wireframe situat en l'espai mundial (Vec3). Es desplacen cap a la càmera
// (Z disminueix); quan creuen el pla Z_NEAR_RESPAWN es regeneren a Z_FAR_SPAWN
// amb X/Y aleatori. Cada octaedre rota lentament sobre Y i X per donar volum.
#pragma once
#include <vector>
#include "core/graphics/camera3d.hpp"
#include "core/graphics/wireframe3d.hpp"
#include "core/rendering/render_context.hpp"
#include "core/types.hpp"
namespace Graphics {
class Starfield3D {
public:
Starfield3D(Rendering::Renderer* renderer, const Camera3D* camera, int density = 200);
void update(float delta_time);
void draw() const;
void setBrightness(float multiplier);
private:
struct Star {
Vec3 position{};
float velocity_z{0.0F}; // Negatiu: cap a càmera
float rot_phase_y{0.0F};
float rot_phase_x{0.0F};
float rot_speed_y{0.0F};
float rot_speed_x{0.0F};
float scale{1.0F};
};
static void initStar(Star& star, bool spawn_at_far);
[[nodiscard]] auto computeBrightness(const Star& star) const -> float;
Rendering::Renderer* renderer_;
const Camera3D* camera_;
std::vector<Star> stars_;
Mesh3D octahedron_;
float brightness_mult_{1.0F};
// Volum de spawn / regeneració en l'espai 3D.
static constexpr float Z_NEAR_RESPAWN = 5.0F; // Si Z < aquest valor → regenera
static constexpr float Z_FAR_SPAWN = 1500.0F; // Z de regeneració (lluny — més profunditat)
static constexpr float HALF_SPAWN_X = 900.0F; // X aleatori dins [-, +]
static constexpr float HALF_SPAWN_Y = 540.0F; // Y aleatori dins [-, +]
// Mida i moviment.
static constexpr float STAR_BASE_SCALE = 1.8F;
static constexpr float STAR_SCALE_JITTER = 0.6F;
static constexpr float MIN_VELOCITY_Z = 80.0F;
static constexpr float MAX_VELOCITY_Z = 200.0F;
static constexpr float MIN_ROT_SPEED = 0.2F;
static constexpr float MAX_ROT_SPEED = 0.8F;
// Brightness en funció de la distància Z (a prop = més brillant).
static constexpr float BRIGHTNESS_FAR = 0.15F;
static constexpr float BRIGHTNESS_NEAR = 1.0F;
};
} // namespace Graphics
+1 -11
View File
@@ -24,7 +24,6 @@
#include "game/scenes/game_scene.hpp"
#include "game/scenes/logo_scene.hpp"
#include "game/scenes/title_scene.hpp"
#include "game/scenes/title_scene_3d.hpp"
#include "global_events.hpp"
#include "project.h"
#include "scene.hpp"
@@ -292,17 +291,8 @@ auto Director::buildScene(SceneType type, SDLManager& sdl, SceneContext& context
switch (type) {
case SceneType::LOGO:
return std::make_unique<LogoScene>(sdl, context);
case SceneType::TITLE: {
// Env var ORNI_TITLE_3D=1 redirigeix la TITLE clàssica cap a la
// variant 3D real en proves; en qualsevol altre cas, la 2D.
const char* env = std::getenv("ORNI_TITLE_3D");
if (env != nullptr && env[0] == '1' && env[1] == '\0') {
return std::make_unique<TitleScene3D>(sdl, context);
}
case SceneType::TITLE:
return std::make_unique<TitleScene>(sdl, context);
}
case SceneType::TITLE_3D:
return std::make_unique<TitleScene3D>(sdl, context);
case SceneType::GAME:
return std::make_unique<GameScene>(sdl, context);
case SceneType::EXIT:
+4 -7
View File
@@ -15,13 +15,10 @@ namespace SceneManager {
public:
// Tipo de escena del juego
enum class SceneType : std::uint8_t {
LOGO, // Pantalla de start (logo JAILGAMES)
TITLE, // Pantalla de título (versió 2D actual). Si l'env var
// ORNI_TITLE_3D=1 està activa, Director::buildScene
// redirigeix aquest valor a TitleScene3D.
TITLE_3D, // Pantalla de títol 3D real (variant en proves)
GAME, // Juego principal (Asteroids)
EXIT // Salir del programa
LOGO, // Pantalla de start (logo JAILGAMES)
TITLE, // Pantalla de título (3D)
GAME, // Juego principal (Asteroids)
EXIT // Salir del programa
};
// Opciones específiques para cada escena
+131 -344
View File
@@ -1,4 +1,4 @@
// title_scene.cpp - Implementació de l'escena de título
// title_scene.cpp - Implementació de l'escena de títol 3D real
// © 2026 JailDesigner
#include "title_scene.hpp"
@@ -18,115 +18,96 @@
#include "core/system/scene_context.hpp"
#include "project.h"
// Using declarations per simplificar el codi
using SceneManager::SceneContext;
using SceneType = SceneContext::SceneType;
using Option = SceneContext::Option;
namespace {
// Botons per iniciar partida des de MAIN (només START). Duplicat del que viu
constexpr std::array<InputAction, 1> START_GAME_BUTTONS = {InputAction::START};
} // namespace
TitleScene::TitleScene(SDLManager& sdl, SceneContext& context)
: sdl_(sdl),
context_(context),
text_(sdl.getRenderer())
{
text_(sdl.getRenderer()) {
std::cout << "SceneType Titol: Inicialitzant...\n";
// Inicialitzar configuración de match (sin player active per defecte)
match_config_.jugador1_actiu = false;
match_config_.jugador2_actiu = false;
match_config_.mode = GameConfig::Mode::NORMAL;
// Processar opción del context
auto option = context_.consumeOption();
if (option == Option::JUMP_TO_TITLE_MAIN) {
std::cout << "SceneType Titol: Opción JUMP_TO_TITLE_MAIN activada\n";
std::cout << "SceneType Titol: Opció JUMP_TO_TITLE_MAIN activada\n";
estat_actual_ = TitleState::MAIN;
temps_estat_main_ = 0.0F;
}
// Crear starfield de fons
Vec2 centre_pantalla{
.x = Defaults::Game::WIDTH / 2.0F,
.y = Defaults::Game::HEIGHT / 2.0F};
SDL_FRect area_completa{
0,
0,
// Càmera 3D: posicionada a l'origen, mirant cap a +Z, amb Y cap amunt.
camera_ = std::make_unique<Graphics::Camera3D>(
Vec3{.x = 0.0F, .y = 0.0F, .z = 0.0F},
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F},
Vec3{.x = 0.0F, .y = 1.0F, .z = 0.0F},
CAMERA_FOV_Y_RAD,
static_cast<float>(Defaults::Game::WIDTH),
static_cast<float>(Defaults::Game::HEIGHT)};
static_cast<float>(Defaults::Game::HEIGHT));
starfield_ = std::make_unique<Graphics::Starfield>(
sdl_.getRenderer(),
centre_pantalla,
area_completa,
150 // densitat: 150 estrelles (50 per capa)
);
// Brightness depèn de l'opción
camera_.get(),
200);
if (estat_actual_ == TitleState::MAIN) {
// Si saltem a MAIN, starfield instantàniament brillant
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
} else {
// Flux normal: comença con brightness 0.0 per fade-in
starfield_->setBrightness(0.0F);
}
// Inicialitzar animador de naves 3D
ship_animator_ = std::make_unique<Title::ShipAnimator>(sdl_.getRenderer());
ship_animator_ = std::make_unique<Title::ShipAnimator>(sdl_.getRenderer(), camera_.get());
ship_animator_->init();
if (estat_actual_ == TitleState::MAIN) {
// Jump to MAIN: empezar entrada inmediatamente
ship_animator_->setVisible(true);
ship_animator_->startEntryAnimation();
} else {
// Flux normal: NO empezar entrada todavía (esperaran a MAIN)
ship_animator_->setVisible(false);
}
// Inicialitzar lletres del título "ORNI ATTACK!"
initTitle();
// Logo JAILGAMES pequeño sobre el copyright inferior.
inicialitzarJailgames();
// Iniciar música de título si no está sonant
if (Audio::getMusicState() != Audio::MusicState::PLAYING) {
Audio::get()->playMusic("title.ogg");
}
}
TitleScene::~TitleScene() {
// Aturar música de título cuando es destrueix l'escena
Audio::get()->stopMusic();
}
void TitleScene::initTitle() {
using namespace Graphics;
// === LÍNIA 1: "ORNI" ===
std::vector<std::string> fitxers_orni = {
const std::vector<std::string> FITXERS_ORNI = {
"title/letra_o.shp",
"title/letra_r.shp",
"title/letra_n.shp",
"title/letra_i.shp"};
// Pas 1: Carregar formes i calcular amplades per "ORNI"
float ancho_total_orni = 0.0F;
for (const auto& file : fitxers_orni) {
for (const auto& file : FITXERS_ORNI) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene] Error carregant " << file << '\n';
continue;
}
// Calcular bounding box de la shape (trobar ancho i altura)
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
float max_y = -FLT_MAX;
for (const auto& prim : shape->getPrimitives()) {
for (const auto& point : prim.points) {
min_x = std::min(min_x, point.x);
@@ -135,72 +116,46 @@ void TitleScene::initTitle() {
max_y = std::max(max_y, point.y);
}
}
float ancho_sin_escalar = max_x - min_x;
float altura_sin_escalar = max_y - min_y;
// Escalar ancho, altura i offset con LOGO_SCALE
float ancho = ancho_sin_escalar * Defaults::Title::Layout::LOGO_SCALE;
float altura = altura_sin_escalar * Defaults::Title::Layout::LOGO_SCALE;
float offset_centre = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
lletres_orni_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ancho, altura, offset_centre});
ancho_total_orni += ancho;
const float ANCHO = (max_x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
const float ALTURA = (max_y - min_y) * Defaults::Title::Layout::LOGO_SCALE;
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
lletres_orni_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total_orni += ANCHO;
}
ancho_total_orni += ESPAI_ENTRE_LLETRES * static_cast<float>(lletres_orni_.size() - 1);
// Añadir espaiat entre lletres
ancho_total_orni += ESPAI_ENTRE_LLETRES * (lletres_orni_.size() - 1);
// Calcular posición inicial (centrat horitzontal) per "ORNI"
float x_inicial_orni = (Defaults::Game::WIDTH - ancho_total_orni) / 2.0F;
float x_actual = x_inicial_orni;
float x_actual = (Defaults::Game::WIDTH - ancho_total_orni) / 2.0F;
for (auto& lletra : lletres_orni_) {
lletra.position.x = x_actual + lletra.offset_centre;
lletra.position.y = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
x_actual += lletra.ancho + ESPAI_ENTRE_LLETRES;
}
std::cout << "[TitleScene] Línia 1 (ORNI): " << lletres_orni_.size()
<< " lletres, ancho total: " << ancho_total_orni << " px\n";
const float ALTURA_ORNI = lletres_orni_.empty() ? 50.0F : lletres_orni_[0].altura;
const float Y_ORNI = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
const float SEPARACION = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_LINE_SPACING;
y_attack_dinamica_ = Y_ORNI + ALTURA_ORNI + SEPARACION;
// === Calcular posición Y dinàmica per "ATTACK!" ===
// Todas las lletres ORNI tenen la misma altura, utilitzem la primera
float altura_orni = lletres_orni_.empty() ? 50.0F : lletres_orni_[0].altura;
float y_orni = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
float separacion_lineas = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_LINE_SPACING;
y_attack_dinamica_ = y_orni + altura_orni + separacion_lineas;
std::cout << "[TitleScene] Altura ORNI: " << altura_orni
<< " px, Y_ATTACK dinàmica: " << y_attack_dinamica_ << " px\n";
// === LÍNIA 2: "ATTACK!" ===
std::vector<std::string> fitxers_attack = {
const std::vector<std::string> FITXERS_ATTACK = {
"title/letra_a.shp",
"title/letra_t.shp",
"title/letra_t.shp", // T repetida
"title/letra_a.shp", // A repetida
"title/letra_t.shp",
"title/letra_a.shp",
"title/letra_c.shp",
"title/letra_k.shp",
"title/letra_exclamacion.shp"};
// Pas 1: Carregar formes i calcular amplades per "ATTACK!"
float ancho_total_attack = 0.0F;
for (const auto& file : fitxers_attack) {
for (const auto& file : FITXERS_ATTACK) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene] Error carregant " << file << '\n';
continue;
}
// Calcular bounding box de la shape (trobar ancho i altura)
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
float max_y = -FLT_MAX;
for (const auto& prim : shape->getPrimitives()) {
for (const auto& point : prim.points) {
min_x = std::min(min_x, point.x);
@@ -209,54 +164,34 @@ void TitleScene::initTitle() {
max_y = std::max(max_y, point.y);
}
}
float ancho_sin_escalar = max_x - min_x;
float altura_sin_escalar = max_y - min_y;
// Escalar ancho, altura i offset con LOGO_SCALE
float ancho = ancho_sin_escalar * Defaults::Title::Layout::LOGO_SCALE;
float altura = altura_sin_escalar * Defaults::Title::Layout::LOGO_SCALE;
float offset_centre = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
lletres_attack_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ancho, altura, offset_centre});
ancho_total_attack += ancho;
const float ANCHO = (max_x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
const float ALTURA = (max_y - min_y) * Defaults::Title::Layout::LOGO_SCALE;
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
lletres_attack_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total_attack += ANCHO;
}
ancho_total_attack += ESPAI_ENTRE_LLETRES * static_cast<float>(lletres_attack_.size() - 1);
// Añadir espaiat entre lletres
ancho_total_attack += ESPAI_ENTRE_LLETRES * (lletres_attack_.size() - 1);
// Calcular posición inicial (centrat horitzontal) per "ATTACK!"
float x_inicial_attack = (Defaults::Game::WIDTH - ancho_total_attack) / 2.0F;
x_actual = x_inicial_attack;
x_actual = (Defaults::Game::WIDTH - ancho_total_attack) / 2.0F;
for (auto& lletra : lletres_attack_) {
lletra.position.x = x_actual + lletra.offset_centre;
lletra.position.y = y_attack_dinamica_; // Usar posición dinàmica
lletra.position.y = y_attack_dinamica_;
x_actual += lletra.ancho + ESPAI_ENTRE_LLETRES;
}
std::cout << "[TitleScene] Línia 2 (ATTACK!): " << lletres_attack_.size()
<< " lletres, ancho total: " << ancho_total_attack << " px\n";
// Guardar posicions originals per l'animación orbital
posicions_originals_orni_.clear();
for (const auto& lletra : lletres_orni_) {
posicions_originals_orni_.push_back(lletra.position);
}
posicions_originals_attack_.clear();
for (const auto& lletra : lletres_attack_) {
posicions_originals_attack_.push_back(lletra.position);
}
std::cout << "[TitleScene] Animación: Posicions originals guardades\n";
}
void TitleScene::inicialitzarJailgames() {
using namespace Graphics;
// Mismas letras que la LogoScene, mismo orden (J-A-I-L-G-A-M-E-S).
const std::vector<std::string> FITXERS = {
"logo/letra_j.shp",
"logo/letra_a.shp",
@@ -270,17 +205,14 @@ void TitleScene::inicialitzarJailgames() {
constexpr float SCALE = Defaults::Title::Layout::JAILGAMES_SCALE;
// Pas 1: carregar formes i calcular amplada/altura escalades.
float ancho_total = 0.0F;
float altura_max = 0.0F;
for (const auto& file : FITXERS) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene] Error carregant " << file << '\n';
continue;
}
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
@@ -296,24 +228,18 @@ void TitleScene::inicialitzarJailgames() {
const float ANCHO = (max_x - min_x) * SCALE;
const float ALTURA = (max_y - min_y) * SCALE;
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * SCALE;
lletres_jailgames_.push_back({shape, {.x = 0.0F, .y = 0.0F},
ANCHO, ALTURA, OFFSET_CENTRE});
lletres_jailgames_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total += ANCHO;
altura_max = std::max(altura_max, ALTURA);
}
// Espaiat entre lletres (proporcional a la escala, para que no quede pegado).
constexpr float ESPAI_JAILGAMES = ESPAI_ENTRE_LLETRES * SCALE;
if (!lletres_jailgames_.empty()) {
ancho_total += ESPAI_JAILGAMES * static_cast<float>(lletres_jailgames_.size() - 1);
}
// Pas 2: centrar horizontalmente y colocar JUST encima de la línea de copyright.
const float Y_COPYRIGHT = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
const float GAP = Defaults::Game::HEIGHT * Defaults::Title::Layout::JAILGAMES_COPYRIGHT_GAP;
const float Y_CENTRE = Y_COPYRIGHT - GAP - (altura_max / 2.0F);
const float Y_CENTRE = Y_COPY - GAP - (altura_max / 2.0F);
const float X_INICIAL = (Defaults::Game::WIDTH - ancho_total) / 2.0F;
float x_actual = X_INICIAL;
@@ -325,15 +251,9 @@ void TitleScene::inicialitzarJailgames() {
}
void TitleScene::dibuixarPeuTitol(float spacing) const {
// Logo JAILGAMES pequeño sobre el copyright.
for (const auto& lletra : lletres_jailgames_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape,
lletra.position, 0.0F,
Defaults::Title::Layout::JAILGAMES_SCALE,
1.0F);
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::JAILGAMES_SCALE, 1.0F);
}
// Copyright en una sola línea, centrado, en mayúsculas.
std::string copyright = Project::COPYRIGHT;
for (char& c : copyright) {
if (c >= 'a' && c <= 'z') {
@@ -342,8 +262,7 @@ void TitleScene::dibuixarPeuTitol(float spacing) const {
}
const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
const float CENTRE_X = Defaults::Game::WIDTH / 2.0F;
text_.renderCentered(copyright, {.x = CENTRE_X, .y = Y_COPY},
Defaults::Title::Layout::COPYRIGHT_SCALE, spacing);
text_.renderCentered(copyright, {.x = CENTRE_X, .y = Y_COPY}, Defaults::Title::Layout::COPYRIGHT_SCALE, spacing);
}
auto TitleScene::isFinished() const -> bool {
@@ -351,12 +270,9 @@ auto TitleScene::isFinished() const -> bool {
}
void TitleScene::update(float delta_time) {
// Actualitzar starfield (siempre active)
if (starfield_) {
starfield_->update(delta_time);
}
// Actualitzar naves (cuando visibles)
if (ship_animator_ &&
(estat_actual_ == TitleState::STARFIELD_FADE_IN ||
estat_actual_ == TitleState::STARFIELD ||
@@ -389,19 +305,12 @@ void TitleScene::update(float delta_time) {
void TitleScene::updateStarfieldFadeInState(float delta_time) {
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_->setBrightness(brightness_actual);
// Transición a STARFIELD cuando el fade es completa
const float PROGRESS = std::min(1.0F, temps_acumulat_ / DURACIO_FADE_IN);
starfield_->setBrightness(PROGRESS * BRIGHTNESS_STARFIELD);
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
temps_acumulat_ = 0.0F;
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
}
}
@@ -409,147 +318,100 @@ 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)
temps_estat_main_ = 0.0F;
animacio_activa_ = false;
factor_lerp_ = 0.0F;
}
}
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
} else if (temps_estat_main_ < DELAY_INICI_ANIMACIO + DURACIO_LERP) {
const float TEMPS_LERP = temps_estat_main_ - DELAY_INICI_ANIMACIO;
factor_lerp_ = TEMPS_LERP / DURACIO_LERP;
animacio_activa_ = true;
}
// Fase 3: Animación completa (12s+)
else {
} 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;
const bool P1_ABANS = match_config_.jugador1_actiu;
const bool P2_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
triggerExitForJoinedPlayers(P1_ABANS, P2_ABANS, "late join - ");
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;
const bool P1_ABANS = match_config_.jugador1_actiu;
const bool P2_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, "");
triggerExitForJoinedPlayers(P1_ABANS, P2_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) {
void TitleScene::triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_active, const char* log_prefix) {
if (ship_animator_ == nullptr) {
return;
}
@@ -564,42 +426,30 @@ void TitleScene::triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_act
}
void TitleScene::updateLogoAnimation(float delta_time) {
// Solo calcular i aplicar offsets si l'animación está activa
if (animacio_activa_) {
// Acumular time escalat
temps_animacio_ += delta_time * factor_lerp_;
if (!animacio_activa_) {
return;
}
temps_animacio_ += delta_time * factor_lerp_;
// Usar amplituds i freqüències completes
float amplitude_x_actual = ORBIT_AMPLITUDE_X;
float amplitude_y_actual = ORBIT_AMPLITUDE_Y;
float frequency_x_actual = ORBIT_FREQUENCY_X;
float frequency_y_actual = ORBIT_FREQUENCY_Y;
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float OFFSET_X = ORBIT_AMPLITUDE_X * std::sin(TWO_PI * ORBIT_FREQUENCY_X * temps_animacio_);
const float OFFSET_Y = ORBIT_AMPLITUDE_Y * std::sin((TWO_PI * ORBIT_FREQUENCY_Y * temps_animacio_) + ORBIT_PHASE_OFFSET);
// Calcular offset orbital
float offset_x = amplitude_x_actual * std::sin(2.0F * Defaults::Math::PI * frequency_x_actual * temps_animacio_);
float offset_y = amplitude_y_actual * std::sin((2.0F * Defaults::Math::PI * frequency_y_actual * temps_animacio_) + ORBIT_PHASE_OFFSET);
// Aplicar offset a todas las lletres de "ORNI"
for (size_t i = 0; i < lletres_orni_.size(); ++i) {
lletres_orni_[i].position.x = posicions_originals_orni_[i].x + static_cast<int>(std::round(offset_x));
lletres_orni_[i].position.y = posicions_originals_orni_[i].y + static_cast<int>(std::round(offset_y));
}
// Aplicar offset a todas las lletres de "ATTACK!"
for (size_t i = 0; i < lletres_attack_.size(); ++i) {
lletres_attack_[i].position.x = posicions_originals_attack_[i].x + static_cast<int>(std::round(offset_x));
lletres_attack_[i].position.y = posicions_originals_attack_[i].y + static_cast<int>(std::round(offset_y));
}
for (std::size_t i = 0; i < lletres_orni_.size(); ++i) {
lletres_orni_[i].position.x = posicions_originals_orni_[i].x + std::round(OFFSET_X);
lletres_orni_[i].position.y = posicions_originals_orni_[i].y + std::round(OFFSET_Y);
}
for (std::size_t i = 0; i < lletres_attack_.size(); ++i) {
lletres_attack_[i].position.x = posicions_originals_attack_[i].x + std::round(OFFSET_X);
lletres_attack_[i].position.y = posicions_originals_attack_[i].y + std::round(OFFSET_Y);
}
}
void TitleScene::draw() {
// Dibuixar starfield de fons (en todos los estats excepte BLACK_SCREEN)
if (starfield_ && estat_actual_ != TitleState::BLACK_SCREEN) {
starfield_->draw();
}
// Dibuixar naves (después starfield, antes logo)
if (ship_animator_ &&
(estat_actual_ == TitleState::STARFIELD_FADE_IN ||
estat_actual_ == TitleState::STARFIELD ||
@@ -608,116 +458,59 @@ void TitleScene::draw() {
ship_animator_->draw();
}
// En los estats STARFIELD_FADE_IN i STARFIELD, solo mostrar starfield (sin text)
if (estat_actual_ == TitleState::STARFIELD_FADE_IN || estat_actual_ == TitleState::STARFIELD) {
return;
}
// Estat MAIN i PLAYER_JOIN_PHASE: Dibuixar título i text (sobre el starfield)
// BLACK_SCREEN: no draw res (fons negre ya está netejat)
if (estat_actual_ == TitleState::MAIN || estat_actual_ == TitleState::PLAYER_JOIN_PHASE) {
// === Calcular i renderizar ombra (solo si animación activa) ===
if (animacio_activa_) {
float temps_shadow = temps_animacio_ - SHADOW_DELAY;
temps_shadow = std::max(temps_shadow, 0.0F); // Evitar time negatiu
// Usar amplituds i freqüències completes per l'ombra
float amplitude_x_shadow = ORBIT_AMPLITUDE_X;
float amplitude_y_shadow = ORBIT_AMPLITUDE_Y;
float frequency_x_shadow = ORBIT_FREQUENCY_X;
float frequency_y_shadow = ORBIT_FREQUENCY_Y;
// Calcular offset de l'ombra
float shadow_offset_x = (amplitude_x_shadow * std::sin(2.0F * Defaults::Math::PI * frequency_x_shadow * temps_shadow)) + SHADOW_OFFSET_X;
float shadow_offset_y = (amplitude_y_shadow * std::sin((2.0F * Defaults::Math::PI * frequency_y_shadow * temps_shadow) + ORBIT_PHASE_OFFSET)) + SHADOW_OFFSET_Y;
// === RENDERITZAR OMBRA PRIMER (darrera del logo principal) ===
// Ombra "ORNI"
for (size_t i = 0; i < lletres_orni_.size(); ++i) {
Vec2 pos_shadow;
pos_shadow.x = posicions_originals_orni_[i].x + static_cast<int>(std::round(shadow_offset_x));
pos_shadow.y = posicions_originals_orni_[i].y + static_cast<int>(std::round(shadow_offset_y));
Rendering::renderShape(
sdl_.getRenderer(),
lletres_orni_[i].shape,
pos_shadow,
0.0F,
Defaults::Title::Layout::LOGO_SCALE,
1.0F, // progress = 1.0 (totalment visible)
SHADOW_BRIGHTNESS // brightness = 0.4 (brightness reduïda)
);
}
// Ombra "ATTACK!"
for (size_t i = 0; i < lletres_attack_.size(); ++i) {
Vec2 pos_shadow;
pos_shadow.x = posicions_originals_attack_[i].x + static_cast<int>(std::round(shadow_offset_x));
pos_shadow.y = posicions_originals_attack_[i].y + static_cast<int>(std::round(shadow_offset_y));
Rendering::renderShape(
sdl_.getRenderer(),
lletres_attack_[i].shape,
pos_shadow,
0.0F,
Defaults::Title::Layout::LOGO_SCALE,
1.0F, // progress = 1.0 (totalment visible)
SHADOW_BRIGHTNESS);
}
}
// === RENDERITZAR LOGO PRINCIPAL (damunt) ===
// Dibuixar "ORNI" (línia 1)
for (const auto& lletra : lletres_orni_) {
Rendering::renderShape(
sdl_.getRenderer(),
lletra.shape,
lletra.position,
0.0F,
Defaults::Title::Layout::LOGO_SCALE,
1.0F // Brillantor completa
);
}
// Dibuixar "ATTACK!" (línia 2)
for (const auto& lletra : lletres_attack_) {
Rendering::renderShape(
sdl_.getRenderer(),
lletra.shape,
lletra.position,
0.0F,
Defaults::Title::Layout::LOGO_SCALE,
1.0F // Brillantor completa
);
}
// === Text "PRESS START TO PLAY" ===
// En state MAIN: siempre visible
// En state TRANSITION: parpellejant (blink con sinusoide)
const float SPACING = Defaults::Title::Layout::TEXT_SPACING;
bool mostrar_text = true;
if (estat_actual_ == TitleState::PLAYER_JOIN_PHASE) {
// Parpelleig: sin oscil·la entre -1 i 1, volem ON cuando > 0
float fase = temps_acumulat_ * BLINK_FREQUENCY * 2.0F * std::numbers::pi_v<float>; // 2π × freq × time
mostrar_text = (std::sin(fase) > 0.0F);
}
if (mostrar_text) {
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}, MAIN_SCALE, SPACING);
}
dibuixarPeuTitol(SPACING);
if (estat_actual_ != TitleState::MAIN && estat_actual_ != TitleState::PLAYER_JOIN_PHASE) {
return;
}
if (animacio_activa_) {
float temps_shadow = std::max(0.0F, temps_animacio_ - SHADOW_DELAY);
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float SHADOW_OX = (ORBIT_AMPLITUDE_X * std::sin(TWO_PI * ORBIT_FREQUENCY_X * temps_shadow)) + SHADOW_OFFSET_X;
const float SHADOW_OY = (ORBIT_AMPLITUDE_Y * std::sin((TWO_PI * ORBIT_FREQUENCY_Y * temps_shadow) + ORBIT_PHASE_OFFSET)) + SHADOW_OFFSET_Y;
for (std::size_t i = 0; i < lletres_orni_.size(); ++i) {
const Vec2 POS_SHADOW{
.x = posicions_originals_orni_[i].x + std::round(SHADOW_OX),
.y = posicions_originals_orni_[i].y + std::round(SHADOW_OY),
};
Rendering::renderShape(sdl_.getRenderer(), lletres_orni_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS);
}
for (std::size_t i = 0; i < lletres_attack_.size(); ++i) {
const Vec2 POS_SHADOW{
.x = posicions_originals_attack_[i].x + std::round(SHADOW_OX),
.y = posicions_originals_attack_[i].y + std::round(SHADOW_OY),
};
Rendering::renderShape(sdl_.getRenderer(), lletres_attack_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS);
}
}
for (const auto& lletra : lletres_orni_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F);
}
for (const auto& lletra : lletres_attack_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F);
}
const float SPACING = Defaults::Title::Layout::TEXT_SPACING;
bool mostrar_text = true;
if (estat_actual_ == TitleState::PLAYER_JOIN_PHASE) {
const float FASE = temps_acumulat_ * BLINK_FREQUENCY * 2.0F * std::numbers::pi_v<float>;
mostrar_text = (std::sin(FASE) > 0.0F);
}
if (mostrar_text) {
const std::string MAIN_TEXT = "PRESS START TO PLAY";
const float MAIN_SCALE = Defaults::Title::Layout::PRESS_START_SCALE;
const float CENTRE_X = Defaults::Game::WIDTH / 2.0F;
const float CENTRE_Y = Defaults::Game::HEIGHT * Defaults::Title::Layout::PRESS_START_POS;
text_.renderCentered(MAIN_TEXT, {.x = CENTRE_X, .y = CENTRE_Y}, MAIN_SCALE, SPACING);
}
dibuixarPeuTitol(SPACING);
}
auto TitleScene::checkSkipButtonPressed() -> bool {
@@ -727,29 +520,23 @@ auto TitleScene::checkSkipButtonPressed() -> bool {
auto TitleScene::checkStartGameButtonPressed() -> bool {
auto* input = Input::get();
bool any_pressed = false;
for (auto action : START_GAME_BUTTONS) {
if (input->checkActionPlayer1(action, Input::DO_NOT_ALLOW_REPEAT)) {
if (!match_config_.jugador1_actiu) {
match_config_.jugador1_actiu = true;
any_pressed = true;
std::cout << "[TitleScene] P1 pressed START\n";
}
}
if (input->checkActionPlayer2(action, Input::DO_NOT_ALLOW_REPEAT)) {
if (!match_config_.jugador2_actiu) {
match_config_.jugador2_actiu = true;
any_pressed = true;
std::cout << "[TitleScene] P2 pressed START\n";
}
}
}
return any_pressed;
}
void TitleScene::handleEvent(const SDL_Event& event) {
// La lógica de input se decide en update() consultando Input::checkAction;
// aquí no hay eventos puntuales que procesar.
(void)event;
}
+87 -98
View File
@@ -1,6 +1,12 @@
// title_scene.hpp - Pantalla de título del juego
// Muestra message "PRESS BUTTON TO PLAY" y copyright
// title_scene.hpp - Escena de títol en 3D real
// © 2026 JailDesigner
//
// Clon de `TitleScene` (2D) que substitueix `Graphics::Starfield` per
// `Graphics::Starfield` i `Title::ShipAnimator` per `Title::ShipAnimator`,
// afegint una `Graphics::Camera3D` que projecta l'escena en perspectiva real.
// Tot el bloc d'overlay 2D (logo "ORNI ATTACK!", "PRESS START TO PLAY", peu
// "JAILGAMES + copyright") es manté idèntic.
//
#pragma once
@@ -11,125 +17,108 @@
#include <memory>
#include <vector>
#include "core/graphics/camera3d.hpp"
#include "core/graphics/shape.hpp"
#include "core/graphics/starfield.hpp"
#include "core/graphics/vector_text.hpp"
#include "core/input/input_types.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "core/system/game_config.hpp"
#include "core/system/scene.hpp"
#include "core/system/scene_context.hpp"
#include "core/system/game_config.hpp"
#include "core/types.hpp"
#include "game/title/ship_animator.hpp"
// Botones para INICIAR PARTIDA desde MAIN (solo START)
static constexpr std::array<InputAction, 1> START_GAME_BUTTONS = {
InputAction::START};
class TitleScene final : public Scene {
public:
explicit TitleScene(SDLManager& sdl, SceneManager::SceneContext& context);
~TitleScene() override; // Destructor per aturar música
public:
explicit TitleScene(SDLManager& sdl, SceneManager::SceneContext& context);
~TitleScene() override;
// Scene interface
void handleEvent(const SDL_Event& event) override;
void update(float delta_time) override;
void draw() override;
[[nodiscard]] auto isFinished() const -> bool override;
void handleEvent(const SDL_Event& event) override;
void update(float delta_time) override;
void draw() override;
[[nodiscard]] auto isFinished() const -> bool override;
private:
// Màquina de estats per la pantalla de título
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)
PLAYER_JOIN_PHASE, // Fase de unió de jugadors: fade-out música + text parpellejant (2.5s)
BLACK_SCREEN // Pantalla negra de transición (2.0s)
};
private:
enum class TitleState : std::uint8_t {
STARFIELD_FADE_IN,
STARFIELD,
MAIN,
PLAYER_JOIN_PHASE,
BLACK_SCREEN,
};
// Estructura per emmagatzemar informació de cada lletra del título
struct LetraLogo {
std::shared_ptr<Graphics::Shape> shape; // Forma vectorial de la lletra
Vec2 position; // Posición en pantalla
float ancho; // Amplada scaled
float altura; // Altura scaled
float offset_centre; // Offset del centro per posicionament
};
struct LetraLogo {
std::shared_ptr<Graphics::Shape> shape;
Vec2 position;
float ancho;
float altura;
float offset_centre;
};
SDLManager& sdl_;
SceneManager::SceneContext& context_;
GameConfig::MatchConfig match_config_; // Configuración de jugadors active
Graphics::VectorText text_; // Sistema de text vectorial
std::unique_ptr<Graphics::Starfield> starfield_; // Camp de estrelles de fons
std::unique_ptr<Title::ShipAnimator> ship_animator_; // Naves 3D flotantes
TitleState estat_actual_{TitleState::STARFIELD_FADE_IN}; // Estat actual de la màquina
float temps_acumulat_{0.0F}; // Temps acumulat per l'state INIT
SDLManager& sdl_;
SceneManager::SceneContext& context_;
GameConfig::MatchConfig match_config_;
Graphics::VectorText text_;
std::unique_ptr<Graphics::Camera3D> camera_;
std::unique_ptr<Graphics::Starfield> starfield_;
std::unique_ptr<Title::ShipAnimator> ship_animator_;
TitleState estat_actual_{TitleState::STARFIELD_FADE_IN};
float temps_acumulat_{0.0F};
// Lletres del título "ORNI ATTACK!"
std::vector<LetraLogo> lletres_orni_; // Lletres de "ORNI" (línia 1)
std::vector<LetraLogo> lletres_attack_; // Lletres de "ATTACK!" (línia 2)
float y_attack_dinamica_; // Posición Y calculada dinàmicament per "ATTACK!"
std::vector<LetraLogo> lletres_orni_;
std::vector<LetraLogo> lletres_attack_;
float y_attack_dinamica_{0.0F};
// Logo "JAILGAMES" pequeño sobre el copyright (esquinas inferiores del título).
std::vector<LetraLogo> lletres_jailgames_;
std::vector<LetraLogo> lletres_jailgames_;
// Estat de animación del logo
float temps_animacio_{0.0F}; // Temps acumulat per animación orbital
std::vector<Vec2> posicions_originals_orni_; // Posicions originals de "ORNI"
std::vector<Vec2> posicions_originals_attack_; // Posicions originals de "ATTACK!"
float temps_animacio_{0.0F};
std::vector<Vec2> posicions_originals_orni_;
std::vector<Vec2> posicions_originals_attack_;
// Estat de arrencada de l'animación
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)
float temps_estat_main_{0.0F};
bool animacio_activa_{false};
float factor_lerp_{0.0F};
// Constants
static constexpr float BRIGHTNESS_STARFIELD = 1.2F; // Brightness del starfield (>1.0 = més brillant)
static constexpr float DURACIO_FADE_IN = 3.0F; // Duració del fade-in del starfield (1.5 segons)
static constexpr float DURACIO_INIT = 4.0F; // Duració de l'state INIT (2 segons)
static constexpr float DURACIO_TRANSITION = 2.5F; // Duració de la transición (1.5 segons)
static constexpr float ESPAI_ENTRE_LLETRES = 10.0F; // Espai entre lletres
static constexpr float BLINK_FREQUENCY = 3.0F; // Freqüència de parpelleig (3 Hz)
static constexpr float DURACIO_BLACK_SCREEN = 2.0F; // Duració pantalla negra (2 segons)
static constexpr int MUSIC_FADE = 1500; // Duracio del fade de la musica del titol al començar a jugar
static constexpr float BRIGHTNESS_STARFIELD = 1.2F;
static constexpr float DURACIO_FADE_IN = 3.0F;
static constexpr float DURACIO_INIT = 4.0F;
static constexpr float DURACIO_TRANSITION = 2.5F;
static constexpr float ESPAI_ENTRE_LLETRES = 10.0F;
static constexpr float BLINK_FREQUENCY = 3.0F;
static constexpr float DURACIO_BLACK_SCREEN = 2.0F;
static constexpr int MUSIC_FADE = 1500;
// Constants de animación del logo
static constexpr float ORBIT_AMPLITUDE_X = 4.0F; // Amplitud oscil·lació horitzontal (píxels)
static constexpr float ORBIT_AMPLITUDE_Y = 3.0F; // Amplitud oscil·lació vertical (píxels)
static constexpr float ORBIT_FREQUENCY_X = 0.8F; // Velocidad oscil·lació horitzontal (Hz)
static constexpr float ORBIT_FREQUENCY_Y = 1.2F; // Velocidad oscil·lació vertical (Hz)
static constexpr float ORBIT_PHASE_OFFSET = 1.57F; // Desfasament entre X i Y (90° per circular)
static constexpr float ORBIT_AMPLITUDE_X = 4.0F;
static constexpr float ORBIT_AMPLITUDE_Y = 3.0F;
static constexpr float ORBIT_FREQUENCY_X = 0.8F;
static constexpr float ORBIT_FREQUENCY_Y = 1.2F;
static constexpr float ORBIT_PHASE_OFFSET = 1.57F;
// Constants de ombra del logo
static constexpr float SHADOW_DELAY = 0.5F; // Retard temporal de l'ombra (segons)
static constexpr float SHADOW_BRIGHTNESS = 0.4F; // Multiplicador de brightness de l'ombra (0.0-1.0)
static constexpr float SHADOW_OFFSET_X = 2.0F; // Offset espacial X fix (píxels)
static constexpr float SHADOW_OFFSET_Y = 2.0F; // Offset espacial Y fix (píxels)
static constexpr float SHADOW_DELAY = 0.5F;
static constexpr float SHADOW_BRIGHTNESS = 0.4F;
static constexpr float SHADOW_OFFSET_X = 2.0F;
static constexpr float SHADOW_OFFSET_Y = 2.0F;
// Temporització de l'arrencada de l'animación
static constexpr float DELAY_INICI_ANIMACIO = 10.0F; // 10s estàtic antes de animar
static constexpr float DURACIO_LERP = 2.0F; // 2s per arribar a amplitud completa
static constexpr float DELAY_INICI_ANIMACIO = 10.0F;
static constexpr float DURACIO_LERP = 2.0F;
// Métodos privats
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 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
// Càmera 3D: FOV vertical en radians.
static constexpr float CAMERA_FOV_Y_RAD = 1.0472F; // 60°
// 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);
void updateLogoAnimation(float delta_time);
static auto checkSkipButtonPressed() -> bool;
auto checkStartGameButtonPressed() -> bool;
void initTitle();
void inicialitzarJailgames();
void dibuixarPeuTitol(float spacing) const;
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);
void handleSkipInput();
void handleStartInput();
void triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_active, const char* log_prefix);
};
-547
View File
@@ -1,547 +0,0 @@
// title_scene_3d.cpp - Implementació de l'escena de títol 3D real
// © 2026 JailDesigner
#include "title_scene_3d.hpp"
#include <algorithm>
#include <cfloat>
#include <cmath>
#include <iostream>
#include <numbers>
#include <string>
#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"
#include "core/system/scene_context.hpp"
#include "project.h"
using SceneManager::SceneContext;
using SceneType = SceneContext::SceneType;
using Option = SceneContext::Option;
namespace {
// Botons per iniciar partida des de MAIN (només START). Duplicat del que viu
// al `title_scene.hpp` perquè no volem un acoblament entre la versió 2D i la
// 3D mentre conviuen.
constexpr std::array<InputAction, 1> START_GAME_BUTTONS_3D = {InputAction::START};
} // namespace
TitleScene3D::TitleScene3D(SDLManager& sdl, SceneContext& context)
: sdl_(sdl),
context_(context),
text_(sdl.getRenderer()) {
std::cout << "SceneType Titol3D: Inicialitzant...\n";
match_config_.jugador1_actiu = false;
match_config_.jugador2_actiu = false;
match_config_.mode = GameConfig::Mode::NORMAL;
auto option = context_.consumeOption();
if (option == Option::JUMP_TO_TITLE_MAIN) {
std::cout << "SceneType Titol3D: Opció JUMP_TO_TITLE_MAIN activada\n";
estat_actual_ = TitleState::MAIN;
temps_estat_main_ = 0.0F;
}
// Càmera 3D: posicionada a l'origen, mirant cap a +Z, amb Y cap amunt.
camera_ = std::make_unique<Graphics::Camera3D>(
Vec3{.x = 0.0F, .y = 0.0F, .z = 0.0F},
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F},
Vec3{.x = 0.0F, .y = 1.0F, .z = 0.0F},
CAMERA_FOV_Y_RAD,
static_cast<float>(Defaults::Game::WIDTH),
static_cast<float>(Defaults::Game::HEIGHT));
starfield_ = std::make_unique<Graphics::Starfield3D>(
sdl_.getRenderer(),
camera_.get(),
200);
if (estat_actual_ == TitleState::MAIN) {
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
} else {
starfield_->setBrightness(0.0F);
}
ship_animator_ = std::make_unique<Title::ShipAnimator3D>(sdl_.getRenderer(), camera_.get());
ship_animator_->init();
if (estat_actual_ == TitleState::MAIN) {
ship_animator_->setVisible(true);
ship_animator_->startEntryAnimation();
} else {
ship_animator_->setVisible(false);
}
initTitle();
inicialitzarJailgames();
if (Audio::getMusicState() != Audio::MusicState::PLAYING) {
Audio::get()->playMusic("title.ogg");
}
}
TitleScene3D::~TitleScene3D() {
Audio::get()->stopMusic();
}
void TitleScene3D::initTitle() {
using namespace Graphics;
const std::vector<std::string> FITXERS_ORNI = {
"title/letra_o.shp",
"title/letra_r.shp",
"title/letra_n.shp",
"title/letra_i.shp"};
float ancho_total_orni = 0.0F;
for (const auto& file : FITXERS_ORNI) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene3D] Error carregant " << file << '\n';
continue;
}
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
float max_y = -FLT_MAX;
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);
min_y = std::min(min_y, point.y);
max_y = std::max(max_y, point.y);
}
}
const float ANCHO = (max_x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
const float ALTURA = (max_y - min_y) * Defaults::Title::Layout::LOGO_SCALE;
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
lletres_orni_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total_orni += ANCHO;
}
ancho_total_orni += ESPAI_ENTRE_LLETRES * static_cast<float>(lletres_orni_.size() - 1);
float x_actual = (Defaults::Game::WIDTH - ancho_total_orni) / 2.0F;
for (auto& lletra : lletres_orni_) {
lletra.position.x = x_actual + lletra.offset_centre;
lletra.position.y = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
x_actual += lletra.ancho + ESPAI_ENTRE_LLETRES;
}
const float ALTURA_ORNI = lletres_orni_.empty() ? 50.0F : lletres_orni_[0].altura;
const float Y_ORNI = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
const float SEPARACION = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_LINE_SPACING;
y_attack_dinamica_ = Y_ORNI + ALTURA_ORNI + SEPARACION;
const std::vector<std::string> FITXERS_ATTACK = {
"title/letra_a.shp",
"title/letra_t.shp",
"title/letra_t.shp",
"title/letra_a.shp",
"title/letra_c.shp",
"title/letra_k.shp",
"title/letra_exclamacion.shp"};
float ancho_total_attack = 0.0F;
for (const auto& file : FITXERS_ATTACK) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene3D] Error carregant " << file << '\n';
continue;
}
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
float max_y = -FLT_MAX;
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);
min_y = std::min(min_y, point.y);
max_y = std::max(max_y, point.y);
}
}
const float ANCHO = (max_x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
const float ALTURA = (max_y - min_y) * Defaults::Title::Layout::LOGO_SCALE;
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
lletres_attack_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total_attack += ANCHO;
}
ancho_total_attack += ESPAI_ENTRE_LLETRES * static_cast<float>(lletres_attack_.size() - 1);
x_actual = (Defaults::Game::WIDTH - ancho_total_attack) / 2.0F;
for (auto& lletra : lletres_attack_) {
lletra.position.x = x_actual + lletra.offset_centre;
lletra.position.y = y_attack_dinamica_;
x_actual += lletra.ancho + ESPAI_ENTRE_LLETRES;
}
posicions_originals_orni_.clear();
for (const auto& lletra : lletres_orni_) {
posicions_originals_orni_.push_back(lletra.position);
}
posicions_originals_attack_.clear();
for (const auto& lletra : lletres_attack_) {
posicions_originals_attack_.push_back(lletra.position);
}
}
void TitleScene3D::inicialitzarJailgames() {
using namespace Graphics;
const std::vector<std::string> FITXERS = {
"logo/letra_j.shp",
"logo/letra_a.shp",
"logo/letra_i.shp",
"logo/letra_l.shp",
"logo/letra_g.shp",
"logo/letra_a.shp",
"logo/letra_m.shp",
"logo/letra_e.shp",
"logo/letra_s.shp"};
constexpr float SCALE = Defaults::Title::Layout::JAILGAMES_SCALE;
float ancho_total = 0.0F;
float altura_max = 0.0F;
for (const auto& file : FITXERS) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene3D] Error carregant " << file << '\n';
continue;
}
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
float max_y = -FLT_MAX;
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);
min_y = std::min(min_y, point.y);
max_y = std::max(max_y, point.y);
}
}
const float ANCHO = (max_x - min_x) * SCALE;
const float ALTURA = (max_y - min_y) * SCALE;
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * SCALE;
lletres_jailgames_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total += ANCHO;
altura_max = std::max(altura_max, ALTURA);
}
constexpr float ESPAI_JAILGAMES = ESPAI_ENTRE_LLETRES * SCALE;
if (!lletres_jailgames_.empty()) {
ancho_total += ESPAI_JAILGAMES * static_cast<float>(lletres_jailgames_.size() - 1);
}
const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
const float GAP = Defaults::Game::HEIGHT * Defaults::Title::Layout::JAILGAMES_COPYRIGHT_GAP;
const float Y_CENTRE = Y_COPY - GAP - (altura_max / 2.0F);
const float X_INICIAL = (Defaults::Game::WIDTH - ancho_total) / 2.0F;
float x_actual = X_INICIAL;
for (auto& lletra : lletres_jailgames_) {
lletra.position.x = x_actual + lletra.offset_centre;
lletra.position.y = Y_CENTRE;
x_actual += lletra.ancho + ESPAI_JAILGAMES;
}
}
void TitleScene3D::dibuixarPeuTitol(float spacing) const {
for (const auto& lletra : lletres_jailgames_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::JAILGAMES_SCALE, 1.0F);
}
std::string copyright = Project::COPYRIGHT;
for (char& c : copyright) {
if (c >= 'a' && c <= 'z') {
c = static_cast<char>(c - 32);
}
}
const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
const float CENTRE_X = Defaults::Game::WIDTH / 2.0F;
text_.renderCentered(copyright, {.x = CENTRE_X, .y = Y_COPY}, Defaults::Title::Layout::COPYRIGHT_SCALE, spacing);
}
auto TitleScene3D::isFinished() const -> bool {
// Aquesta escena és la destinació d'un setNextScene(TITLE) quan ORNI_TITLE_3D
// està activat; mentre el context continue marcant TITLE com a destí actual,
// l'escena resta viva. També accepta TITLE_3D explícit.
const SceneType NEXT = context_.nextScene();
return NEXT != SceneType::TITLE && NEXT != SceneType::TITLE_3D;
}
void TitleScene3D::update(float delta_time) {
if (starfield_) {
starfield_->update(delta_time);
}
if (ship_animator_ &&
(estat_actual_ == TitleState::STARFIELD_FADE_IN ||
estat_actual_ == TitleState::STARFIELD ||
estat_actual_ == TitleState::MAIN ||
estat_actual_ == TitleState::PLAYER_JOIN_PHASE)) {
ship_animator_->update(delta_time);
}
switch (estat_actual_) {
case TitleState::STARFIELD_FADE_IN:
updateStarfieldFadeInState(delta_time);
break;
case TitleState::STARFIELD:
updateStarfieldState(delta_time);
break;
case TitleState::MAIN:
updateMainState(delta_time);
break;
case TitleState::PLAYER_JOIN_PHASE:
updatePlayerJoinPhaseState(delta_time);
break;
case TitleState::BLACK_SCREEN:
updateBlackScreenState(delta_time);
break;
}
handleSkipInput();
handleStartInput();
}
void TitleScene3D::updateStarfieldFadeInState(float delta_time) {
temps_acumulat_ += delta_time;
const float PROGRESS = std::min(1.0F, temps_acumulat_ / DURACIO_FADE_IN);
starfield_->setBrightness(PROGRESS * BRIGHTNESS_STARFIELD);
if (temps_acumulat_ >= DURACIO_FADE_IN) {
estat_actual_ = TitleState::STARFIELD;
temps_acumulat_ = 0.0F;
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
}
}
void TitleScene3D::updateStarfieldState(float delta_time) {
temps_acumulat_ += delta_time;
if (temps_acumulat_ >= DURACIO_INIT) {
estat_actual_ = TitleState::MAIN;
temps_estat_main_ = 0.0F;
animacio_activa_ = false;
factor_lerp_ = 0.0F;
}
}
void TitleScene3D::updateMainState(float delta_time) {
temps_estat_main_ += delta_time;
if (temps_estat_main_ >= Defaults::Title::Ships::ENTRANCE_DELAY &&
ship_animator_ && !ship_animator_->isVisible()) {
ship_animator_->setVisible(true);
ship_animator_->startEntryAnimation();
}
if (temps_estat_main_ < DELAY_INICI_ANIMACIO) {
factor_lerp_ = 0.0F;
animacio_activa_ = false;
} else if (temps_estat_main_ < DELAY_INICI_ANIMACIO + DURACIO_LERP) {
const float TEMPS_LERP = temps_estat_main_ - DELAY_INICI_ANIMACIO;
factor_lerp_ = TEMPS_LERP / DURACIO_LERP;
animacio_activa_ = true;
} else {
factor_lerp_ = 1.0F;
animacio_activa_ = true;
}
updateLogoAnimation(delta_time);
}
void TitleScene3D::updatePlayerJoinPhaseState(float delta_time) {
temps_acumulat_ += delta_time;
updateLogoAnimation(delta_time);
const bool P1_ABANS = match_config_.jugador1_actiu;
const bool P2_ABANS = match_config_.jugador2_actiu;
if (checkStartGameButtonPressed()) {
context_.setMatchConfig(match_config_);
triggerExitForJoinedPlayers(P1_ABANS, P2_ABANS, "late join - ");
Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME);
temps_acumulat_ = 0.0F;
}
if (temps_acumulat_ >= DURACIO_TRANSITION) {
estat_actual_ = TitleState::BLACK_SCREEN;
temps_acumulat_ = 0.0F;
}
}
void TitleScene3D::updateBlackScreenState(float delta_time) {
temps_acumulat_ += delta_time;
if (temps_acumulat_ >= DURACIO_BLACK_SCREEN) {
context_.setNextScene(SceneType::GAME);
}
}
void TitleScene3D::handleSkipInput() {
if (estat_actual_ != TitleState::STARFIELD_FADE_IN && estat_actual_ != TitleState::STARFIELD) {
return;
}
if (!checkSkipButtonPressed()) {
return;
}
estat_actual_ = TitleState::MAIN;
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
temps_estat_main_ = 0.0F;
}
void TitleScene3D::handleStartInput() {
if (estat_actual_ != TitleState::MAIN) {
return;
}
const bool P1_ABANS = match_config_.jugador1_actiu;
const bool P2_ABANS = match_config_.jugador2_actiu;
if (!checkStartGameButtonPressed()) {
return;
}
if (ship_animator_ && !ship_animator_->isVisible()) {
ship_animator_->setVisible(true);
ship_animator_->skipToFloatingState();
}
context_.setMatchConfig(match_config_);
estat_actual_ = TitleState::PLAYER_JOIN_PHASE;
temps_acumulat_ = 0.0F;
triggerExitForJoinedPlayers(P1_ABANS, P2_ABANS, "");
Audio::get()->fadeOutMusic(MUSIC_FADE);
Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME);
}
void TitleScene3D::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 << "[TitleScene3D] P1 " << log_prefix << "ship exiting\n";
}
if (match_config_.jugador2_actiu && !p2_was_active) {
ship_animator_->triggerExitAnimationForPlayer(2);
std::cout << "[TitleScene3D] P2 " << log_prefix << "ship exiting\n";
}
}
void TitleScene3D::updateLogoAnimation(float delta_time) {
if (!animacio_activa_) {
return;
}
temps_animacio_ += delta_time * factor_lerp_;
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float OFFSET_X = ORBIT_AMPLITUDE_X * std::sin(TWO_PI * ORBIT_FREQUENCY_X * temps_animacio_);
const float OFFSET_Y = ORBIT_AMPLITUDE_Y * std::sin((TWO_PI * ORBIT_FREQUENCY_Y * temps_animacio_) + ORBIT_PHASE_OFFSET);
for (std::size_t i = 0; i < lletres_orni_.size(); ++i) {
lletres_orni_[i].position.x = posicions_originals_orni_[i].x + std::round(OFFSET_X);
lletres_orni_[i].position.y = posicions_originals_orni_[i].y + std::round(OFFSET_Y);
}
for (std::size_t i = 0; i < lletres_attack_.size(); ++i) {
lletres_attack_[i].position.x = posicions_originals_attack_[i].x + std::round(OFFSET_X);
lletres_attack_[i].position.y = posicions_originals_attack_[i].y + std::round(OFFSET_Y);
}
}
void TitleScene3D::draw() {
if (starfield_ && estat_actual_ != TitleState::BLACK_SCREEN) {
starfield_->draw();
}
if (ship_animator_ &&
(estat_actual_ == TitleState::STARFIELD_FADE_IN ||
estat_actual_ == TitleState::STARFIELD ||
estat_actual_ == TitleState::MAIN ||
estat_actual_ == TitleState::PLAYER_JOIN_PHASE)) {
ship_animator_->draw();
}
if (estat_actual_ == TitleState::STARFIELD_FADE_IN || estat_actual_ == TitleState::STARFIELD) {
return;
}
if (estat_actual_ != TitleState::MAIN && estat_actual_ != TitleState::PLAYER_JOIN_PHASE) {
return;
}
if (animacio_activa_) {
float temps_shadow = std::max(0.0F, temps_animacio_ - SHADOW_DELAY);
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float SHADOW_OX = (ORBIT_AMPLITUDE_X * std::sin(TWO_PI * ORBIT_FREQUENCY_X * temps_shadow)) + SHADOW_OFFSET_X;
const float SHADOW_OY = (ORBIT_AMPLITUDE_Y * std::sin((TWO_PI * ORBIT_FREQUENCY_Y * temps_shadow) + ORBIT_PHASE_OFFSET)) + SHADOW_OFFSET_Y;
for (std::size_t i = 0; i < lletres_orni_.size(); ++i) {
const Vec2 POS_SHADOW{
.x = posicions_originals_orni_[i].x + std::round(SHADOW_OX),
.y = posicions_originals_orni_[i].y + std::round(SHADOW_OY),
};
Rendering::renderShape(sdl_.getRenderer(), lletres_orni_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS);
}
for (std::size_t i = 0; i < lletres_attack_.size(); ++i) {
const Vec2 POS_SHADOW{
.x = posicions_originals_attack_[i].x + std::round(SHADOW_OX),
.y = posicions_originals_attack_[i].y + std::round(SHADOW_OY),
};
Rendering::renderShape(sdl_.getRenderer(), lletres_attack_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS);
}
}
for (const auto& lletra : lletres_orni_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F);
}
for (const auto& lletra : lletres_attack_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F);
}
const float SPACING = Defaults::Title::Layout::TEXT_SPACING;
bool mostrar_text = true;
if (estat_actual_ == TitleState::PLAYER_JOIN_PHASE) {
const float FASE = temps_acumulat_ * BLINK_FREQUENCY * 2.0F * std::numbers::pi_v<float>;
mostrar_text = (std::sin(FASE) > 0.0F);
}
if (mostrar_text) {
const std::string MAIN_TEXT = "PRESS START TO PLAY";
const float MAIN_SCALE = Defaults::Title::Layout::PRESS_START_SCALE;
const float CENTRE_X = Defaults::Game::WIDTH / 2.0F;
const float CENTRE_Y = Defaults::Game::HEIGHT * Defaults::Title::Layout::PRESS_START_POS;
text_.renderCentered(MAIN_TEXT, {.x = CENTRE_X, .y = CENTRE_Y}, MAIN_SCALE, SPACING);
}
dibuixarPeuTitol(SPACING);
}
auto TitleScene3D::checkSkipButtonPressed() -> bool {
return Input::get()->checkAnyPlayerAction(ARCADE_BUTTONS);
}
auto TitleScene3D::checkStartGameButtonPressed() -> bool {
auto* input = Input::get();
bool any_pressed = false;
for (auto action : START_GAME_BUTTONS_3D) {
if (input->checkActionPlayer1(action, Input::DO_NOT_ALLOW_REPEAT)) {
if (!match_config_.jugador1_actiu) {
match_config_.jugador1_actiu = true;
any_pressed = true;
}
}
if (input->checkActionPlayer2(action, Input::DO_NOT_ALLOW_REPEAT)) {
if (!match_config_.jugador2_actiu) {
match_config_.jugador2_actiu = true;
any_pressed = true;
}
}
}
return any_pressed;
}
void TitleScene3D::handleEvent(const SDL_Event& event) {
(void)event;
}
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// title_scene_3d.hpp - Variant 3D real de l'escena de títol
// © 2026 JailDesigner
//
// Clon de `TitleScene` (2D) que substitueix `Graphics::Starfield` per
// `Graphics::Starfield3D` i `Title::ShipAnimator` per `Title::ShipAnimator3D`,
// afegint una `Graphics::Camera3D` que projecta l'escena en perspectiva real.
// Tot el bloc d'overlay 2D (logo "ORNI ATTACK!", "PRESS START TO PLAY", peu
// "JAILGAMES + copyright") es manté idèntic.
//
// Trigger: env var `ORNI_TITLE_3D=1` interceptada al `Director::buildScene`,
// o transicions explícites a `SceneType::TITLE_3D`.
#pragma once
#include <SDL3/SDL.h>
#include <array>
#include <cstdint>
#include <memory>
#include <vector>
#include "core/graphics/camera3d.hpp"
#include "core/graphics/shape.hpp"
#include "core/graphics/starfield3d.hpp"
#include "core/graphics/vector_text.hpp"
#include "core/input/input_types.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "core/system/game_config.hpp"
#include "core/system/scene.hpp"
#include "core/system/scene_context.hpp"
#include "core/types.hpp"
#include "game/title/ship_animator3d.hpp"
class TitleScene3D final : public Scene {
public:
explicit TitleScene3D(SDLManager& sdl, SceneManager::SceneContext& context);
~TitleScene3D() override;
void handleEvent(const SDL_Event& event) override;
void update(float delta_time) override;
void draw() override;
[[nodiscard]] auto isFinished() const -> bool override;
private:
enum class TitleState : std::uint8_t {
STARFIELD_FADE_IN,
STARFIELD,
MAIN,
PLAYER_JOIN_PHASE,
BLACK_SCREEN,
};
struct LetraLogo {
std::shared_ptr<Graphics::Shape> shape;
Vec2 position;
float ancho;
float altura;
float offset_centre;
};
SDLManager& sdl_;
SceneManager::SceneContext& context_;
GameConfig::MatchConfig match_config_;
Graphics::VectorText text_;
std::unique_ptr<Graphics::Camera3D> camera_;
std::unique_ptr<Graphics::Starfield3D> starfield_;
std::unique_ptr<Title::ShipAnimator3D> ship_animator_;
TitleState estat_actual_{TitleState::STARFIELD_FADE_IN};
float temps_acumulat_{0.0F};
std::vector<LetraLogo> lletres_orni_;
std::vector<LetraLogo> lletres_attack_;
float y_attack_dinamica_{0.0F};
std::vector<LetraLogo> lletres_jailgames_;
float temps_animacio_{0.0F};
std::vector<Vec2> posicions_originals_orni_;
std::vector<Vec2> posicions_originals_attack_;
float temps_estat_main_{0.0F};
bool animacio_activa_{false};
float factor_lerp_{0.0F};
static constexpr float BRIGHTNESS_STARFIELD = 1.2F;
static constexpr float DURACIO_FADE_IN = 3.0F;
static constexpr float DURACIO_INIT = 4.0F;
static constexpr float DURACIO_TRANSITION = 2.5F;
static constexpr float ESPAI_ENTRE_LLETRES = 10.0F;
static constexpr float BLINK_FREQUENCY = 3.0F;
static constexpr float DURACIO_BLACK_SCREEN = 2.0F;
static constexpr int MUSIC_FADE = 1500;
static constexpr float ORBIT_AMPLITUDE_X = 4.0F;
static constexpr float ORBIT_AMPLITUDE_Y = 3.0F;
static constexpr float ORBIT_FREQUENCY_X = 0.8F;
static constexpr float ORBIT_FREQUENCY_Y = 1.2F;
static constexpr float ORBIT_PHASE_OFFSET = 1.57F;
static constexpr float SHADOW_DELAY = 0.5F;
static constexpr float SHADOW_BRIGHTNESS = 0.4F;
static constexpr float SHADOW_OFFSET_X = 2.0F;
static constexpr float SHADOW_OFFSET_Y = 2.0F;
static constexpr float DELAY_INICI_ANIMACIO = 10.0F;
static constexpr float DURACIO_LERP = 2.0F;
// Càmera 3D: FOV vertical en radians.
static constexpr float CAMERA_FOV_Y_RAD = 1.0472F; // 60°
void updateLogoAnimation(float delta_time);
static auto checkSkipButtonPressed() -> bool;
auto checkStartGameButtonPressed() -> bool;
void initTitle();
void inicialitzarJailgames();
void dibuixarPeuTitol(float spacing) const;
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);
void handleSkipInput();
void handleStartInput();
void triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_active, const char* log_prefix);
};
+295 -278
View File
@@ -1,4 +1,4 @@
// ship_animator.cpp - Implementació del sistema de animación de naves
// ship_animator.cpp - Implementació de l'animador de naus 3D
// © 2026 JailDesigner
#include "ship_animator.hpp"
@@ -9,319 +9,336 @@
#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/math/easing.hpp"
#include "core/rendering/shape_renderer.hpp"
namespace Title {
ShipAnimator::ShipAnimator(Rendering::Renderer* renderer)
: renderer_(renderer) {
}
namespace {
void ShipAnimator::init() {
// Carregar formes de naves con perspectiva pre-calculada
auto forma_p1 = Graphics::ShapeLoader::load("ship_perspective.shp"); // Perspectiva izquierda
auto forma_p2 = Graphics::ShapeLoader::load("ship2_perspective.shp"); // Perspectiva derecha
// Profunditat d'extrusió de la silueta 2D de la nau (en unitats mundials).
// 0.0F → emet només la silueta plana. >0 emet volum extrudit.
constexpr float SHIP_EXTRUSION_DEPTH = 1.0F;
// Configurar ship P1
ships_[0].player_id = 1;
ships_[0].shape = forma_p1;
configureShipP1(ships_[0]);
// VP lògic per definir forward_dir / direcció del path. Tots els paths
// s'allunyen cap a aquest punt; les naus exiting continuen MÉS ENLLÀ
// (vegeu SHIP_EXIT_TRAVEL) per no desaparèixer en arribar al VP.
constexpr float SHIP_EXIT_Z = 800.0F;
constexpr Vec3 VANISHING_POINT{.x = 0.0F, .y = 0.0F, .z = SHIP_EXIT_Z};
// Configurar ship P2
ships_[1].player_id = 2;
ships_[1].shape = forma_p2;
configureShipP2(ships_[1]);
}
// Profunditat addicional darrere del VP cap a la qual les naus exiting
// convergeixen. Així P1 (X<0) i P2 (X>0) mantenen sempre els seus
// hemisferis i no es creuen al passar pel VP — totes dues acaben al
// centre projectat (640, 360) sense travessar-lo.
constexpr float SHIP_EXIT_OVERFLOW = 700.0F;
void ShipAnimator::update(float delta_time) {
// Dispatcher segons state de cada ship
for (auto& ship : ships_) {
if (!ship.visible) {
continue;
// Directors VP → origen de cada nau, normalitzats. P1 ve des de "les 7"
// del rellotge (baix-esquerra), P2 des de "les 5" (baix-dreta). Els
// components estan calibrats perquè a TARGET_DIST el pixel projectat
// caigui aprox sota la "P de PRESS" / "Y de PLAY" del text del títol.
constexpr Vec3 PATH_DIR_P1{.x = -0.0887F, .y = -0.0683F, .z = -0.9938F};
constexpr Vec3 PATH_DIR_P2{.x = +0.0887F, .y = -0.0683F, .z = -0.9938F};
// Distàncies des del VP al llarg del path (unitats mundials).
// Reduïm TARGET_DIST per acostar el descans al VP (puja en pantalla,
// s'allunya de PRESS START); compensem amb SHIP_FLOAT_SCALE més gran.
constexpr float TARGET_DIST = 480.0F; // Descans a Z≈323 → pixel ≈ (558, 423)
constexpr float ENTRY_DIST = 770.0F; // Inicial a Z≈35 → fora pantalla baix-esq.
// Pitch addicional sobre el look-at pur per fer que el dors de la nau
// s'incline cap a la càmera (~-14° afegits). Amb forward quasi paral·lel
// a +Z, el pitch look-at és ~-94°; afegint això queda al voltant de -108°,
// que és l'angle visualment validat com a "bo" per l'usuari.
constexpr float PITCH_LIFT_RAD = -0.25F;
// Look-at: calcula pitch+yaw que duen (0,-1,0) local a forward_dir mundial.
// Requereix l'ordre de rotació X→Y→Z al applyTransform de wireframe3d.
// Si forward és quasi vertical (sin(pitch) ≈ 0), retorna yaw=0 (qualsevol).
auto computePitchYawForLookAt(const Vec3& forward_dir) -> Vec2 {
const float DY = std::clamp(forward_dir.y, -1.0F, 1.0F);
const float PITCH_LOOKAT = -std::acos(-DY); // ∈ [-π, 0]
const float SIN_PITCH = std::sin(PITCH_LOOKAT);
float yaw = 0.0F;
if (std::abs(SIN_PITCH) >= 1.0E-5F) {
const float SY = -forward_dir.x / SIN_PITCH;
const float CY = -forward_dir.z / SIN_PITCH;
yaw = std::atan2(SY, CY);
}
return Vec2{.x = PITCH_LOOKAT + PITCH_LIFT_RAD, .y = yaw};
}
switch (ship.state) {
case ShipState::ENTERING:
updateEntering(ship, delta_time);
break;
case ShipState::FLOATING:
updateFloating(ship, delta_time);
break;
case ShipState::EXITING:
updateExiting(ship, delta_time);
break;
}
}
}
void ShipAnimator::draw() const {
for (const auto& ship : ships_) {
if (!ship.visible) {
continue;
auto safeNormalize(const Vec3& v, const Vec3& fallback) -> Vec3 {
return v.lengthSquared() > 0.0F ? v.normalized() : fallback;
}
// Renderizar ship (perspectiva ya incorporada a la shape)
Rendering::renderShape(
renderer_,
ship.shape,
ship.current_position,
0.0F, // angle (rotación 2D no utilitzada)
ship.current_scale,
1.0F, // progress (siempre visible)
1.0F // brightness (brightness màxima)
);
auto entryForward(const TitleShip& ship) -> Vec3 {
return safeNormalize(ship.target_position - ship.initial_position,
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
}
auto floatingForward(const Vec3& target) -> Vec3 {
return safeNormalize(VANISHING_POINT - target,
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
}
auto exitForward(const Vec3& current) -> Vec3 {
return safeNormalize(VANISHING_POINT - current,
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
}
// Mida visual i animació.
constexpr float SHIP_FLOAT_SCALE = 2.0F;
constexpr float SHIP_ENTRY_SCALE = 2.0F; // Mida mundial idèntica; la perspectiva fa la resta
constexpr float ENTRY_DURATION = 2.0F;
constexpr float EXIT_DURATION = 1.5F;
// Oscil·lació en unitats mundials (al voltant del target_position).
constexpr float FLOAT_AMPLITUDE_X = 1.5F;
constexpr float FLOAT_AMPLITUDE_Y = 1.0F;
constexpr float FLOAT_FREQUENCY_X_BASE = 0.5F;
constexpr float FLOAT_FREQUENCY_Y_BASE = 0.7F;
constexpr float FLOAT_PHASE_OFFSET = 1.57F;
constexpr float P1_FREQUENCY_MULTIPLIER = 0.88F;
constexpr float P2_FREQUENCY_MULTIPLIER = 1.12F;
constexpr float P1_ENTRY_DELAY = 0.0F;
constexpr float P2_ENTRY_DELAY = 0.5F;
} // namespace
ShipAnimator::ShipAnimator(Rendering::Renderer* renderer,
const Graphics::Camera3D* camera)
: renderer_(renderer),
camera_(camera) {
}
}
void ShipAnimator::startEntryAnimation() {
using namespace Defaults::Title::Ships;
void ShipAnimator::init() {
auto shape_p1 = Graphics::ShapeLoader::load("ship.shp");
auto shape_p2 = Graphics::ShapeLoader::load("ship2.shp");
// Configurar ship P1 para l'animación de entrada
ships_[0].state = ShipState::ENTERING;
ships_[0].state_time = 0.0F;
ships_[0].initial_position = computeOffscreenPosition(CLOCK_8_ANGLE);
ships_[0].current_position = ships_[0].initial_position;
ships_[0].current_scale = ships_[0].initial_scale;
ships_[0].player_id = 1;
if (shape_p1 && shape_p1->isValid()) {
ships_[0].mesh = Graphics::extrudeShape2D(*shape_p1, SHIP_EXTRUSION_DEPTH);
}
configureShipP1(ships_[0]);
// Configurar ship P2 para l'animación de entrada
ships_[1].state = ShipState::ENTERING;
ships_[1].state_time = 0.0F;
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::triggerExitAnimation() {
// Configurar ambdues naves para l'animación de salida
for (auto& ship : ships_) {
// Canviar state a EXITING
ship.state = ShipState::EXITING;
ship.state_time = 0.0F;
// Preservar posición actual (pot estar a mig camí si START es prem durante ENTERING)
ship.initial_position = ship.current_position;
// La scale objetivo es preserva para calcular la interpolació
// (current_scale pot ser diferent si está en ENTERING)
ships_[1].player_id = 2;
if (shape_p2 && shape_p2->isValid()) {
ships_[1].mesh = Graphics::extrudeShape2D(*shape_p2, SHIP_EXTRUSION_DEPTH);
}
configureShipP2(ships_[1]);
}
}
void ShipAnimator::skipToFloatingState() {
// Posar ambdues naves directament en state FLOATING
for (auto& ship : ships_) {
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
ship.oscillation_phase = 0.0F;
// Posar en posición objetivo (sin animación)
ship.current_position = ship.target_position;
ship.current_scale = ship.target_scale;
// NO establir visibilitat aquí - ya ho hace el caller
// (evita fer visibles ambdues naves cuando solo una ha premut START)
void ShipAnimator::update(float delta_time) {
for (auto& ship : ships_) {
if (!ship.visible) {
continue;
}
switch (ship.state) {
case ShipState::ENTERING:
updateEntering(ship, delta_time);
break;
case ShipState::FLOATING:
updateFloating(ship, delta_time);
break;
case ShipState::EXITING:
updateExiting(ship, delta_time);
break;
}
}
}
}
auto ShipAnimator::isVisible() const -> bool {
// Retorna true si almenys una ship es visible
return std::ranges::any_of(ships_, [](const TitleShip& ship) { return ship.visible; });
}
void ShipAnimator::draw() const {
if (camera_ == nullptr || renderer_ == nullptr) {
return;
}
for (const auto& ship : ships_) {
if (!ship.visible) {
continue;
}
const Vec2 EULER = computePitchYawForLookAt(ship.forward_dir);
const Graphics::Transform3D TRANSFORM{
.position = ship.current_position,
.rotation_euler = Vec3{.x = EULER.x, .y = EULER.y, .z = 0.0F},
.scale = ship.current_scale,
};
Graphics::drawWireframe(renderer_, *camera_, ship.mesh, TRANSFORM, 1.0F);
}
}
void ShipAnimator::triggerExitAnimationForPlayer(int player_id) {
// Trobar la ship del player especificat
for (auto& ship : ships_) {
if (ship.player_id == player_id) {
// Canviar state a EXITING solo per esta ship
void ShipAnimator::startEntryAnimation() {
for (auto& ship : ships_) {
ship.state = ShipState::ENTERING;
ship.state_time = 0.0F;
ship.current_position = ship.initial_position;
ship.current_scale = ship.initial_scale;
ship.forward_dir = entryForward(ship);
}
}
void ShipAnimator::triggerExitAnimation() {
for (auto& ship : ships_) {
ship.state = ShipState::EXITING;
ship.state_time = 0.0F;
// Preservar posición actual (pot estar a mig camí si START es prem durante ENTERING)
ship.initial_position = ship.current_position;
// La scale objetivo es preserva para calcular la interpolació
// (current_scale pot ser diferent si está en ENTERING)
break; // Solo una ship per player
ship.forward_dir = exitForward(ship.current_position);
}
}
}
void ShipAnimator::setVisible(bool visible) {
for (auto& ship : ships_) {
ship.visible = visible;
}
}
auto ShipAnimator::isAnimationComplete() const -> bool {
// Comprovar si todas las naves són invisibles (han completat l'animación de salida)
return std::ranges::all_of(ships_, [](const TitleShip& ship) { return !ship.visible; });
}
// Métodos de animación (stubs)
void ShipAnimator::updateEntering(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
ship.state_time += delta_time;
// Esperar al delay antes de començar l'animación
if (ship.state_time < ship.entry_delay) {
// Aún en delay: la ship es queda fuera de pantalla (posición inicial)
ship.current_position = ship.initial_position;
ship.current_scale = ship.initial_scale;
return;
void ShipAnimator::triggerExitAnimationForPlayer(int player_id) {
for (auto& ship : ships_) {
if (ship.player_id == player_id) {
ship.state = ShipState::EXITING;
ship.state_time = 0.0F;
ship.initial_position = ship.current_position;
ship.forward_dir = exitForward(ship.current_position);
break;
}
}
}
// Cálculo del progrés (restant el delay)
float elapsed = ship.state_time - ship.entry_delay;
float progress = std::min(1.0F, elapsed / ENTRY_DURATION);
void ShipAnimator::skipToFloatingState() {
for (auto& ship : ships_) {
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
ship.oscillation_phase = 0.0F;
ship.current_position = ship.target_position;
ship.current_scale = ship.target_scale;
ship.forward_dir = floatingForward(ship.target_position);
}
}
// Aplicar easing (ease_out_quad per arribada suau)
float eased_progress = Easing::easeOutQuad(progress);
void ShipAnimator::setVisible(bool visible) {
for (auto& ship : ships_) {
ship.visible = visible;
}
}
// Lerp posición (inicial → objetivo)
ship.current_position.x = Easing::lerp(ship.initial_position.x, ship.target_position.x, eased_progress);
ship.current_position.y = Easing::lerp(ship.initial_position.y, ship.target_position.y, eased_progress);
auto ShipAnimator::isVisible() const -> bool {
return std::ranges::any_of(ships_,
[](const TitleShip& s) { return s.visible; });
}
// Lerp scale (grande → normal)
ship.current_scale = Easing::lerp(ship.initial_scale, ship.target_scale, eased_progress);
auto ShipAnimator::isAnimationComplete() const -> bool {
return std::ranges::all_of(ships_,
[](const TitleShip& s) { return !s.visible; });
}
// Transicionar a FLOATING cuando completi
if (elapsed >= ENTRY_DURATION) {
void ShipAnimator::updateEntering(TitleShip& ship, float delta_time) {
ship.state_time += delta_time;
if (ship.state_time < ship.entry_delay) {
ship.current_position = ship.initial_position;
ship.current_scale = ship.initial_scale;
return;
}
const float ELAPSED = ship.state_time - ship.entry_delay;
const float PROGRESS = std::min(1.0F, ELAPSED / ENTRY_DURATION);
const float EASED = Easing::easeOutQuad(PROGRESS);
// Acumula la fase d'oscil·lació també durant ENTERING; sense això,
// al passar a FLOATING la posició salta d'amplitud_y de cop perquè
// l'offset Y comença a sin(π/2) = 1. Acumulant-la abans, la nau
// ja oscil·la mentre s'aproxima i la transició és contínua.
ship.oscillation_phase += delta_time;
const float INTERP_X = Easing::lerp(ship.initial_position.x, ship.target_position.x, EASED);
const float INTERP_Y = Easing::lerp(ship.initial_position.y, ship.target_position.y, EASED);
const float INTERP_Z = Easing::lerp(ship.initial_position.z, ship.target_position.z, EASED);
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float OFFSET_X = ship.amplitude_x *
std::sin(TWO_PI * ship.frequency_x * ship.oscillation_phase);
const float OFFSET_Y = ship.amplitude_y *
std::sin((TWO_PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
ship.current_position.x = INTERP_X + OFFSET_X;
ship.current_position.y = INTERP_Y + OFFSET_Y;
ship.current_position.z = INTERP_Z;
ship.current_scale = Easing::lerp(ship.initial_scale, ship.target_scale, EASED);
if (ELAPSED >= ENTRY_DURATION) {
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
// No resetegem oscillation_phase: així updateFloating continua
// l'oscil·lació iniciada durant ENTERING sense salt.
ship.forward_dir = floatingForward(ship.target_position);
}
}
void ShipAnimator::updateFloating(TitleShip& ship, float delta_time) {
ship.state_time += delta_time;
ship.oscillation_phase += delta_time;
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float OFFSET_X = ship.amplitude_x *
std::sin(TWO_PI * ship.frequency_x * ship.oscillation_phase);
const float OFFSET_Y = ship.amplitude_y *
std::sin((TWO_PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
ship.current_position.x = ship.target_position.x + OFFSET_X;
ship.current_position.y = ship.target_position.y + OFFSET_Y;
ship.current_position.z = ship.target_position.z;
ship.current_scale = ship.target_scale;
}
void ShipAnimator::updateExiting(TitleShip& ship, float delta_time) {
ship.state_time += delta_time;
const float PROGRESS = std::min(1.0F, ship.state_time / EXIT_DURATION);
const float EASED = Easing::easeInQuad(PROGRESS);
// Destí: punt fix a (VP.x, VP.y, VP.z + OVERFLOW). Cada nau s'apropa
// al centre projectat des del seu costat sense creuar el VP.
const Vec3 EXIT_DEST{
.x = VANISHING_POINT.x,
.y = VANISHING_POINT.y,
.z = VANISHING_POINT.z + SHIP_EXIT_OVERFLOW,
};
ship.current_position.x = Easing::lerp(ship.initial_position.x, EXIT_DEST.x, EASED);
ship.current_position.y = Easing::lerp(ship.initial_position.y, EXIT_DEST.y, EASED);
ship.current_position.z = Easing::lerp(ship.initial_position.z, EXIT_DEST.z, EASED);
ship.current_scale = ship.target_scale; // L'escala visual baixa via la perspectiva
if (PROGRESS >= 1.0F) {
ship.visible = false;
}
}
void ShipAnimator::configureShipP1(TitleShip& ship) {
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
ship.oscillation_phase = 0.0F; // Reiniciar fase de oscil·lació
// Target i initial sobre el path VP → "les 7" del rellotge (P1).
ship.target_position = VANISHING_POINT + (PATH_DIR_P1 * TARGET_DIST);
ship.initial_position = VANISHING_POINT + (PATH_DIR_P1 * ENTRY_DIST);
ship.current_position = ship.initial_position;
ship.target_scale = SHIP_FLOAT_SCALE;
ship.current_scale = SHIP_FLOAT_SCALE;
ship.initial_scale = SHIP_ENTRY_SCALE;
ship.oscillation_phase = 0.0F;
ship.entry_delay = P1_ENTRY_DELAY;
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P1_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P1_FREQUENCY_MULTIPLIER;
ship.forward_dir = entryForward(ship);
ship.visible = true;
}
}
void ShipAnimator::updateFloating(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
// Actualitzar time i fase de oscil·lació
ship.state_time += delta_time;
ship.oscillation_phase += delta_time;
// Oscil·lació sinusoïdal X/Y (parámetros específics per ship)
float offset_x = ship.amplitude_x * std::sin(2.0F * Defaults::Math::PI * ship.frequency_x * ship.oscillation_phase);
float offset_y = ship.amplitude_y * std::sin((2.0F * Defaults::Math::PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
// Aplicar oscil·lació a la posición objetivo
ship.current_position.x = ship.target_position.x + offset_x;
ship.current_position.y = ship.target_position.y + offset_y;
// Escala constant (sin "breathing" per ara)
ship.current_scale = ship.target_scale;
}
void ShipAnimator::updateExiting(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
ship.state_time += delta_time;
// Calcular progrés (0.0 → 1.0)
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::easeInQuad(progress);
// Vec2 de fuga (centro del starfield)
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, 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);
// Marcar invisible cuando l'animación completi
if (progress >= 1.0F) {
ship.visible = false;
void ShipAnimator::configureShipP2(TitleShip& ship) {
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
// Target i initial sobre el path VP → "les 5" del rellotge (P2).
ship.target_position = VANISHING_POINT + (PATH_DIR_P2 * TARGET_DIST);
ship.initial_position = VANISHING_POINT + (PATH_DIR_P2 * ENTRY_DIST);
ship.current_position = ship.initial_position;
ship.target_scale = SHIP_FLOAT_SCALE;
ship.current_scale = SHIP_FLOAT_SCALE;
ship.initial_scale = SHIP_ENTRY_SCALE;
ship.oscillation_phase = 0.0F;
ship.entry_delay = P2_ENTRY_DELAY;
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P2_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P2_FREQUENCY_MULTIPLIER;
ship.forward_dir = entryForward(ship);
ship.visible = true;
}
}
// Configuración
void ShipAnimator::configureShipP1(TitleShip& ship) {
using namespace Defaults::Title::Ships;
// Estat inicial: FLOATING (per test estàtic)
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
// Posicions (clock 8, bottom-left)
ship.target_position = {.x = p1TargetX(), .y = p1TargetY()};
// Calcular posición inicial (fuera de pantalla)
ship.initial_position = computeOffscreenPosition(CLOCK_8_ANGLE);
ship.current_position = ship.initial_position; // Començar fuera de pantalla
// Escales
ship.target_scale = FLOATING_SCALE;
ship.current_scale = FLOATING_SCALE;
ship.initial_scale = ENTRY_SCALE_START;
// Flotació
ship.oscillation_phase = 0.0F;
// Parámetros de entrada
ship.entry_delay = P1_ENTRY_DELAY;
// Parámetros de oscil·lació específics P1
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P1_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P1_FREQUENCY_MULTIPLIER;
// Visibilitat
ship.visible = true;
}
void ShipAnimator::configureShipP2(TitleShip& ship) {
using namespace Defaults::Title::Ships;
// Estat inicial: FLOATING (per test estàtic)
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
// Posicions (clock 4, bottom-right)
ship.target_position = {.x = p2TargetX(), .y = p2TargetY()};
// Calcular posición inicial (fuera de pantalla)
ship.initial_position = computeOffscreenPosition(CLOCK_4_ANGLE);
ship.current_position = ship.initial_position; // Començar fuera de pantalla
// Escales
ship.target_scale = FLOATING_SCALE;
ship.current_scale = FLOATING_SCALE;
ship.initial_scale = ENTRY_SCALE_START;
// Flotació
ship.oscillation_phase = 0.0F;
// Parámetros de entrada
ship.entry_delay = P2_ENTRY_DELAY;
// Parámetros de oscil·lació específics P2
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P2_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P2_FREQUENCY_MULTIPLIER;
// Visibilitat
ship.visible = true;
}
auto ShipAnimator::computeOffscreenPosition(float angle_rellotge) -> Vec2 {
using namespace Defaults::Title::Ships;
// Convertir angle del rellotge a radians (per exemple: 240° per clock 8)
// Calcular posición en direcció radial des del centro, pero més lluny
// ENTRY_OFFSET es calcula automàticament: (SHIP_MAX_RADIUS * ENTRY_SCALE_START) + ENTRY_OFFSET_MARGIN
float extended_radius = CLOCK_RADIUS + ENTRY_OFFSET;
float x = (Defaults::Game::WIDTH / 2.0F) + (extended_radius * std::cos(angle_rellotge));
float y = (Defaults::Game::HEIGHT / 2.0F) + (extended_radius * std::sin(angle_rellotge));
return {.x = x, .y = y};
}
} // namespace Title
+42 -61
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// ship_animator.hpp - Sistema de animación de naves para l'escena de título
// ship_animator.hpp - Sistema d'animació de naus 3D per a l'escena de títol
// © 2026 JailDesigner
//
// Manté la mateixa màquina d'estats
// (ENTERING → FLOATING → EXITING) però treballa amb posicions Vec3 i emet
// wireframes a través d'una `Camera3D`. La geometria s'extrau de `ship.shp`
// (P1) i `ship2.shp` (P2) per extrusió en Z.
#pragma once
#include "core/rendering/render_context.hpp"
#include <SDL3/SDL.h>
#include <array>
#include <cstdint>
#include <memory>
#include "core/graphics/shape.hpp"
#include "core/graphics/camera3d.hpp"
#include "core/graphics/wireframe3d.hpp"
#include "core/rendering/render_context.hpp"
#include "core/types.hpp"
namespace Title {
// Estats de l'animación de la ship
enum class ShipState : std::uint8_t {
ENTERING, // Entrant desde fuera de pantalla
FLOATING, // Flotante en posición estàtica
EXITING // Volant hacia el point de fuga
};
enum class ShipState : std::uint8_t {
ENTERING,
FLOATING,
EXITING,
};
// Dades de una ship individual al título.
// Todos los miembros tienen inicializador por defecto: ShipAnimator::ships_
// es un std::array<TitleShip, 2> y sin estos defaults los campos primitivos
// quedarían indeterminados al instanciar el animador.
struct TitleShip {
// Identificació
int player_id{0}; // 1 o 2
// Estat
struct TitleShip {
int player_id{0};
ShipState state{ShipState::ENTERING};
float state_time{0.0F}; // Temps acumulat en l'state actual
float state_time{0.0F};
// 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
Vec3 initial_position{};
Vec3 target_position{};
Vec3 current_position{};
// Escales (simulació eix Z)
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
float initial_scale{1.0F};
float target_scale{1.0F};
float current_scale{1.0F};
// Flotació
float oscillation_phase{0.0F}; // Acumulador de fase per movement sinusoïdal
float oscillation_phase{0.0F};
float entry_delay{0.0F};
// Parámetros de entrada
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{0.0F};
float amplitude_y{0.0F};
float frequency_x{0.0F};
float frequency_y{0.0F};
// Forma
std::shared_ptr<Graphics::Shape> shape;
// Visibilitat
Graphics::Mesh3D mesh;
// Vector mundial cap a on apunta el front del shape. Recalculat a cada
// transició d'estat perquè draw() oriente la nau (look-at) en la
// direcció del seu path actual.
Vec3 forward_dir{.x = 0.0F, .y = 0.0F, .z = 1.0F};
bool visible{false};
};
};
// Gestor de animación de naves para l'escena de título
class ShipAnimator {
public:
explicit ShipAnimator(Rendering::Renderer* renderer);
class ShipAnimator {
public:
ShipAnimator(Rendering::Renderer* renderer, const Graphics::Camera3D* camera);
// Cicle de vida
void init();
void update(float delta_time);
void draw() const;
// Control de state (cridat per TitleScene)
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
void triggerExitAnimation();
void triggerExitAnimationForPlayer(int player_id);
void skipToFloatingState();
// Control de visibilitat
void setVisible(bool visible);
[[nodiscard]] auto isAnimationComplete() const -> bool;
[[nodiscard]] auto isVisible() const -> bool; // Comprova si alguna ship es visible
[[nodiscard]] auto isVisible() const -> bool;
private:
private:
Rendering::Renderer* renderer_;
std::array<TitleShip, 2> ships_; // Naves P1 i P2
const Graphics::Camera3D* camera_;
std::array<TitleShip, 2> ships_;
// 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 (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
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// ship_animator3d.cpp - Implementació de l'animador de naus 3D
// © 2026 JailDesigner
#include "ship_animator3d.hpp"
#include <algorithm>
#include <cmath>
#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/math/easing.hpp"
namespace Title {
namespace {
// Profunditat d'extrusió de la silueta 2D de la nau (en unitats mundials).
// 0.0F → emet només la silueta plana. >0 emet volum extrudit.
constexpr float SHIP_EXTRUSION_DEPTH = 1.0F;
// VP lògic per definir forward_dir / direcció del path. Tots els paths
// s'allunyen cap a aquest punt; les naus exiting continuen MÉS ENLLÀ
// (vegeu SHIP_EXIT_TRAVEL) per no desaparèixer en arribar al VP.
constexpr float SHIP_EXIT_Z = 800.0F;
constexpr Vec3 VANISHING_POINT{.x = 0.0F, .y = 0.0F, .z = SHIP_EXIT_Z};
// Profunditat addicional darrere del VP cap a la qual les naus exiting
// convergeixen. Així P1 (X<0) i P2 (X>0) mantenen sempre els seus
// hemisferis i no es creuen al passar pel VP — totes dues acaben al
// centre projectat (640, 360) sense travessar-lo.
constexpr float SHIP_EXIT_OVERFLOW = 700.0F;
// Directors VP → origen de cada nau, normalitzats. P1 ve des de "les 7"
// del rellotge (baix-esquerra), P2 des de "les 5" (baix-dreta). Els
// components estan calibrats perquè a TARGET_DIST el pixel projectat
// caigui aprox sota la "P de PRESS" / "Y de PLAY" del text del títol.
constexpr Vec3 PATH_DIR_P1{.x = -0.0887F, .y = -0.0683F, .z = -0.9938F};
constexpr Vec3 PATH_DIR_P2{.x = +0.0887F, .y = -0.0683F, .z = -0.9938F};
// Distàncies des del VP al llarg del path (unitats mundials).
// Reduïm TARGET_DIST per acostar el descans al VP (puja en pantalla,
// s'allunya de PRESS START); compensem amb SHIP_FLOAT_SCALE més gran.
constexpr float TARGET_DIST = 480.0F; // Descans a Z≈323 → pixel ≈ (558, 423)
constexpr float ENTRY_DIST = 770.0F; // Inicial a Z≈35 → fora pantalla baix-esq.
// Pitch addicional sobre el look-at pur per fer que el dors de la nau
// s'incline cap a la càmera (~-14° afegits). Amb forward quasi paral·lel
// a +Z, el pitch look-at és ~-94°; afegint això queda al voltant de -108°,
// que és l'angle visualment validat com a "bo" per l'usuari.
constexpr float PITCH_LIFT_RAD = -0.25F;
// Look-at: calcula pitch+yaw que duen (0,-1,0) local a forward_dir mundial.
// Requereix l'ordre de rotació X→Y→Z al applyTransform de wireframe3d.
// Si forward és quasi vertical (sin(pitch) ≈ 0), retorna yaw=0 (qualsevol).
auto computePitchYawForLookAt(const Vec3& forward_dir) -> Vec2 {
const float DY = std::clamp(forward_dir.y, -1.0F, 1.0F);
const float PITCH_LOOKAT = -std::acos(-DY); // ∈ [-π, 0]
const float SIN_PITCH = std::sin(PITCH_LOOKAT);
float yaw = 0.0F;
if (std::abs(SIN_PITCH) >= 1.0E-5F) {
const float SY = -forward_dir.x / SIN_PITCH;
const float CY = -forward_dir.z / SIN_PITCH;
yaw = std::atan2(SY, CY);
}
return Vec2{.x = PITCH_LOOKAT + PITCH_LIFT_RAD, .y = yaw};
}
auto safeNormalize(const Vec3& v, const Vec3& fallback) -> Vec3 {
return v.lengthSquared() > 0.0F ? v.normalized() : fallback;
}
auto entryForward(const TitleShip3D& ship) -> Vec3 {
return safeNormalize(ship.target_position - ship.initial_position,
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
}
auto floatingForward(const Vec3& target) -> Vec3 {
return safeNormalize(VANISHING_POINT - target,
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
}
auto exitForward(const Vec3& current) -> Vec3 {
return safeNormalize(VANISHING_POINT - current,
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
}
// Mida visual i animació.
constexpr float SHIP_FLOAT_SCALE = 2.0F;
constexpr float SHIP_ENTRY_SCALE = 2.0F; // Mida mundial idèntica; la perspectiva fa la resta
constexpr float ENTRY_DURATION = 2.0F;
constexpr float EXIT_DURATION = 1.5F;
// Oscil·lació en unitats mundials (al voltant del target_position).
constexpr float FLOAT_AMPLITUDE_X = 1.5F;
constexpr float FLOAT_AMPLITUDE_Y = 1.0F;
constexpr float FLOAT_FREQUENCY_X_BASE = 0.5F;
constexpr float FLOAT_FREQUENCY_Y_BASE = 0.7F;
constexpr float FLOAT_PHASE_OFFSET = 1.57F;
constexpr float P1_FREQUENCY_MULTIPLIER = 0.88F;
constexpr float P2_FREQUENCY_MULTIPLIER = 1.12F;
constexpr float P1_ENTRY_DELAY = 0.0F;
constexpr float P2_ENTRY_DELAY = 0.5F;
} // namespace
ShipAnimator3D::ShipAnimator3D(Rendering::Renderer* renderer,
const Graphics::Camera3D* camera)
: renderer_(renderer),
camera_(camera) {
}
void ShipAnimator3D::init() {
auto shape_p1 = Graphics::ShapeLoader::load("ship.shp");
auto shape_p2 = Graphics::ShapeLoader::load("ship2.shp");
ships_[0].player_id = 1;
if (shape_p1 && shape_p1->isValid()) {
ships_[0].mesh = Graphics::extrudeShape2D(*shape_p1, SHIP_EXTRUSION_DEPTH);
}
configureShipP1(ships_[0]);
ships_[1].player_id = 2;
if (shape_p2 && shape_p2->isValid()) {
ships_[1].mesh = Graphics::extrudeShape2D(*shape_p2, SHIP_EXTRUSION_DEPTH);
}
configureShipP2(ships_[1]);
}
void ShipAnimator3D::update(float delta_time) {
for (auto& ship : ships_) {
if (!ship.visible) {
continue;
}
switch (ship.state) {
case ShipState3D::ENTERING:
updateEntering(ship, delta_time);
break;
case ShipState3D::FLOATING:
updateFloating(ship, delta_time);
break;
case ShipState3D::EXITING:
updateExiting(ship, delta_time);
break;
}
}
}
void ShipAnimator3D::draw() const {
if (camera_ == nullptr || renderer_ == nullptr) {
return;
}
for (const auto& ship : ships_) {
if (!ship.visible) {
continue;
}
const Vec2 EULER = computePitchYawForLookAt(ship.forward_dir);
const Graphics::Transform3D TRANSFORM{
.position = ship.current_position,
.rotation_euler = Vec3{.x = EULER.x, .y = EULER.y, .z = 0.0F},
.scale = ship.current_scale,
};
Graphics::drawWireframe(renderer_, *camera_, ship.mesh, TRANSFORM, 1.0F);
}
}
void ShipAnimator3D::startEntryAnimation() {
for (auto& ship : ships_) {
ship.state = ShipState3D::ENTERING;
ship.state_time = 0.0F;
ship.current_position = ship.initial_position;
ship.current_scale = ship.initial_scale;
ship.forward_dir = entryForward(ship);
}
}
void ShipAnimator3D::triggerExitAnimation() {
for (auto& ship : ships_) {
ship.state = ShipState3D::EXITING;
ship.state_time = 0.0F;
ship.initial_position = ship.current_position;
ship.forward_dir = exitForward(ship.current_position);
}
}
void ShipAnimator3D::triggerExitAnimationForPlayer(int player_id) {
for (auto& ship : ships_) {
if (ship.player_id == player_id) {
ship.state = ShipState3D::EXITING;
ship.state_time = 0.0F;
ship.initial_position = ship.current_position;
ship.forward_dir = exitForward(ship.current_position);
break;
}
}
}
void ShipAnimator3D::skipToFloatingState() {
for (auto& ship : ships_) {
ship.state = ShipState3D::FLOATING;
ship.state_time = 0.0F;
ship.oscillation_phase = 0.0F;
ship.current_position = ship.target_position;
ship.current_scale = ship.target_scale;
ship.forward_dir = floatingForward(ship.target_position);
}
}
void ShipAnimator3D::setVisible(bool visible) {
for (auto& ship : ships_) {
ship.visible = visible;
}
}
auto ShipAnimator3D::isVisible() const -> bool {
return std::ranges::any_of(ships_,
[](const TitleShip3D& s) { return s.visible; });
}
auto ShipAnimator3D::isAnimationComplete() const -> bool {
return std::ranges::all_of(ships_,
[](const TitleShip3D& s) { return !s.visible; });
}
void ShipAnimator3D::updateEntering(TitleShip3D& ship, float delta_time) {
ship.state_time += delta_time;
if (ship.state_time < ship.entry_delay) {
ship.current_position = ship.initial_position;
ship.current_scale = ship.initial_scale;
return;
}
const float ELAPSED = ship.state_time - ship.entry_delay;
const float PROGRESS = std::min(1.0F, ELAPSED / ENTRY_DURATION);
const float EASED = Easing::easeOutQuad(PROGRESS);
// Acumula la fase d'oscil·lació també durant ENTERING; sense això,
// al passar a FLOATING la posició salta d'amplitud_y de cop perquè
// l'offset Y comença a sin(π/2) = 1. Acumulant-la abans, la nau
// ja oscil·la mentre s'aproxima i la transició és contínua.
ship.oscillation_phase += delta_time;
const float INTERP_X = Easing::lerp(ship.initial_position.x, ship.target_position.x, EASED);
const float INTERP_Y = Easing::lerp(ship.initial_position.y, ship.target_position.y, EASED);
const float INTERP_Z = Easing::lerp(ship.initial_position.z, ship.target_position.z, EASED);
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float OFFSET_X = ship.amplitude_x *
std::sin(TWO_PI * ship.frequency_x * ship.oscillation_phase);
const float OFFSET_Y = ship.amplitude_y *
std::sin((TWO_PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
ship.current_position.x = INTERP_X + OFFSET_X;
ship.current_position.y = INTERP_Y + OFFSET_Y;
ship.current_position.z = INTERP_Z;
ship.current_scale = Easing::lerp(ship.initial_scale, ship.target_scale, EASED);
if (ELAPSED >= ENTRY_DURATION) {
ship.state = ShipState3D::FLOATING;
ship.state_time = 0.0F;
// No resetegem oscillation_phase: així updateFloating continua
// l'oscil·lació iniciada durant ENTERING sense salt.
ship.forward_dir = floatingForward(ship.target_position);
}
}
void ShipAnimator3D::updateFloating(TitleShip3D& ship, float delta_time) {
ship.state_time += delta_time;
ship.oscillation_phase += delta_time;
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float OFFSET_X = ship.amplitude_x *
std::sin(TWO_PI * ship.frequency_x * ship.oscillation_phase);
const float OFFSET_Y = ship.amplitude_y *
std::sin((TWO_PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
ship.current_position.x = ship.target_position.x + OFFSET_X;
ship.current_position.y = ship.target_position.y + OFFSET_Y;
ship.current_position.z = ship.target_position.z;
ship.current_scale = ship.target_scale;
}
void ShipAnimator3D::updateExiting(TitleShip3D& ship, float delta_time) {
ship.state_time += delta_time;
const float PROGRESS = std::min(1.0F, ship.state_time / EXIT_DURATION);
const float EASED = Easing::easeInQuad(PROGRESS);
// Destí: punt fix a (VP.x, VP.y, VP.z + OVERFLOW). Cada nau s'apropa
// al centre projectat des del seu costat sense creuar el VP.
const Vec3 EXIT_DEST{
.x = VANISHING_POINT.x,
.y = VANISHING_POINT.y,
.z = VANISHING_POINT.z + SHIP_EXIT_OVERFLOW,
};
ship.current_position.x = Easing::lerp(ship.initial_position.x, EXIT_DEST.x, EASED);
ship.current_position.y = Easing::lerp(ship.initial_position.y, EXIT_DEST.y, EASED);
ship.current_position.z = Easing::lerp(ship.initial_position.z, EXIT_DEST.z, EASED);
ship.current_scale = ship.target_scale; // L'escala visual baixa via la perspectiva
if (PROGRESS >= 1.0F) {
ship.visible = false;
}
}
void ShipAnimator3D::configureShipP1(TitleShip3D& ship) {
ship.state = ShipState3D::FLOATING;
ship.state_time = 0.0F;
// Target i initial sobre el path VP → "les 7" del rellotge (P1).
ship.target_position = VANISHING_POINT + (PATH_DIR_P1 * TARGET_DIST);
ship.initial_position = VANISHING_POINT + (PATH_DIR_P1 * ENTRY_DIST);
ship.current_position = ship.initial_position;
ship.target_scale = SHIP_FLOAT_SCALE;
ship.current_scale = SHIP_FLOAT_SCALE;
ship.initial_scale = SHIP_ENTRY_SCALE;
ship.oscillation_phase = 0.0F;
ship.entry_delay = P1_ENTRY_DELAY;
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P1_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P1_FREQUENCY_MULTIPLIER;
ship.forward_dir = entryForward(ship);
ship.visible = true;
}
void ShipAnimator3D::configureShipP2(TitleShip3D& ship) {
ship.state = ShipState3D::FLOATING;
ship.state_time = 0.0F;
// Target i initial sobre el path VP → "les 5" del rellotge (P2).
ship.target_position = VANISHING_POINT + (PATH_DIR_P2 * TARGET_DIST);
ship.initial_position = VANISHING_POINT + (PATH_DIR_P2 * ENTRY_DIST);
ship.current_position = ship.initial_position;
ship.target_scale = SHIP_FLOAT_SCALE;
ship.current_scale = SHIP_FLOAT_SCALE;
ship.initial_scale = SHIP_ENTRY_SCALE;
ship.oscillation_phase = 0.0F;
ship.entry_delay = P2_ENTRY_DELAY;
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P2_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P2_FREQUENCY_MULTIPLIER;
ship.forward_dir = entryForward(ship);
ship.visible = true;
}
} // namespace Title
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// ship_animator3d.hpp - Sistema d'animació de naus 3D per a l'escena de títol
// © 2026 JailDesigner
//
// Equivalent 3D del `Title::ShipAnimator`. Manté la mateixa màquina d'estats
// (ENTERING → FLOATING → EXITING) però treballa amb posicions Vec3 i emet
// wireframes a través d'una `Camera3D`. La geometria s'extrau de `ship.shp`
// (P1) i `ship2.shp` (P2) per extrusió en Z.
#pragma once
#include <array>
#include <cstdint>
#include "core/graphics/camera3d.hpp"
#include "core/graphics/wireframe3d.hpp"
#include "core/rendering/render_context.hpp"
#include "core/types.hpp"
namespace Title {
enum class ShipState3D : std::uint8_t {
ENTERING,
FLOATING,
EXITING,
};
struct TitleShip3D {
int player_id{0};
ShipState3D state{ShipState3D::ENTERING};
float state_time{0.0F};
Vec3 initial_position{};
Vec3 target_position{};
Vec3 current_position{};
float initial_scale{1.0F};
float target_scale{1.0F};
float current_scale{1.0F};
float oscillation_phase{0.0F};
float entry_delay{0.0F};
float amplitude_x{0.0F};
float amplitude_y{0.0F};
float frequency_x{0.0F};
float frequency_y{0.0F};
Graphics::Mesh3D mesh;
// Vector mundial cap a on apunta el front del shape. Recalculat a cada
// transició d'estat perquè draw() oriente la nau (look-at) en la
// direcció del seu path actual.
Vec3 forward_dir{.x = 0.0F, .y = 0.0F, .z = 1.0F};
bool visible{false};
};
class ShipAnimator3D {
public:
ShipAnimator3D(Rendering::Renderer* renderer, const Graphics::Camera3D* camera);
void init();
void update(float delta_time);
void draw() const;
void startEntryAnimation();
void triggerExitAnimation();
void triggerExitAnimationForPlayer(int player_id);
void skipToFloatingState();
void setVisible(bool visible);
[[nodiscard]] auto isAnimationComplete() const -> bool;
[[nodiscard]] auto isVisible() const -> bool;
private:
Rendering::Renderer* renderer_;
const Graphics::Camera3D* camera_;
std::array<TitleShip3D, 2> ships_;
static void updateEntering(TitleShip3D& ship, float delta_time);
static void updateFloating(TitleShip3D& ship, float delta_time);
static void updateExiting(TitleShip3D& ship, float delta_time);
static void configureShipP1(TitleShip3D& ship);
static void configureShipP2(TitleShip3D& ship);
};
} // namespace Title