tune(playfield): ona diagonal amb easing i cap brillant
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@@ -4,24 +4,27 @@
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#include "core/graphics/playfield.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include "core/defaults.hpp"
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#include "core/rendering/line_renderer.hpp"
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namespace Graphics {
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namespace {
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// Easing cubic-out: t → 1 - (1-t)^3. Decelera prop del final.
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auto easeOutCubic(float t) -> float {
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const float INV = 1.0F - t;
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return 1.0F - (INV * INV * INV);
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}
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} // namespace
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Playfield::Playfield(Rendering::Renderer* renderer)
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: renderer_(renderer) {
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buildLines();
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total_slots_ = static_cast<int>(lines_.size());
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// Distribuïm els spawns de manera que la última línia acabe just a TOTAL_ANIMATION_DURATION_S.
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// last_line_start = (N-1) * spawn_interval
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// last_line_end = last_line_start + LINE_GROWTH_DURATION_S = TOTAL_ANIMATION_DURATION_S
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if (total_slots_ > 1) {
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spawn_interval_s_ =
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(Defaults::Playfield::TOTAL_ANIMATION_DURATION_S - Defaults::Playfield::LINE_GROWTH_DURATION_S) / static_cast<float>(total_slots_ - 1);
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}
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}
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void Playfield::update(float delta_time) {
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@@ -40,8 +43,7 @@ namespace Graphics {
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std::vector<Line> verticals;
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std::vector<Line> horizontals;
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// Verticals: posicions i ∈ [1, SUB_VERTS-1]. Si i % SUBDIVISIONS == 0 → línia
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// de la graella principal; si no, sub-graella.
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// Verticals: posicions i ∈ [1, SUB_VERTS-1].
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for (int i = 1; i < SUB_VERTS; i++) {
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const float X = zona.x + (static_cast<float>(i) * SUB_W);
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const bool IS_MAIN = (i % Defaults::Playfield::SUBDIVISIONS) == 0;
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@@ -52,10 +54,10 @@ namespace Graphics {
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.start = {.x = X, .y = zona.y},
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.end = {.x = X, .y = zona.y + zona.h},
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.brightness = BRIGHTNESS,
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.slot = 0});
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.spawn_time_s = 0.0F});
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}
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// Horitzontals: posicions j ∈ [1, SUB_HORIZ-1]. Mateix criteri main/sub.
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// Horitzontals: posicions j ∈ [1, SUB_HORIZ-1].
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for (int j = 1; j < SUB_HORIZ; j++) {
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const float Y = zona.y + (static_cast<float>(j) * SUB_H);
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const bool IS_MAIN = (j % Defaults::Playfield::SUBDIVISIONS) == 0;
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@@ -66,46 +68,76 @@ namespace Graphics {
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.start = {.x = zona.x, .y = Y},
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.end = {.x = zona.x + zona.w, .y = Y},
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.brightness = BRIGHTNESS,
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.slot = 0});
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.spawn_time_s = 0.0F});
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}
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// Verticals ja venen ordenats per x ascendent (loop sobre i). Assignem slots 0..N-1.
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// Horitzontals ja venen ordenats per y ascendent. Assignem slots N..total-1.
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// Ona diagonal: la línia esquerra/superior naix a t=0 i les següents
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// propaguen cap a la dreta/inferior, en paral·lel. Verticals i
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// horitzontals comparteixen la finestra temporal així el front arriba
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// a la cantonada inferior-dreta alhora.
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const float SPAWN_WINDOW =
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Defaults::Playfield::TOTAL_ANIMATION_DURATION_S - Defaults::Playfield::LINE_GROWTH_DURATION_S;
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const int NUM_V = static_cast<int>(verticals.size());
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const int NUM_H = static_cast<int>(horizontals.size());
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const float INTERVAL_V = (NUM_V > 1) ? SPAWN_WINDOW / static_cast<float>(NUM_V - 1) : 0.0F;
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const float INTERVAL_H = (NUM_H > 1) ? SPAWN_WINDOW / static_cast<float>(NUM_H - 1) : 0.0F;
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lines_.clear();
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lines_.reserve(verticals.size() + horizontals.size());
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int slot = 0;
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for (auto& line : verticals) {
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line.slot = slot++;
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lines_.push_back(line);
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for (int i = 0; i < NUM_V; i++) {
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verticals[i].spawn_time_s = static_cast<float>(i) * INTERVAL_V;
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lines_.push_back(verticals[i]);
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}
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for (auto& line : horizontals) {
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line.slot = slot++;
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lines_.push_back(line);
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for (int i = 0; i < NUM_H; i++) {
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horizontals[i].spawn_time_s = static_cast<float>(i) * INTERVAL_H;
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lines_.push_back(horizontals[i]);
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}
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}
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auto Playfield::computeLineProgress(int slot) const -> float {
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const float LINE_START = static_cast<float>(slot) * spawn_interval_s_;
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const float LINE_ELAPSED = elapsed_s_ - LINE_START;
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auto Playfield::computeLineProgress(const Line& line) const -> float {
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const float LINE_ELAPSED = elapsed_s_ - line.spawn_time_s;
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return std::clamp(LINE_ELAPSED / Defaults::Playfield::LINE_GROWTH_DURATION_S, 0.0F, 1.0F);
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}
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void Playfield::draw() const {
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for (const auto& line : lines_) {
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const float P = computeLineProgress(line.slot);
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if (P <= 0.0F) {
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const float RAW_P = computeLineProgress(line);
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if (RAW_P <= 0.0F) {
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continue;
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}
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const float END_X = line.start.x + ((line.end.x - line.start.x) * P);
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const float END_Y = line.start.y + ((line.end.y - line.start.y) * P);
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const float P = easeOutCubic(RAW_P);
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const float DX = line.end.x - line.start.x;
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const float DY = line.end.y - line.start.y;
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const float CURRENT_X = line.start.x + (DX * P);
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const float CURRENT_Y = line.start.y + (DY * P);
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// Tram base (brillo de la línia).
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Rendering::linea(
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renderer_,
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static_cast<int>(line.start.x),
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static_cast<int>(line.start.y),
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static_cast<int>(END_X),
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static_cast<int>(END_Y),
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static_cast<int>(CURRENT_X),
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static_cast<int>(CURRENT_Y),
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line.brightness);
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// Cap brillant mentre creix: l'últim tram de la línia es repinta més brillant.
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if (P < 1.0F) {
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const float LENGTH = std::sqrt((DX * DX) + (DY * DY));
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if (LENGTH > 0.0F) {
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const float HEAD_T = std::max(0.0F, P - (Defaults::Playfield::HEAD_LENGTH_PX / LENGTH));
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const float HEAD_X = line.start.x + (DX * HEAD_T);
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const float HEAD_Y = line.start.y + (DY * HEAD_T);
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Rendering::linea(
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renderer_,
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static_cast<int>(HEAD_X),
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static_cast<int>(HEAD_Y),
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static_cast<int>(CURRENT_X),
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static_cast<int>(CURRENT_Y),
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Defaults::Playfield::HEAD_BRIGHTNESS);
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}
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}
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}
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}
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