tune(playfield): ona diagonal amb easing i cap brillant

This commit is contained in:
2026-05-21 22:06:02 +02:00
parent 07985228b2
commit 5c8a583e24
3 changed files with 76 additions and 42 deletions
+64 -32
View File
@@ -4,24 +4,27 @@
#include "core/graphics/playfield.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include "core/defaults.hpp"
#include "core/rendering/line_renderer.hpp"
namespace Graphics {
namespace {
// Easing cubic-out: t → 1 - (1-t)^3. Decelera prop del final.
auto easeOutCubic(float t) -> float {
const float INV = 1.0F - t;
return 1.0F - (INV * INV * INV);
}
} // namespace
Playfield::Playfield(Rendering::Renderer* renderer)
: renderer_(renderer) {
buildLines();
total_slots_ = static_cast<int>(lines_.size());
// Distribuïm els spawns de manera que la última línia acabe just a TOTAL_ANIMATION_DURATION_S.
// last_line_start = (N-1) * spawn_interval
// last_line_end = last_line_start + LINE_GROWTH_DURATION_S = TOTAL_ANIMATION_DURATION_S
if (total_slots_ > 1) {
spawn_interval_s_ =
(Defaults::Playfield::TOTAL_ANIMATION_DURATION_S - Defaults::Playfield::LINE_GROWTH_DURATION_S) / static_cast<float>(total_slots_ - 1);
}
}
void Playfield::update(float delta_time) {
@@ -40,8 +43,7 @@ namespace Graphics {
std::vector<Line> verticals;
std::vector<Line> horizontals;
// Verticals: posicions i ∈ [1, SUB_VERTS-1]. Si i % SUBDIVISIONS == 0 → línia
// de la graella principal; si no, sub-graella.
// Verticals: posicions i ∈ [1, SUB_VERTS-1].
for (int i = 1; i < SUB_VERTS; i++) {
const float X = zona.x + (static_cast<float>(i) * SUB_W);
const bool IS_MAIN = (i % Defaults::Playfield::SUBDIVISIONS) == 0;
@@ -52,10 +54,10 @@ namespace Graphics {
.start = {.x = X, .y = zona.y},
.end = {.x = X, .y = zona.y + zona.h},
.brightness = BRIGHTNESS,
.slot = 0});
.spawn_time_s = 0.0F});
}
// Horitzontals: posicions j ∈ [1, SUB_HORIZ-1]. Mateix criteri main/sub.
// Horitzontals: posicions j ∈ [1, SUB_HORIZ-1].
for (int j = 1; j < SUB_HORIZ; j++) {
const float Y = zona.y + (static_cast<float>(j) * SUB_H);
const bool IS_MAIN = (j % Defaults::Playfield::SUBDIVISIONS) == 0;
@@ -66,46 +68,76 @@ namespace Graphics {
.start = {.x = zona.x, .y = Y},
.end = {.x = zona.x + zona.w, .y = Y},
.brightness = BRIGHTNESS,
.slot = 0});
.spawn_time_s = 0.0F});
}
// Verticals ja venen ordenats per x ascendent (loop sobre i). Assignem slots 0..N-1.
// Horitzontals ja venen ordenats per y ascendent. Assignem slots N..total-1.
// Ona diagonal: la línia esquerra/superior naix a t=0 i les següents
// propaguen cap a la dreta/inferior, en paral·lel. Verticals i
// horitzontals comparteixen la finestra temporal així el front arriba
// a la cantonada inferior-dreta alhora.
const float SPAWN_WINDOW =
Defaults::Playfield::TOTAL_ANIMATION_DURATION_S - Defaults::Playfield::LINE_GROWTH_DURATION_S;
const int NUM_V = static_cast<int>(verticals.size());
const int NUM_H = static_cast<int>(horizontals.size());
const float INTERVAL_V = (NUM_V > 1) ? SPAWN_WINDOW / static_cast<float>(NUM_V - 1) : 0.0F;
const float INTERVAL_H = (NUM_H > 1) ? SPAWN_WINDOW / static_cast<float>(NUM_H - 1) : 0.0F;
lines_.clear();
lines_.reserve(verticals.size() + horizontals.size());
int slot = 0;
for (auto& line : verticals) {
line.slot = slot++;
lines_.push_back(line);
for (int i = 0; i < NUM_V; i++) {
verticals[i].spawn_time_s = static_cast<float>(i) * INTERVAL_V;
lines_.push_back(verticals[i]);
}
for (auto& line : horizontals) {
line.slot = slot++;
lines_.push_back(line);
for (int i = 0; i < NUM_H; i++) {
horizontals[i].spawn_time_s = static_cast<float>(i) * INTERVAL_H;
lines_.push_back(horizontals[i]);
}
}
auto Playfield::computeLineProgress(int slot) const -> float {
const float LINE_START = static_cast<float>(slot) * spawn_interval_s_;
const float LINE_ELAPSED = elapsed_s_ - LINE_START;
auto Playfield::computeLineProgress(const Line& line) const -> float {
const float LINE_ELAPSED = elapsed_s_ - line.spawn_time_s;
return std::clamp(LINE_ELAPSED / Defaults::Playfield::LINE_GROWTH_DURATION_S, 0.0F, 1.0F);
}
void Playfield::draw() const {
for (const auto& line : lines_) {
const float P = computeLineProgress(line.slot);
if (P <= 0.0F) {
const float RAW_P = computeLineProgress(line);
if (RAW_P <= 0.0F) {
continue;
}
const float END_X = line.start.x + ((line.end.x - line.start.x) * P);
const float END_Y = line.start.y + ((line.end.y - line.start.y) * P);
const float P = easeOutCubic(RAW_P);
const float DX = line.end.x - line.start.x;
const float DY = line.end.y - line.start.y;
const float CURRENT_X = line.start.x + (DX * P);
const float CURRENT_Y = line.start.y + (DY * P);
// Tram base (brillo de la línia).
Rendering::linea(
renderer_,
static_cast<int>(line.start.x),
static_cast<int>(line.start.y),
static_cast<int>(END_X),
static_cast<int>(END_Y),
static_cast<int>(CURRENT_X),
static_cast<int>(CURRENT_Y),
line.brightness);
// Cap brillant mentre creix: l'últim tram de la línia es repinta més brillant.
if (P < 1.0F) {
const float LENGTH = std::sqrt((DX * DX) + (DY * DY));
if (LENGTH > 0.0F) {
const float HEAD_T = std::max(0.0F, P - (Defaults::Playfield::HEAD_LENGTH_PX / LENGTH));
const float HEAD_X = line.start.x + (DX * HEAD_T);
const float HEAD_Y = line.start.y + (DY * HEAD_T);
Rendering::linea(
renderer_,
static_cast<int>(HEAD_X),
static_cast<int>(HEAD_Y),
static_cast<int>(CURRENT_X),
static_cast<int>(CURRENT_Y),
Defaults::Playfield::HEAD_BRIGHTNESS);
}
}
}
}