tune(playfield): ona diagonal amb easing i cap brillant
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@@ -30,19 +30,17 @@ namespace Graphics {
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private:
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struct Line {
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Vec2 start; // top (verticals) o left (horitzontals)
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Vec2 end; // bottom (verticals) o right (horitzontals)
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float brightness; // base (GRID_BRIGHTNESS o SUBGRID_BRIGHTNESS)
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int slot; // posició a la timeline 0..total_slots-1
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Vec2 start; // top (verticals) o left (horitzontals)
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Vec2 end; // bottom (verticals) o right (horitzontals)
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float brightness; // base (GRID_BRIGHTNESS o SUBGRID_BRIGHTNESS)
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float spawn_time_s; // moment de naixement (verticals i horitzontals tenen ritmes independents)
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};
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void buildLines();
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[[nodiscard]] auto computeLineProgress(int slot) const -> float;
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[[nodiscard]] auto computeLineProgress(const Line& line) const -> float;
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Rendering::Renderer* renderer_;
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std::vector<Line> lines_; // verticals primer (ordenats per x), després horitzontals (ordenats per y)
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int total_slots_{0};
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float spawn_interval_s_{0.0F}; // calculat a buildLines() perquè la última línia acabi a TOTAL_ANIMATION_DURATION_S
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std::vector<Line> lines_;
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float elapsed_s_{0.0F};
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};
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