refactor(debris): la bala impacta al cos O als trossos, mai a tots dos
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@@ -57,7 +57,8 @@ namespace Effects {
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SDL_Color color,
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float lifetime,
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float friction,
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int segment_multiplier) {
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int segment_multiplier,
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const Vec2& bullet_impulse_velocity) {
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if (!shape || !shape->isValid()) {
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return;
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}
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@@ -84,7 +85,7 @@ namespace Effects {
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Vec2 world_p2 = transformPoint(local_p2, shape_centre, centro, angle, scale);
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// Si el pool es ple, no té sentit continuar amb la resta de segments
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if (!spawnDebris(world_p1, world_p2, centro, velocitat_base, brightness, velocitat_objecte, velocitat_angular, factor_herencia_visual, color, lifetime, friction)) {
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if (!spawnDebris(world_p1, world_p2, centro, velocitat_base, brightness, velocitat_objecte, velocitat_angular, factor_herencia_visual, color, lifetime, friction, bullet_impulse_velocity)) {
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return;
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}
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}
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@@ -110,7 +111,7 @@ namespace Effects {
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return segments;
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}
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auto DebrisManager::spawnDebris(const Vec2& world_p1, const Vec2& world_p2, const Vec2& centro, float velocitat_base, float brightness, const Vec2& velocitat_objecte, float velocitat_angular, float factor_herencia_visual, SDL_Color color, float lifetime, float friction) -> bool {
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auto DebrisManager::spawnDebris(const Vec2& world_p1, const Vec2& world_p2, const Vec2& centro, float velocitat_base, float brightness, const Vec2& velocitat_objecte, float velocitat_angular, float factor_herencia_visual, SDL_Color color, float lifetime, float friction, const Vec2& bullet_impulse_velocity) -> bool {
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Debris* debris = findFreeSlot();
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if (debris == nullptr) {
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std::cerr << "[DebrisManager] Warning: no debris slots disponibles\n";
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@@ -131,13 +132,16 @@ namespace Effects {
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// Direcció radial (desde el centro hacia el segment)
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Vec2 direccio = computeExplosionDirection(world_p1, world_p2, centro);
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// Velocidad inicial (base ± variació aleatòria + velocity heretada de l'objecte)
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// Velocidad inicial (base ± variació aleatòria + velocity heretada de l'objecte +
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// velocitat de la bala escalada per BULLET_IMPULSE_FACTOR).
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float speed =
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velocitat_base +
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(((std::rand() / static_cast<float>(RAND_MAX)) * 2.0F - 1.0F) *
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Defaults::Physics::Debris::VARIACIO_SPEED);
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debris->velocity.x = (direccio.x * speed) + velocitat_objecte.x;
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debris->velocity.y = (direccio.y * speed) + velocitat_objecte.y;
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debris->velocity.x = (direccio.x * speed) + velocitat_objecte.x +
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(bullet_impulse_velocity.x * Defaults::Physics::Debris::BULLET_IMPULSE_FACTOR);
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debris->velocity.y = (direccio.y * speed) + velocitat_objecte.y +
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(bullet_impulse_velocity.y * Defaults::Physics::Debris::BULLET_IMPULSE_FACTOR);
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debris->acceleration = friction;
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// Rotación de trayectoria (con conversió a tangencial si excedeix cap)
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