Fase 8a+b: paleta semantica de color por entidad

Cada entity declara su color de linea via parametro opcional. Cuando
alpha==0 el pipeline cae al color global del oscilador (compatibilidad
con el comportamiento anterior).

Defaults::Palette (defaults.hpp):
- SHIP        = blanco neutro
- BULLET      = verde laser
- PENTAGON    = azul "esquivador"
- QUADRAT     = rojo "tank"
- MOLINILLO   = magenta agresivo

Pipeline:
- linea(): parametro SDL_Color color (default {0,0,0,0}). En .cpp,
  fuente del color = color.a>0 ? color : g_current_line_color.
- render_shape(): parametro SDL_Color color que propaga a cada linea
  del shape.
- Debris: campo color en la struct; explode() recibe SDL_Color color
  y lo guarda en cada fragment; draw() lo pasa a linea().

Aplicacion:
- Ship::draw -> Palette::SHIP.
- Bullet::draw -> Palette::BULLET.
- Enemy::draw -> Palette::{PENTAGON,QUADRAT,MOLINILLO} segun type_.
- CollisionSystem detectBulletEnemy: debris hereda color del enemy.
- GameScene::tocado: debris hereda Palette::SHIP.

Smoke test xvfb OK.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-20 08:04:56 +02:00
parent 5c9f6e6613
commit 6d7060ceb5
13 changed files with 73 additions and 41 deletions
+11
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@@ -107,6 +107,17 @@ constexpr float ENEMY_RADIUS = 20.0F;
constexpr float BULLET_RADIUS = 3.0F;
} // namespace Entities
// Paleta semántica por tipo de entidad. Si una entity declara color, lo
// pasa al pipeline con alpha=255 (sentinela "color válido"); si no, se
// usa el color global del oscilador (g_current_line_color).
namespace Palette {
constexpr SDL_Color SHIP = {.r = 255, .g = 255, .b = 255, .a = 255}; // Blanco neutro
constexpr SDL_Color BULLET = {.r = 120, .g = 255, .b = 140, .a = 255}; // Verde laser
constexpr SDL_Color PENTAGON = {.r = 120, .g = 170, .b = 255, .a = 255}; // Azul "esquivador"
constexpr SDL_Color QUADRAT = {.r = 255, .g = 110, .b = 110, .a = 255}; // Rojo "tank"
constexpr SDL_Color MOLINILLO = {.r = 255, .g = 130, .b = 255, .a = 255}; // Magenta agresivo
} // namespace Palette
// Ship (nave del player)
namespace Ship {
// Invulnerabilidad post-respawn
+7 -5
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@@ -16,7 +16,8 @@ float g_current_line_thickness = 1.5F;
void linea(Renderer* renderer,
int x1, int y1, int x2, int y2,
float brightness,
float thickness) {
float thickness,
SDL_Color color) {
if (renderer == nullptr) {
return;
}
@@ -28,10 +29,11 @@ void linea(Renderer* renderer,
const float FX2 = static_cast<float>(x2);
const float FY2 = static_cast<float>(y2);
// Color: aplicar brightness al color oscilatorio global. Convertir 0..255 → 0..1.
const float R = (static_cast<float>(g_current_line_color.r) * brightness) / 255.0F;
const float G = (static_cast<float>(g_current_line_color.g) * brightness) / 255.0F;
const float B = (static_cast<float>(g_current_line_color.b) * brightness) / 255.0F;
// color.alpha==0 → usar global del oscilador. alpha>0 → color directo.
const SDL_Color SOURCE = (color.a > 0) ? color : g_current_line_color;
const float R = (static_cast<float>(SOURCE.r) * brightness) / 255.0F;
const float G = (static_cast<float>(SOURCE.g) * brightness) / 255.0F;
const float B = (static_cast<float>(SOURCE.b) * brightness) / 255.0F;
const float W = (thickness > 0.0F) ? thickness : g_current_line_thickness;
+4 -1
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@@ -18,10 +18,13 @@ namespace Rendering {
// Dibuja una línea entre dos puntos en coordenadas lógicas (1280×720).
// brightness: factor de brillo (0.0..1.0, default 1.0 = brillo máximo).
// thickness: grosor en píxeles lógicos. Si <= 0 usa g_current_line_thickness.
// color: si alpha==0, se usa el color global del oscilador; si alpha>0 se
// usa este color directo (paleta semántica por entidad).
void linea(Renderer* renderer,
int x1, int y1, int x2, int y2,
float brightness = 1.0F,
float thickness = 0.0F);
float thickness = 0.0F,
SDL_Color color = {0, 0, 0, 0});
// Color global de las líneas (lo actualiza ColorOscillator vía SDLManager).
void setLineColor(SDL_Color color);
+13 -22
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@@ -79,40 +79,31 @@ void render_shape(Rendering::Renderer* renderer,
float scale,
float progress,
float brightness,
const Rotation3D* rotation_3d) {
// Verificar que la shape es vàlida
const Rotation3D* rotation_3d,
SDL_Color color) {
if (!shape || !shape->isValid()) {
return;
}
// Si progress < 1.0, no draw (tot o res)
if (progress < 1.0F) {
return;
}
// Obtenir el centro de la shape para transformacions
const Vec2& shape_centre = shape->getCenter();
const Vec2& SHAPE_CENTRE = shape->getCenter();
// Iterar sobre todas las primitives
for (const auto& primitive : shape->get_primitives()) {
if (primitive.type == Graphics::PrimitiveType::POLYLINE) {
// POLYLINE: connectar points consecutius
// POLYLINE: conectar puntos consecutivos.
for (size_t i = 0; i < primitive.points.size() - 1; i++) {
Vec2 p1 = transform_point(primitive.points[i], shape_centre, position, angle, scale, rotation_3d);
Vec2 p2 = transform_point(primitive.points[i + 1], shape_centre, position, angle, scale, rotation_3d);
linea(renderer, static_cast<int>(p1.x), static_cast<int>(p1.y),
static_cast<int>(p2.x), static_cast<int>(p2.y), brightness);
}
} else { // PrimitiveType::LINE
// LINE: exactament 2 points
if (primitive.points.size() >= 2) {
Vec2 p1 = transform_point(primitive.points[0], shape_centre, position, angle, scale, rotation_3d);
Vec2 p2 = transform_point(primitive.points[1], shape_centre, position, angle, scale, rotation_3d);
linea(renderer, static_cast<int>(p1.x), static_cast<int>(p1.y),
static_cast<int>(p2.x), static_cast<int>(p2.y), brightness);
const Vec2 P1 = transform_point(primitive.points[i], SHAPE_CENTRE, position, angle, scale, rotation_3d);
const Vec2 P2 = transform_point(primitive.points[i + 1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
}
} else if (primitive.points.size() >= 2) { // LINE
const Vec2 P1 = transform_point(primitive.points[0], SHAPE_CENTRE, position, angle, scale, rotation_3d);
const Vec2 P2 = transform_point(primitive.points[1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
}
}
}
+2 -1
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@@ -49,6 +49,7 @@ void render_shape(Rendering::Renderer* renderer,
float scale = 1.0F,
float progress = 1.0F,
float brightness = 1.0F,
const Rotation3D* rotation_3d = nullptr);
const Rotation3D* rotation_3d = nullptr,
SDL_Color color = {0, 0, 0, 0}); // alpha==0 → usa global oscilador
} // namespace Rendering
+4 -1
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@@ -2,6 +2,8 @@
// © 2025 Port a C++20 con SDL3
#pragma once
#include <SDL3/SDL.h>
#include "core/types.hpp"
namespace Effects {
@@ -31,7 +33,8 @@ struct Debris {
float factor_shrink; // Factor de reducció per segon (0.0-1.0)
// Rendering
float brightness; // Factor de brightness (0.0-1.0, heretat de l'objecte original)
float brightness; // Factor de brightness (0.0-1.0, heretat de l'objecte original)
SDL_Color color{}; // Color heredado del padre. alpha==0 → usa global oscilador
};
} // namespace Effects
+6 -4
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@@ -53,7 +53,8 @@ void DebrisManager::explode(const std::shared_ptr<Graphics::Shape>& shape,
const Vec2& velocitat_objecte,
float velocitat_angular,
float factor_herencia_visual,
const std::string& sound) {
const std::string& sound,
SDL_Color color) {
if (!shape || !shape->isValid()) {
return;
}
@@ -195,8 +196,9 @@ void DebrisManager::explode(const std::shared_ptr<Graphics::Shape>& shape,
debris->temps_max = Defaults::Physics::Debris::TEMPS_VIDA;
debris->factor_shrink = Defaults::Physics::Debris::SHRINK_RATE;
// 8. Heredar brightness
// 8. Heredar brightness y color del padre
debris->brightness = brightness;
debris->color = color;
// 9. Activar
debris->active = true;
@@ -308,13 +310,13 @@ void DebrisManager::draw() const {
continue;
}
// Dibuixar segment de línia con brightness heretat
// Dibujar segmento con brightness y color heredados del padre.
Rendering::linea(renderer_,
static_cast<int>(debris.p1.x),
static_cast<int>(debris.p1.y),
static_cast<int>(debris.p2.x),
static_cast<int>(debris.p2.y),
debris.brightness);
debris.brightness, 0.0F, debris.color);
}
}
+2 -1
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@@ -41,7 +41,8 @@ class DebrisManager {
const Vec2& velocitat_objecte = {.x = 0.0F, .y = 0.0F},
float velocitat_angular = 0.0F,
float factor_herencia_visual = 0.0F,
const std::string& sound = Defaults::Sound::EXPLOSION);
const std::string& sound = Defaults::Sound::EXPLOSION,
SDL_Color color = {0, 0, 0, 0}); // alpha==0 → fragmentos usan oscilador global
// Actualitzar todos los fragments active
void update(float delta_time);
+2 -1
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@@ -137,6 +137,7 @@ void Bullet::desactivar() {
void Bullet::draw() const {
if (esta_ && shape_) {
// Les bales roten segons l'angle de trayectòria (estático tras disparo)
Rendering::render_shape(renderer_, shape_, center_, angle_, 1.0F, 1.0F, brightness_);
Rendering::render_shape(renderer_, shape_, center_, angle_, 1.0F, 1.0F, brightness_,
/*rotation_3d=*/nullptr, Defaults::Palette::BULLET);
}
}
+8 -1
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@@ -230,7 +230,14 @@ void Enemy::draw() const {
return;
}
const float SCALE = computeCurrentScale();
Rendering::render_shape(renderer_, shape_, center_, rotacio_, SCALE, 1.0F, brightness_);
SDL_Color color{};
switch (type_) {
case EnemyType::PENTAGON: color = Defaults::Palette::PENTAGON; break;
case EnemyType::QUADRAT: color = Defaults::Palette::QUADRAT; break;
case EnemyType::MOLINILLO: color = Defaults::Palette::MOLINILLO; break;
}
Rendering::render_shape(renderer_, shape_, center_, rotacio_, SCALE, 1.0F, brightness_,
/*rotation_3d=*/nullptr, color);
}
void Enemy::destruir() {
+2 -1
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@@ -160,5 +160,6 @@ void Ship::draw() const {
const float VISUAL_PUSH = SPEED / 33.33F;
const float SCALE = 1.0F + (VISUAL_PUSH / 12.0F);
Rendering::render_shape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_);
Rendering::render_shape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_,
/*rotation_3d=*/nullptr, Defaults::Palette::SHIP);
}
+2 -1
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@@ -753,7 +753,8 @@ void GameScene::tocado(uint8_t player_id) {
vel_nau_80, // Heredar 80% velocity
0.0F, // Nave: trayectorias rectas (sin drotacio)
0.0F, // Sin herencia visual (rotación aleatoria)
Defaults::Sound::EXPLOSION2 // Sonido alternativo para la explosión
Defaults::Sound::EXPLOSION2, // Sonido alternativo para la explosión
Defaults::Palette::SHIP // Debris hereda color de la nave
);
// Start death timer (non-zero to avoid re-triggering)
+10 -2
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@@ -41,7 +41,13 @@ void detectBulletEnemy(Context& ctx) {
ctx.score_per_player[owner_id] += points;
ctx.floating_score_manager.crear(points, POS_ENEMIC);
// 2. Destruir enemy + crear explosión
// 2. Destruir enemy + crear explosión (debris hereda color del enemy)
SDL_Color enemy_color{};
switch (enemy.getType()) {
case EnemyType::PENTAGON: enemy_color = Defaults::Palette::PENTAGON; break;
case EnemyType::QUADRAT: enemy_color = Defaults::Palette::QUADRAT; break;
case EnemyType::MOLINILLO: enemy_color = Defaults::Palette::MOLINILLO; break;
}
enemy.destruir();
Vec2 vel_enemic = enemy.getVelocityVector();
ctx.debris_manager.explode(
@@ -53,7 +59,9 @@ void detectBulletEnemy(Context& ctx) {
enemy.getBrightness(),
vel_enemic,
enemy.getRotationDelta(),
0.0F // sin herencia visual
0.0F, // sin herencia visual
Defaults::Sound::EXPLOSION,
enemy_color
);
// 3. Desactivar bullet (solo destruye 1 enemy)