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>
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@@ -16,7 +16,8 @@ float g_current_line_thickness = 1.5F;
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void linea(Renderer* renderer,
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int x1, int y1, int x2, int y2,
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float brightness,
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float thickness) {
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float thickness,
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SDL_Color color) {
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if (renderer == nullptr) {
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return;
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}
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@@ -28,10 +29,11 @@ void linea(Renderer* renderer,
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const float FX2 = static_cast<float>(x2);
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const float FY2 = static_cast<float>(y2);
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// Color: aplicar brightness al color oscilatorio global. Convertir 0..255 → 0..1.
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const float R = (static_cast<float>(g_current_line_color.r) * brightness) / 255.0F;
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const float G = (static_cast<float>(g_current_line_color.g) * brightness) / 255.0F;
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const float B = (static_cast<float>(g_current_line_color.b) * brightness) / 255.0F;
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// color.alpha==0 → usar global del oscilador. alpha>0 → color directo.
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const SDL_Color SOURCE = (color.a > 0) ? color : g_current_line_color;
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const float R = (static_cast<float>(SOURCE.r) * brightness) / 255.0F;
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const float G = (static_cast<float>(SOURCE.g) * brightness) / 255.0F;
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const float B = (static_cast<float>(SOURCE.b) * brightness) / 255.0F;
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const float W = (thickness > 0.0F) ? thickness : g_current_line_thickness;
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