refactor(scenes): renombra identificadors valencians de logo/title a anglès
This commit is contained in:
@@ -394,9 +394,9 @@ void Enemy::updatePulse(float delta_time) {
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animation_.pulse_amplitude = Defaults::Enemies::Animation::PULSE_AMPLITUD_MIN +
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((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * AMP_RANGE);
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const float DUR_RANGE = Defaults::Enemies::Animation::PULSE_DURACIO_MAX -
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Defaults::Enemies::Animation::PULSE_DURACIO_MIN;
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animation_.pulse_time_remaining = Defaults::Enemies::Animation::PULSE_DURACIO_MIN +
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const float DUR_RANGE = Defaults::Enemies::Animation::PULSE_DURATION_MAX -
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Defaults::Enemies::Animation::PULSE_DURATION_MIN;
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animation_.pulse_time_remaining = Defaults::Enemies::Animation::PULSE_DURATION_MIN +
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((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * DUR_RANGE);
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}
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}
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@@ -428,9 +428,9 @@ void Enemy::updateRotationAcceleration(float delta_time) {
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((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * MULT_RANGE);
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animation_.rotation_delta_target = animation_.rotation_delta_base * MULTIPLIER;
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const float DUR_RANGE = Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MAX -
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Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MIN;
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animation_.rotation_delta_duration = Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MIN +
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const float DUR_RANGE = Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MAX -
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Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MIN;
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animation_.rotation_delta_duration = Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MIN +
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((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * DUR_RANGE);
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}
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}
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@@ -54,7 +54,7 @@ LogoScene::LogoScene(SDLManager& sdl, SceneContext& context)
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auto option = context_.consumeOption();
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(void)option; // Suprimir warning
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so_reproduit_.fill(false); // Inicialitzar seguiment de sons
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sound_played_.fill(false); // Inicialitzar seguiment de sons
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initLetters();
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}
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@@ -112,21 +112,21 @@ void LogoScene::initLetters() {
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float ancho_sin_escalar = max_x - min_x;
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// IMPORTANT: Escalar ancho i offset con ESCALA_FINAL
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// IMPORTANT: Escalar ancho i offset con FINAL_SCALE
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// per que las posicions finals coincideixin con la mida real de las lletres
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float ancho = ancho_sin_escalar * ESCALA_FINAL;
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float offset_centre = (shape->getCenter().x - min_x) * ESCALA_FINAL;
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float ancho = ancho_sin_escalar * FINAL_SCALE;
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float center_offset = (shape->getCenter().x - min_x) * FINAL_SCALE;
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lletres_.push_back({shape,
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letters_.push_back({shape,
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{.x = 0.0F, .y = 0.0F}, // Posición es calcularà después
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ancho,
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offset_centre});
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center_offset});
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ancho_total += ancho;
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}
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// Pas 2: Añadir espaiat entre lletres
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ancho_total += ESPAI_ENTRE_LLETRES * (lletres_.size() - 1);
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ancho_total += LETTER_SPACING * (letters_.size() - 1);
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// Pas 3: Calcular posición inicial (centrat horitzontal)
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constexpr auto PANTALLA_ANCHO = static_cast<float>(Defaults::Game::WIDTH);
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@@ -138,38 +138,38 @@ void LogoScene::initLetters() {
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// Pas 4: Assignar posicions a cada lletra
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float x_actual = x_inicial;
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for (auto& lletra : lletres_) {
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for (auto& lletra : letters_) {
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// Posicionar el centro de la shape (shape_centre) en pantalla
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// Usar offset_centre en lloc de ancho/2 perquè shape_centre
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// Usar center_offset en lloc de ancho/2 perquè shape_centre
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// pot no estar exactament al mig del bounding box
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lletra.position.x = x_actual + lletra.offset_centre;
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lletra.position.x = x_actual + lletra.center_offset;
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lletra.position.y = y_centre;
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// Avançar para següent lletra
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x_actual += lletra.ancho + ESPAI_ENTRE_LLETRES;
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x_actual += lletra.ancho + LETTER_SPACING;
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}
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std::cout << "[LogoScene] " << lletres_.size()
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std::cout << "[LogoScene] " << letters_.size()
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<< " lletres carregades, ancho total: " << ancho_total << " px\n";
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}
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void LogoScene::changeState(AnimationState nou_estat) {
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estat_actual_ = nou_estat;
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temps_estat_actual_ = 0.0F; // Reset time
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current_state_ = nou_estat;
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temps_current_state_ = 0.0F; // Reset time
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// Inicialitzar state de explosión
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if (nou_estat == AnimationState::EXPLOSION) {
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lletra_explosio_index_ = 0;
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temps_des_ultima_explosio_ = 0.0F;
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letter_explosion_index_ = 0;
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time_since_last_explosion_ = 0.0F;
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// Generar ordre aleatori de explosions
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ordre_explosio_.clear();
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for (size_t i = 0; i < lletres_.size(); i++) {
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ordre_explosio_.push_back(i);
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explosion_order_.clear();
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for (size_t i = 0; i < letters_.size(); i++) {
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explosion_order_.push_back(i);
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}
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std::random_device rd;
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std::mt19937 g(rd());
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std::shuffle(ordre_explosio_.begin(), ordre_explosio_.end(), g);
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std::shuffle(explosion_order_.begin(), explosion_order_.end(), g);
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} else if (nou_estat == AnimationState::POST_EXPLOSION) {
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Audio::get()->playMusic("title.ogg");
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}
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@@ -180,34 +180,34 @@ void LogoScene::changeState(AnimationState nou_estat) {
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auto LogoScene::allLettersComplete() const -> bool {
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// Cuando global_progress = 1.0, todas las lletres tenen letra_progress = 1.0
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return temps_estat_actual_ >= DURACIO_ZOOM;
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return temps_current_state_ >= DURATION_ZOOM;
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}
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void LogoScene::updateExplosions(float delta_time) {
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temps_des_ultima_explosio_ += delta_time;
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time_since_last_explosion_ += delta_time;
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// Comprovar si es el moment de explode la següent lletra
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if (temps_des_ultima_explosio_ >= DELAY_ENTRE_EXPLOSIONS) {
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if (lletra_explosio_index_ < lletres_.size()) {
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if (time_since_last_explosion_ >= DELAY_ENTRE_EXPLOSIONS) {
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if (letter_explosion_index_ < letters_.size()) {
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// Explotar lletra actual (en ordre aleatori)
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size_t index_actual = ordre_explosio_[lletra_explosio_index_];
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const auto& lletra = lletres_[index_actual];
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size_t index_actual = explosion_order_[letter_explosion_index_];
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const auto& lletra = letters_[index_actual];
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debris_manager_->explode(
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lletra.shape, // Forma a explode
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lletra.position, // Posición
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0.0F, // Angle (sin rotación)
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ESCALA_FINAL, // Escala (lletres a scale final)
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FINAL_SCALE, // Escala (lletres a scale final)
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SPEED_EXPLOSIO, // Velocidad base
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1.0F, // Brightness màxim (per defecte)
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{.x = 0.0F, .y = 0.0F} // Sin velocity (per defecte)
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);
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std::cout << "[LogoScene] Explota lletra " << lletra_explosio_index_ << "\n";
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std::cout << "[LogoScene] Explota lletra " << letter_explosion_index_ << "\n";
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// Passar a la següent lletra
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lletra_explosio_index_++;
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temps_des_ultima_explosio_ = 0.0F;
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letter_explosion_index_++;
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time_since_last_explosion_ = 0.0F;
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} else {
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// Todas las lletres han explotat, transición a POST_EXPLOSION
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changeState(AnimationState::POST_EXPLOSION);
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@@ -216,31 +216,31 @@ void LogoScene::updateExplosions(float delta_time) {
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}
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void LogoScene::update(float delta_time) {
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temps_estat_actual_ += delta_time;
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temps_current_state_ += delta_time;
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switch (estat_actual_) {
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switch (current_state_) {
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case AnimationState::PRE_ANIMATION:
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if (temps_estat_actual_ >= DURACIO_PRE) {
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if (temps_current_state_ >= DURATION_PRE) {
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changeState(AnimationState::ANIMATION);
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}
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break;
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case AnimationState::ANIMATION: {
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// Reproduir so per cada lletra cuando comença a aparèixer
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float global_progress = std::min(temps_estat_actual_ / DURACIO_ZOOM, 1.0F);
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float global_progress = std::min(temps_current_state_ / DURATION_ZOOM, 1.0F);
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for (size_t i = 0; i < lletres_.size() && i < so_reproduit_.size(); i++) {
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if (!so_reproduit_[i]) {
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for (size_t i = 0; i < letters_.size() && i < sound_played_.size(); i++) {
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if (!sound_played_[i]) {
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float letra_progress = computeLetterProgress(
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i,
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lletres_.size(),
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letters_.size(),
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global_progress,
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THRESHOLD_LETRA);
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LETTER_THRESHOLD);
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// Reproduir so cuando la lletra comença a aparèixer (progress > 0)
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if (letra_progress > 0.0F) {
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Audio::get()->playSound(Defaults::Sound::LOGO, Audio::Group::GAME);
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so_reproduit_[i] = true;
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sound_played_[i] = true;
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}
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}
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}
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@@ -252,7 +252,7 @@ void LogoScene::update(float delta_time) {
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}
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case AnimationState::POST_ANIMATION:
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if (temps_estat_actual_ >= DURACIO_POST_ANIMATION) {
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if (temps_current_state_ >= DURATION_POST_ANIMATION) {
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changeState(AnimationState::EXPLOSION);
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}
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break;
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@@ -262,7 +262,7 @@ void LogoScene::update(float delta_time) {
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break;
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case AnimationState::POST_EXPLOSION:
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if (temps_estat_actual_ >= DURACIO_POST_EXPLOSION) {
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if (temps_current_state_ >= DURATION_POST_EXPLOSION) {
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// Transición a pantalla de título
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context_.setNextScene(SceneType::TITLE);
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}
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@@ -282,28 +282,28 @@ void LogoScene::draw() {
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// Director ha hecho el clear; aquí solo pintamos lo de la escena.
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// PRE_ANIMATION: Solo pantalla negra (no se pinta nada).
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if (estat_actual_ == AnimationState::PRE_ANIMATION) {
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if (current_state_ == AnimationState::PRE_ANIMATION) {
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return;
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}
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// ANIMATION o POST_ANIMATION: Dibuixar lletres con animación
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if (estat_actual_ == AnimationState::ANIMATION ||
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estat_actual_ == AnimationState::POST_ANIMATION) {
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if (current_state_ == AnimationState::ANIMATION ||
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current_state_ == AnimationState::POST_ANIMATION) {
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float global_progress =
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(estat_actual_ == AnimationState::ANIMATION)
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? std::min(temps_estat_actual_ / DURACIO_ZOOM, 1.0F)
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(current_state_ == AnimationState::ANIMATION)
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? std::min(temps_current_state_ / DURATION_ZOOM, 1.0F)
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: 1.0F; // POST: mantenir al 100%
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const Vec2 ORIGEN_ZOOM = {.x = ORIGEN_ZOOM_X, .y = ORIGEN_ZOOM_Y};
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for (size_t i = 0; i < lletres_.size(); i++) {
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const auto& lletra = lletres_[i];
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for (size_t i = 0; i < letters_.size(); i++) {
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const auto& lletra = letters_[i];
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float letra_progress = computeLetterProgress(
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i,
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lletres_.size(),
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letters_.size(),
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global_progress,
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THRESHOLD_LETRA);
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LETTER_THRESHOLD);
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if (letra_progress <= 0.0F) {
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continue;
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@@ -318,7 +318,7 @@ void LogoScene::draw() {
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float t = letra_progress;
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float ease_factor = 1.0F - ((1.0F - t) * (1.0F - t));
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float current_scale =
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ESCALA_INICIAL + ((ESCALA_FINAL - ESCALA_INICIAL) * ease_factor);
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INITIAL_SCALE + ((FINAL_SCALE - INITIAL_SCALE) * ease_factor);
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Rendering::renderShape(
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sdl_.getRenderer(),
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@@ -331,24 +331,24 @@ void LogoScene::draw() {
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}
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// EXPLOSION: Dibuixar solo lletres que aún no han explotat
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if (estat_actual_ == AnimationState::EXPLOSION) {
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if (current_state_ == AnimationState::EXPLOSION) {
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// Crear conjunt de lletres ya explotades
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std::set<size_t> explotades;
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for (size_t i = 0; i < lletra_explosio_index_; i++) {
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explotades.insert(ordre_explosio_[i]);
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for (size_t i = 0; i < letter_explosion_index_; i++) {
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explotades.insert(explosion_order_[i]);
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}
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// Dibuixar solo lletres que NO han explotat
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for (size_t i = 0; i < lletres_.size(); i++) {
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for (size_t i = 0; i < letters_.size(); i++) {
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if (!explotades.contains(i)) {
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const auto& lletra = lletres_[i];
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const auto& lletra = letters_[i];
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Rendering::renderShape(
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sdl_.getRenderer(),
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lletra.shape,
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lletra.position,
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0.0F,
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ESCALA_FINAL,
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FINAL_SCALE,
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1.0F);
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}
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}
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@@ -42,44 +42,44 @@ class LogoScene final : public Scene {
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SDLManager& sdl_;
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SceneManager::SceneContext& context_;
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AnimationState estat_actual_{AnimationState::PRE_ANIMATION}; // Estat actual de la màquina
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AnimationState current_state_{AnimationState::PRE_ANIMATION}; // Estat actual de la màquina
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float
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temps_estat_actual_{0.0F}; // Temps en l'state actual (reset en cada transición)
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temps_current_state_{0.0F}; // Temps en l'state actual (reset en cada transición)
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// Gestor de fragments de explosions
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std::unique_ptr<Effects::DebrisManager> debris_manager_;
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// Seguiment de explosions seqüencials
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size_t lletra_explosio_index_{0}; // Índex de la següent lletra a explode
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float temps_des_ultima_explosio_{0.0F}; // Temps desde l'última explosión
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std::vector<size_t> ordre_explosio_; // Ordre aleatori de índexs de lletres
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size_t letter_explosion_index_{0}; // Índex de la següent lletra a explode
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float time_since_last_explosion_{0.0F}; // Temps desde l'última explosión
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std::vector<size_t> explosion_order_; // Ordre aleatori de índexs de lletres
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// Estructura para cada lletra del logo
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struct LetraLogo {
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struct LogoLetter {
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std::shared_ptr<Graphics::Shape> shape;
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Vec2 position; // Posición final en pantalla
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float ancho; // Ancho del bounding box
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float offset_centre; // Distancia de min_x a shape_centre.x
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float center_offset; // Distancia de min_x a shape_centre.x
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};
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std::vector<LetraLogo> lletres_; // 9 lletres: J-A-I-L-G-A-M-E-S
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std::vector<LogoLetter> letters_; // 9 lletres: J-A-I-L-G-A-M-E-S
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// Seguiment de sons de lletres (evitar reproduccions repetides)
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std::array<bool, 9> so_reproduit_; // Track si cada lletra ya ha reproduit el so
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std::array<bool, 9> sound_played_; // Track si cada lletra ya ha reproduit el so
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// Constants de animación
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static constexpr float DURACIO_PRE = 1.5F; // Duració PRE_ANIMATION (pantalla negra)
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static constexpr float DURACIO_ZOOM = 4.0F; // Duració del zoom (segons)
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static constexpr float DURACIO_POST_ANIMATION = 3.0F; // Duració POST_ANIMATION (logo complet)
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static constexpr float DURACIO_POST_EXPLOSION = 3.0F; // Duració POST_EXPLOSION (espera final)
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static constexpr float DELAY_ENTRE_EXPLOSIONS = 0.1F; // Temps entre explosions de lletres
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static constexpr float SPEED_EXPLOSIO = 240.0F; // Velocidad base fragments (px/s)
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static constexpr float ESCALA_INICIAL = 0.1F; // Escala inicial (10%)
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static constexpr float ESCALA_FINAL = 0.8F; // Escala final (80%)
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static constexpr float ESPAI_ENTRE_LLETRES = 10.0F; // Espaiat entre lletres
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static constexpr float DURATION_PRE = 1.5F; // Duració PRE_ANIMATION (pantalla negra)
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static constexpr float DURATION_ZOOM = 4.0F; // Duració del zoom (segons)
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static constexpr float DURATION_POST_ANIMATION = 3.0F; // Duració POST_ANIMATION (logo complet)
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static constexpr float DURATION_POST_EXPLOSION = 3.0F; // Duració POST_EXPLOSION (espera final)
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static constexpr float DELAY_ENTRE_EXPLOSIONS = 0.1F; // Temps entre explosions de lletres
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static constexpr float SPEED_EXPLOSIO = 240.0F; // Velocidad base fragments (px/s)
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static constexpr float INITIAL_SCALE = 0.1F; // Escala inicial (10%)
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static constexpr float FINAL_SCALE = 0.8F; // Escala final (80%)
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static constexpr float LETTER_SPACING = 10.0F; // Espaiat entre lletres
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// Constants de animación seqüencial
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static constexpr float THRESHOLD_LETRA = 0.6F; // Umbral per activar següent lletra (0.0-1.0)
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static constexpr float LETTER_THRESHOLD = 0.6F; // Umbral per activar següent lletra (0.0-1.0)
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static constexpr float ORIGEN_ZOOM_X = Defaults::Game::WIDTH * 0.5F; // Vec2 inicial X del zoom
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static constexpr float ORIGEN_ZOOM_Y = Defaults::Game::HEIGHT * 0.4F; // Vec2 inicial Y del zoom
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@@ -43,8 +43,8 @@ TitleScene::TitleScene(SDLManager& sdl, SceneContext& context)
|
||||
auto option = context_.consumeOption();
|
||||
if (option == Option::JUMP_TO_TITLE_MAIN) {
|
||||
std::cout << "SceneType Titol: Opció JUMP_TO_TITLE_MAIN activada\n";
|
||||
estat_actual_ = TitleState::MAIN;
|
||||
temps_estat_main_ = 0.0F;
|
||||
current_state_ = TitleState::MAIN;
|
||||
state_time_main_ = 0.0F;
|
||||
}
|
||||
|
||||
// Càmera 3D: posicionada a l'origen, mirant cap a +Z, amb Y cap amunt.
|
||||
@@ -61,7 +61,7 @@ TitleScene::TitleScene(SDLManager& sdl, SceneContext& context)
|
||||
camera_.get(),
|
||||
200);
|
||||
starfield_->setColor(Defaults::Title::Colors::STARFIELD);
|
||||
if (estat_actual_ == TitleState::MAIN) {
|
||||
if (current_state_ == TitleState::MAIN) {
|
||||
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
|
||||
} else {
|
||||
starfield_->setBrightness(0.0F);
|
||||
@@ -125,22 +125,22 @@ void TitleScene::initTitle() {
|
||||
const float ANCHO = (max_x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
|
||||
const float ALTURA = (max_y - min_y) * Defaults::Title::Layout::LOGO_SCALE;
|
||||
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
|
||||
lletres_orni_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
|
||||
letters_orni_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
|
||||
ancho_total_orni += ANCHO;
|
||||
}
|
||||
ancho_total_orni += ESPAI_ENTRE_LLETRES * static_cast<float>(lletres_orni_.size() - 1);
|
||||
ancho_total_orni += LETTER_SPACING * static_cast<float>(letters_orni_.size() - 1);
|
||||
|
||||
float x_actual = (Defaults::Game::WIDTH - ancho_total_orni) / 2.0F;
|
||||
for (auto& lletra : lletres_orni_) {
|
||||
lletra.position.x = x_actual + lletra.offset_centre;
|
||||
for (auto& lletra : letters_orni_) {
|
||||
lletra.position.x = x_actual + lletra.center_offset;
|
||||
lletra.position.y = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
|
||||
x_actual += lletra.ancho + ESPAI_ENTRE_LLETRES;
|
||||
x_actual += lletra.ancho + LETTER_SPACING;
|
||||
}
|
||||
|
||||
const float ALTURA_ORNI = lletres_orni_.empty() ? 50.0F : lletres_orni_[0].altura;
|
||||
const float ALTURA_ORNI = letters_orni_.empty() ? 50.0F : letters_orni_[0].altura;
|
||||
const float Y_ORNI = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
|
||||
const float SEPARACION = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_LINE_SPACING;
|
||||
y_attack_dinamica_ = Y_ORNI + ALTURA_ORNI + SEPARACION;
|
||||
dynamic_attack_y_ = Y_ORNI + ALTURA_ORNI + SEPARACION;
|
||||
|
||||
const std::vector<std::string> FITXERS_ATTACK = {
|
||||
"title/letra_a.shp",
|
||||
@@ -173,25 +173,25 @@ void TitleScene::initTitle() {
|
||||
const float ANCHO = (max_x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
|
||||
const float ALTURA = (max_y - min_y) * Defaults::Title::Layout::LOGO_SCALE;
|
||||
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
|
||||
lletres_attack_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
|
||||
letters_attack_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
|
||||
ancho_total_attack += ANCHO;
|
||||
}
|
||||
ancho_total_attack += ESPAI_ENTRE_LLETRES * static_cast<float>(lletres_attack_.size() - 1);
|
||||
ancho_total_attack += LETTER_SPACING * static_cast<float>(letters_attack_.size() - 1);
|
||||
|
||||
x_actual = (Defaults::Game::WIDTH - ancho_total_attack) / 2.0F;
|
||||
for (auto& lletra : lletres_attack_) {
|
||||
lletra.position.x = x_actual + lletra.offset_centre;
|
||||
lletra.position.y = y_attack_dinamica_;
|
||||
x_actual += lletra.ancho + ESPAI_ENTRE_LLETRES;
|
||||
for (auto& lletra : letters_attack_) {
|
||||
lletra.position.x = x_actual + lletra.center_offset;
|
||||
lletra.position.y = dynamic_attack_y_;
|
||||
x_actual += lletra.ancho + LETTER_SPACING;
|
||||
}
|
||||
|
||||
posicions_originals_orni_.clear();
|
||||
for (const auto& lletra : lletres_orni_) {
|
||||
posicions_originals_orni_.push_back(lletra.position);
|
||||
original_positions_orni_.clear();
|
||||
for (const auto& lletra : letters_orni_) {
|
||||
original_positions_orni_.push_back(lletra.position);
|
||||
}
|
||||
posicions_originals_attack_.clear();
|
||||
for (const auto& lletra : lletres_attack_) {
|
||||
posicions_originals_attack_.push_back(lletra.position);
|
||||
original_positions_attack_.clear();
|
||||
for (const auto& lletra : letters_attack_) {
|
||||
original_positions_attack_.push_back(lletra.position);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -234,13 +234,13 @@ void TitleScene::inicialitzarJailgames() {
|
||||
const float ANCHO = (max_x - min_x) * SCALE;
|
||||
const float ALTURA = (max_y - min_y) * SCALE;
|
||||
const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * SCALE;
|
||||
lletres_jailgames_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
|
||||
letters_jailgames_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
|
||||
ancho_total += ANCHO;
|
||||
altura_max = std::max(altura_max, ALTURA);
|
||||
}
|
||||
constexpr float ESPAI_JAILGAMES = ESPAI_ENTRE_LLETRES * SCALE;
|
||||
if (!lletres_jailgames_.empty()) {
|
||||
ancho_total += ESPAI_JAILGAMES * static_cast<float>(lletres_jailgames_.size() - 1);
|
||||
constexpr float ESPAI_JAILGAMES = LETTER_SPACING * SCALE;
|
||||
if (!letters_jailgames_.empty()) {
|
||||
ancho_total += ESPAI_JAILGAMES * static_cast<float>(letters_jailgames_.size() - 1);
|
||||
}
|
||||
|
||||
const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
|
||||
@@ -249,8 +249,8 @@ void TitleScene::inicialitzarJailgames() {
|
||||
const float X_INICIAL = (Defaults::Game::WIDTH - ancho_total) / 2.0F;
|
||||
|
||||
float x_actual = X_INICIAL;
|
||||
for (auto& lletra : lletres_jailgames_) {
|
||||
lletra.position.x = x_actual + lletra.offset_centre;
|
||||
for (auto& lletra : letters_jailgames_) {
|
||||
lletra.position.x = x_actual + lletra.center_offset;
|
||||
lletra.position.y = Y_CENTRE;
|
||||
x_actual += lletra.ancho + ESPAI_JAILGAMES;
|
||||
}
|
||||
@@ -268,7 +268,7 @@ void TitleScene::dibuixarPeuTitol(float spacing) const {
|
||||
const float COPYRIGHT_S = std::lerp(S::FOOTER_INTRO_SCALE_START, 1.0F, Easing::easeOutQuad(intro_copyright_progress_));
|
||||
|
||||
const float JAILGAMES_RENDER_SCALE = Defaults::Title::Layout::JAILGAMES_SCALE * JAILGAMES_S;
|
||||
for (const auto& lletra : lletres_jailgames_) {
|
||||
for (const auto& lletra : letters_jailgames_) {
|
||||
const Vec2 POS{
|
||||
.x = SCREEN_CENTRE_X + (JAILGAMES_S * (lletra.position.x - SCREEN_CENTRE_X)),
|
||||
.y = SCREEN_CENTRE_Y + (JAILGAMES_S * (lletra.position.y - SCREEN_CENTRE_Y)),
|
||||
@@ -297,15 +297,15 @@ void TitleScene::update(float delta_time) {
|
||||
starfield_->update(delta_time);
|
||||
}
|
||||
if (ship_animator_ &&
|
||||
(estat_actual_ == TitleState::STARFIELD_FADE_IN ||
|
||||
estat_actual_ == TitleState::STARFIELD ||
|
||||
estat_actual_ == TitleState::MAIN ||
|
||||
estat_actual_ == TitleState::PLAYER_JOIN_PHASE)) {
|
||||
(current_state_ == TitleState::STARFIELD_FADE_IN ||
|
||||
current_state_ == TitleState::STARFIELD ||
|
||||
current_state_ == TitleState::MAIN ||
|
||||
current_state_ == TitleState::PLAYER_JOIN_PHASE)) {
|
||||
ship_animator_->update(delta_time);
|
||||
}
|
||||
updateFlashes(delta_time);
|
||||
|
||||
switch (estat_actual_) {
|
||||
switch (current_state_) {
|
||||
case TitleState::STARFIELD_FADE_IN:
|
||||
updateStarfieldFadeInState(delta_time);
|
||||
break;
|
||||
@@ -329,10 +329,10 @@ void TitleScene::update(float delta_time) {
|
||||
|
||||
void TitleScene::updateStarfieldFadeInState(float delta_time) {
|
||||
temps_acumulat_ += delta_time;
|
||||
const float PROGRESS = std::min(1.0F, temps_acumulat_ / DURACIO_FADE_IN);
|
||||
const float PROGRESS = std::min(1.0F, temps_acumulat_ / DURATION_FADE_IN);
|
||||
starfield_->setBrightness(PROGRESS * BRIGHTNESS_STARFIELD);
|
||||
if (temps_acumulat_ >= DURACIO_FADE_IN) {
|
||||
estat_actual_ = TitleState::STARFIELD;
|
||||
if (temps_acumulat_ >= DURATION_FADE_IN) {
|
||||
current_state_ = TitleState::STARFIELD;
|
||||
temps_acumulat_ = 0.0F;
|
||||
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
|
||||
}
|
||||
@@ -340,16 +340,16 @@ void TitleScene::updateStarfieldFadeInState(float delta_time) {
|
||||
|
||||
void TitleScene::updateStarfieldState(float delta_time) {
|
||||
temps_acumulat_ += delta_time;
|
||||
if (temps_acumulat_ >= DURACIO_INIT) {
|
||||
estat_actual_ = TitleState::MAIN;
|
||||
temps_estat_main_ = 0.0F;
|
||||
animacio_activa_ = false;
|
||||
factor_lerp_ = 0.0F;
|
||||
if (temps_acumulat_ >= DURATION_INIT) {
|
||||
current_state_ = TitleState::MAIN;
|
||||
state_time_main_ = 0.0F;
|
||||
animation_active_ = false;
|
||||
lerp_factor_ = 0.0F;
|
||||
}
|
||||
}
|
||||
|
||||
void TitleScene::updateMainState(float delta_time) {
|
||||
temps_estat_main_ += delta_time;
|
||||
state_time_main_ += delta_time;
|
||||
|
||||
namespace S = Defaults::Title::Sequence;
|
||||
namespace Sh = Defaults::Title::Ships;
|
||||
@@ -364,38 +364,38 @@ void TitleScene::updateMainState(float delta_time) {
|
||||
constexpr float T_SHIPS_LANDED = T_SHIPS_START + Sh::ENTRY_DURATION + Sh::P2_ENTRY_DELAY;
|
||||
constexpr float T_PRESS_START_VISIBLE = T_SHIPS_LANDED + S::PRESS_START_DELAY_AFTER_SHIPS;
|
||||
|
||||
intro_logo_progress_ = std::clamp(temps_estat_main_ / S::LOGO_ENTRY_DURATION, 0.0F, 1.0F);
|
||||
intro_logo_progress_ = std::clamp(state_time_main_ / S::LOGO_ENTRY_DURATION, 0.0F, 1.0F);
|
||||
intro_jailgames_progress_ = std::clamp(
|
||||
(temps_estat_main_ - T_FOOTER_START) / S::JAILGAMES_ENTRY_DURATION,
|
||||
(state_time_main_ - T_FOOTER_START) / S::JAILGAMES_ENTRY_DURATION,
|
||||
0.0F,
|
||||
1.0F);
|
||||
intro_copyright_progress_ = std::clamp(
|
||||
(temps_estat_main_ - T_COPY_START) / S::COPYRIGHT_ENTRY_DURATION,
|
||||
(state_time_main_ - T_COPY_START) / S::COPYRIGHT_ENTRY_DURATION,
|
||||
0.0F,
|
||||
1.0F);
|
||||
|
||||
if (!ships_intro_launched_ && temps_estat_main_ >= T_SHIPS_START &&
|
||||
if (!ships_intro_launched_ && state_time_main_ >= T_SHIPS_START &&
|
||||
ship_animator_ != nullptr) {
|
||||
ship_animator_->setVisible(true);
|
||||
ship_animator_->startEntryAnimation();
|
||||
ships_intro_launched_ = true;
|
||||
}
|
||||
|
||||
if (!press_start_visible_ && temps_estat_main_ >= T_PRESS_START_VISIBLE) {
|
||||
if (!press_start_visible_ && state_time_main_ >= T_PRESS_START_VISIBLE) {
|
||||
press_start_visible_ = true;
|
||||
}
|
||||
|
||||
// L'oscil·lació suau del logo arrenca quan el logo ha aterrat. Així
|
||||
// l'amplitud creix gradualment (lerp) durant la resta de la intro.
|
||||
if (temps_estat_main_ < S::LOGO_ENTRY_DURATION) {
|
||||
factor_lerp_ = 0.0F;
|
||||
animacio_activa_ = false;
|
||||
} else if (temps_estat_main_ < S::LOGO_ENTRY_DURATION + DURACIO_LERP) {
|
||||
factor_lerp_ = (temps_estat_main_ - S::LOGO_ENTRY_DURATION) / DURACIO_LERP;
|
||||
animacio_activa_ = true;
|
||||
if (state_time_main_ < S::LOGO_ENTRY_DURATION) {
|
||||
lerp_factor_ = 0.0F;
|
||||
animation_active_ = false;
|
||||
} else if (state_time_main_ < S::LOGO_ENTRY_DURATION + DURATION_LERP) {
|
||||
lerp_factor_ = (state_time_main_ - S::LOGO_ENTRY_DURATION) / DURATION_LERP;
|
||||
animation_active_ = true;
|
||||
} else {
|
||||
factor_lerp_ = 1.0F;
|
||||
animacio_activa_ = true;
|
||||
lerp_factor_ = 1.0F;
|
||||
animation_active_ = true;
|
||||
}
|
||||
updateLogoAnimation(delta_time);
|
||||
}
|
||||
@@ -414,27 +414,27 @@ void TitleScene::updatePlayerJoinPhaseState(float delta_time) {
|
||||
temps_acumulat_ = 0.0F;
|
||||
}
|
||||
|
||||
if (temps_acumulat_ >= DURACIO_TRANSITION) {
|
||||
estat_actual_ = TitleState::BLACK_SCREEN;
|
||||
if (temps_acumulat_ >= DURATION_TRANSITION) {
|
||||
current_state_ = TitleState::BLACK_SCREEN;
|
||||
temps_acumulat_ = 0.0F;
|
||||
}
|
||||
}
|
||||
|
||||
void TitleScene::updateBlackScreenState(float delta_time) {
|
||||
temps_acumulat_ += delta_time;
|
||||
if (temps_acumulat_ >= DURACIO_BLACK_SCREEN) {
|
||||
if (temps_acumulat_ >= DURATION_BLACK_SCREEN) {
|
||||
context_.setNextScene(SceneType::GAME);
|
||||
}
|
||||
}
|
||||
|
||||
void TitleScene::handleSkipInput() {
|
||||
if (estat_actual_ != TitleState::STARFIELD_FADE_IN && estat_actual_ != TitleState::STARFIELD) {
|
||||
if (current_state_ != TitleState::STARFIELD_FADE_IN && current_state_ != TitleState::STARFIELD) {
|
||||
return;
|
||||
}
|
||||
if (!checkSkipButtonPressed()) {
|
||||
return;
|
||||
}
|
||||
estat_actual_ = TitleState::MAIN;
|
||||
current_state_ = TitleState::MAIN;
|
||||
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
|
||||
|
||||
// Saltar la intro coreografiada: deixar tots els elements ja in-place.
|
||||
@@ -445,7 +445,7 @@ void TitleScene::handleSkipInput() {
|
||||
S::LOGO_ENTRY_DURATION + S::COPYRIGHT_STAGGER + S::COPYRIGHT_ENTRY_DURATION);
|
||||
constexpr float T_PRESS_START_VISIBLE = T_FOOTER_END + S::SHIPS_DELAY_AFTER_FOOTER +
|
||||
Sh::ENTRY_DURATION + Sh::P2_ENTRY_DELAY + S::PRESS_START_DELAY_AFTER_SHIPS;
|
||||
temps_estat_main_ = T_PRESS_START_VISIBLE;
|
||||
state_time_main_ = T_PRESS_START_VISIBLE;
|
||||
intro_logo_progress_ = 1.0F;
|
||||
intro_jailgames_progress_ = 1.0F;
|
||||
intro_copyright_progress_ = 1.0F;
|
||||
@@ -458,7 +458,7 @@ void TitleScene::handleSkipInput() {
|
||||
}
|
||||
|
||||
void TitleScene::handleStartInput() {
|
||||
if (estat_actual_ != TitleState::MAIN) {
|
||||
if (current_state_ != TitleState::MAIN) {
|
||||
return;
|
||||
}
|
||||
// No acceptar START fins que la intro coreografiada haja conclòs i el
|
||||
@@ -479,7 +479,7 @@ void TitleScene::handleStartInput() {
|
||||
}
|
||||
|
||||
context_.setMatchConfig(match_config_);
|
||||
estat_actual_ = TitleState::PLAYER_JOIN_PHASE;
|
||||
current_state_ = TitleState::PLAYER_JOIN_PHASE;
|
||||
temps_acumulat_ = 0.0F;
|
||||
|
||||
triggerExitForJoinedPlayers(P1_ABANS, P2_ABANS, "");
|
||||
@@ -503,44 +503,44 @@ void TitleScene::triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_act
|
||||
}
|
||||
|
||||
void TitleScene::updateLogoAnimation(float delta_time) {
|
||||
if (!animacio_activa_) {
|
||||
if (!animation_active_) {
|
||||
return;
|
||||
}
|
||||
temps_animacio_ += delta_time * factor_lerp_;
|
||||
animation_time_ += delta_time * lerp_factor_;
|
||||
|
||||
const float TWO_PI = 2.0F * Defaults::Math::PI;
|
||||
const float OFFSET_X = ORBIT_AMPLITUDE_X * std::sin(TWO_PI * ORBIT_FREQUENCY_X * temps_animacio_);
|
||||
const float OFFSET_Y = ORBIT_AMPLITUDE_Y * std::sin((TWO_PI * ORBIT_FREQUENCY_Y * temps_animacio_) + ORBIT_PHASE_OFFSET);
|
||||
const float OFFSET_X = ORBIT_AMPLITUDE_X * std::sin(TWO_PI * ORBIT_FREQUENCY_X * animation_time_);
|
||||
const float OFFSET_Y = ORBIT_AMPLITUDE_Y * std::sin((TWO_PI * ORBIT_FREQUENCY_Y * animation_time_) + ORBIT_PHASE_OFFSET);
|
||||
|
||||
for (std::size_t i = 0; i < lletres_orni_.size(); ++i) {
|
||||
lletres_orni_[i].position.x = posicions_originals_orni_[i].x + std::round(OFFSET_X);
|
||||
lletres_orni_[i].position.y = posicions_originals_orni_[i].y + std::round(OFFSET_Y);
|
||||
for (std::size_t i = 0; i < letters_orni_.size(); ++i) {
|
||||
letters_orni_[i].position.x = original_positions_orni_[i].x + std::round(OFFSET_X);
|
||||
letters_orni_[i].position.y = original_positions_orni_[i].y + std::round(OFFSET_Y);
|
||||
}
|
||||
for (std::size_t i = 0; i < lletres_attack_.size(); ++i) {
|
||||
lletres_attack_[i].position.x = posicions_originals_attack_[i].x + std::round(OFFSET_X);
|
||||
lletres_attack_[i].position.y = posicions_originals_attack_[i].y + std::round(OFFSET_Y);
|
||||
for (std::size_t i = 0; i < letters_attack_.size(); ++i) {
|
||||
letters_attack_[i].position.x = original_positions_attack_[i].x + std::round(OFFSET_X);
|
||||
letters_attack_[i].position.y = original_positions_attack_[i].y + std::round(OFFSET_Y);
|
||||
}
|
||||
}
|
||||
|
||||
void TitleScene::draw() {
|
||||
if (starfield_ && estat_actual_ != TitleState::BLACK_SCREEN) {
|
||||
if (starfield_ && current_state_ != TitleState::BLACK_SCREEN) {
|
||||
starfield_->draw();
|
||||
}
|
||||
|
||||
if (ship_animator_ &&
|
||||
(estat_actual_ == TitleState::STARFIELD_FADE_IN ||
|
||||
estat_actual_ == TitleState::STARFIELD ||
|
||||
estat_actual_ == TitleState::MAIN ||
|
||||
estat_actual_ == TitleState::PLAYER_JOIN_PHASE)) {
|
||||
(current_state_ == TitleState::STARFIELD_FADE_IN ||
|
||||
current_state_ == TitleState::STARFIELD ||
|
||||
current_state_ == TitleState::MAIN ||
|
||||
current_state_ == TitleState::PLAYER_JOIN_PHASE)) {
|
||||
ship_animator_->draw();
|
||||
}
|
||||
drawFlashes();
|
||||
|
||||
if (estat_actual_ == TitleState::STARFIELD_FADE_IN || estat_actual_ == TitleState::STARFIELD) {
|
||||
if (current_state_ == TitleState::STARFIELD_FADE_IN || current_state_ == TitleState::STARFIELD) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (estat_actual_ != TitleState::MAIN && estat_actual_ != TitleState::PLAYER_JOIN_PHASE) {
|
||||
if (current_state_ != TitleState::MAIN && current_state_ != TitleState::PLAYER_JOIN_PHASE) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -552,40 +552,40 @@ void TitleScene::draw() {
|
||||
const float SCREEN_CENTRE_Y = Defaults::Game::HEIGHT / 2.0F;
|
||||
const float LOGO_RENDER_SCALE = Defaults::Title::Layout::LOGO_SCALE * LOGO_S;
|
||||
|
||||
if (animacio_activa_) {
|
||||
float temps_shadow = std::max(0.0F, temps_animacio_ - SHADOW_DELAY);
|
||||
if (animation_active_) {
|
||||
float temps_shadow = std::max(0.0F, animation_time_ - SHADOW_DELAY);
|
||||
const float TWO_PI = 2.0F * Defaults::Math::PI;
|
||||
const float SHADOW_OX = (ORBIT_AMPLITUDE_X * std::sin(TWO_PI * ORBIT_FREQUENCY_X * temps_shadow)) + SHADOW_OFFSET_X;
|
||||
const float SHADOW_OY = (ORBIT_AMPLITUDE_Y * std::sin((TWO_PI * ORBIT_FREQUENCY_Y * temps_shadow) + ORBIT_PHASE_OFFSET)) + SHADOW_OFFSET_Y;
|
||||
|
||||
for (std::size_t i = 0; i < lletres_orni_.size(); ++i) {
|
||||
const float BASE_X = posicions_originals_orni_[i].x + std::round(SHADOW_OX);
|
||||
const float BASE_Y = posicions_originals_orni_[i].y + std::round(SHADOW_OY);
|
||||
for (std::size_t i = 0; i < letters_orni_.size(); ++i) {
|
||||
const float BASE_X = original_positions_orni_[i].x + std::round(SHADOW_OX);
|
||||
const float BASE_Y = original_positions_orni_[i].y + std::round(SHADOW_OY);
|
||||
const Vec2 POS_SHADOW{
|
||||
.x = SCREEN_CENTRE_X + (LOGO_S * (BASE_X - SCREEN_CENTRE_X)),
|
||||
.y = SCREEN_CENTRE_Y + (LOGO_S * (BASE_Y - SCREEN_CENTRE_Y)),
|
||||
};
|
||||
Rendering::renderShape(sdl_.getRenderer(), lletres_orni_[i].shape, POS_SHADOW, 0.0F, LOGO_RENDER_SCALE, 1.0F, SHADOW_BRIGHTNESS, Defaults::Title::Colors::LOGO_SHADOW);
|
||||
Rendering::renderShape(sdl_.getRenderer(), letters_orni_[i].shape, POS_SHADOW, 0.0F, LOGO_RENDER_SCALE, 1.0F, SHADOW_BRIGHTNESS, Defaults::Title::Colors::LOGO_SHADOW);
|
||||
}
|
||||
for (std::size_t i = 0; i < lletres_attack_.size(); ++i) {
|
||||
const float BASE_X = posicions_originals_attack_[i].x + std::round(SHADOW_OX);
|
||||
const float BASE_Y = posicions_originals_attack_[i].y + std::round(SHADOW_OY);
|
||||
for (std::size_t i = 0; i < letters_attack_.size(); ++i) {
|
||||
const float BASE_X = original_positions_attack_[i].x + std::round(SHADOW_OX);
|
||||
const float BASE_Y = original_positions_attack_[i].y + std::round(SHADOW_OY);
|
||||
const Vec2 POS_SHADOW{
|
||||
.x = SCREEN_CENTRE_X + (LOGO_S * (BASE_X - SCREEN_CENTRE_X)),
|
||||
.y = SCREEN_CENTRE_Y + (LOGO_S * (BASE_Y - SCREEN_CENTRE_Y)),
|
||||
};
|
||||
Rendering::renderShape(sdl_.getRenderer(), lletres_attack_[i].shape, POS_SHADOW, 0.0F, LOGO_RENDER_SCALE, 1.0F, SHADOW_BRIGHTNESS, Defaults::Title::Colors::LOGO_SHADOW);
|
||||
Rendering::renderShape(sdl_.getRenderer(), letters_attack_[i].shape, POS_SHADOW, 0.0F, LOGO_RENDER_SCALE, 1.0F, SHADOW_BRIGHTNESS, Defaults::Title::Colors::LOGO_SHADOW);
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& lletra : lletres_orni_) {
|
||||
for (const auto& lletra : letters_orni_) {
|
||||
const Vec2 POS{
|
||||
.x = SCREEN_CENTRE_X + (LOGO_S * (lletra.position.x - SCREEN_CENTRE_X)),
|
||||
.y = SCREEN_CENTRE_Y + (LOGO_S * (lletra.position.y - SCREEN_CENTRE_Y)),
|
||||
};
|
||||
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, POS, 0.0F, LOGO_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::LOGO_MAIN);
|
||||
}
|
||||
for (const auto& lletra : lletres_attack_) {
|
||||
for (const auto& lletra : letters_attack_) {
|
||||
const Vec2 POS{
|
||||
.x = SCREEN_CENTRE_X + (LOGO_S * (lletra.position.x - SCREEN_CENTRE_X)),
|
||||
.y = SCREEN_CENTRE_Y + (LOGO_S * (lletra.position.y - SCREEN_CENTRE_Y)),
|
||||
@@ -597,7 +597,7 @@ void TitleScene::draw() {
|
||||
|
||||
if (press_start_visible_) {
|
||||
bool mostrar_text = true;
|
||||
if (estat_actual_ == TitleState::PLAYER_JOIN_PHASE) {
|
||||
if (current_state_ == TitleState::PLAYER_JOIN_PHASE) {
|
||||
const float FASE = temps_acumulat_ * BLINK_FREQUENCY * 2.0F * std::numbers::pi_v<float>;
|
||||
mostrar_text = (std::sin(FASE) > 0.0F);
|
||||
}
|
||||
|
||||
@@ -48,12 +48,12 @@ class TitleScene final : public Scene {
|
||||
BLACK_SCREEN,
|
||||
};
|
||||
|
||||
struct LetraLogo {
|
||||
struct LogoLetter {
|
||||
std::shared_ptr<Graphics::Shape> shape;
|
||||
Vec2 position;
|
||||
float ancho;
|
||||
float altura;
|
||||
float offset_centre;
|
||||
float center_offset;
|
||||
};
|
||||
|
||||
SDLManager& sdl_;
|
||||
@@ -77,22 +77,22 @@ class TitleScene final : public Scene {
|
||||
void triggerFlash(Vec2 pos);
|
||||
void updateFlashes(float delta_time);
|
||||
void drawFlashes();
|
||||
TitleState estat_actual_{TitleState::STARFIELD_FADE_IN};
|
||||
TitleState current_state_{TitleState::STARFIELD_FADE_IN};
|
||||
float temps_acumulat_{0.0F};
|
||||
|
||||
std::vector<LetraLogo> lletres_orni_;
|
||||
std::vector<LetraLogo> lletres_attack_;
|
||||
float y_attack_dinamica_{0.0F};
|
||||
std::vector<LogoLetter> letters_orni_;
|
||||
std::vector<LogoLetter> letters_attack_;
|
||||
float dynamic_attack_y_{0.0F};
|
||||
|
||||
std::vector<LetraLogo> lletres_jailgames_;
|
||||
std::vector<LogoLetter> letters_jailgames_;
|
||||
|
||||
float temps_animacio_{0.0F};
|
||||
std::vector<Vec2> posicions_originals_orni_;
|
||||
std::vector<Vec2> posicions_originals_attack_;
|
||||
float animation_time_{0.0F};
|
||||
std::vector<Vec2> original_positions_orni_;
|
||||
std::vector<Vec2> original_positions_attack_;
|
||||
|
||||
float temps_estat_main_{0.0F};
|
||||
bool animacio_activa_{false};
|
||||
float factor_lerp_{0.0F};
|
||||
float state_time_main_{0.0F};
|
||||
bool animation_active_{false};
|
||||
float lerp_factor_{0.0F};
|
||||
|
||||
// Progresos de la intro coreografiada al state MAIN.
|
||||
float intro_logo_progress_{0.0F};
|
||||
@@ -102,12 +102,12 @@ class TitleScene final : public Scene {
|
||||
bool ships_intro_launched_{false};
|
||||
|
||||
static constexpr float BRIGHTNESS_STARFIELD = 1.2F;
|
||||
static constexpr float DURACIO_FADE_IN = 3.0F;
|
||||
static constexpr float DURACIO_INIT = 4.0F;
|
||||
static constexpr float DURACIO_TRANSITION = 2.5F;
|
||||
static constexpr float ESPAI_ENTRE_LLETRES = 10.0F;
|
||||
static constexpr float DURATION_FADE_IN = 3.0F;
|
||||
static constexpr float DURATION_INIT = 4.0F;
|
||||
static constexpr float DURATION_TRANSITION = 2.5F;
|
||||
static constexpr float LETTER_SPACING = 10.0F;
|
||||
static constexpr float BLINK_FREQUENCY = 3.0F;
|
||||
static constexpr float DURACIO_BLACK_SCREEN = 2.0F;
|
||||
static constexpr float DURATION_BLACK_SCREEN = 2.0F;
|
||||
static constexpr int MUSIC_FADE = 1500;
|
||||
|
||||
static constexpr float ORBIT_AMPLITUDE_X = 4.0F;
|
||||
@@ -121,7 +121,7 @@ class TitleScene final : public Scene {
|
||||
static constexpr float SHADOW_OFFSET_X = 2.0F;
|
||||
static constexpr float SHADOW_OFFSET_Y = 2.0F;
|
||||
|
||||
static constexpr float DURACIO_LERP = 2.0F;
|
||||
static constexpr float DURATION_LERP = 2.0F;
|
||||
|
||||
// Càmera 3D: FOV vertical en radians.
|
||||
static constexpr float CAMERA_FOV_Y_RAD = 1.0472F; // 60°
|
||||
|
||||
Reference in New Issue
Block a user