refactor(defaults): renombra VELOCITAT/CANVI_ANGLE/MAX_BALES a anglès
This commit is contained in:
@@ -17,10 +17,10 @@ namespace Defaults::Enemies {
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// Pentagon (esquivador - zigzag evasion)
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// Pentagon (esquivador - zigzag evasion)
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namespace Pentagon {
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namespace Pentagon {
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constexpr float VELOCITAT = 35.0F; // px/s (slightly slower)
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constexpr float SPEED = 35.0F; // px/s (slightly slower)
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constexpr float MASS = 5.0F; // Masa estándar
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constexpr float MASS = 5.0F; // Masa estándar
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constexpr float CANVI_ANGLE_PROB = 0.20F; // 20% per wall hit (frequent zigzag)
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constexpr float ANGLE_CHANGE_PROB = 0.20F; // 20% per wall hit (frequent zigzag)
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constexpr float CANVI_ANGLE_MAX = 1.0F; // Max random angle change (rad)
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constexpr float ANGLE_CHANGE_MAX = 1.0F; // Max random angle change (rad)
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constexpr float ZIGZAG_PROB_PER_SECOND = 0.8F; // Probabilidad de zigzag por segundo
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constexpr float ZIGZAG_PROB_PER_SECOND = 0.8F; // Probabilidad de zigzag por segundo
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constexpr float ROTATION_DELTA_MIN = 0.75F; // Min visual rotation (rad/s) [+50%]
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constexpr float ROTATION_DELTA_MIN = 0.75F; // Min visual rotation (rad/s) [+50%]
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constexpr float ROTATION_DELTA_MAX = 3.75F; // Max visual rotation (rad/s) [+50%]
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constexpr float ROTATION_DELTA_MAX = 3.75F; // Max visual rotation (rad/s) [+50%]
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@@ -29,7 +29,7 @@ namespace Defaults::Enemies {
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// Square (perseguidor - tracks player)
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// Square (perseguidor - tracks player)
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namespace Square {
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namespace Square {
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constexpr float VELOCITAT = 40.0F; // px/s (medium speed)
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constexpr float SPEED = 40.0F; // px/s (medium speed)
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constexpr float MASS = 8.0F; // Más pesado, "tanque"
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constexpr float MASS = 8.0F; // Más pesado, "tanque"
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constexpr float TRACKING_STRENGTH = 0.5F; // Interpolation toward player (0.0-1.0)
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constexpr float TRACKING_STRENGTH = 0.5F; // Interpolation toward player (0.0-1.0)
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constexpr float TRACKING_INTERVAL = 1.0F; // Seconds between angle updates
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constexpr float TRACKING_INTERVAL = 1.0F; // Seconds between angle updates
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@@ -40,10 +40,10 @@ namespace Defaults::Enemies {
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// Molinillo (agressiu - fast straight lines, proximity spin-up)
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// Molinillo (agressiu - fast straight lines, proximity spin-up)
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namespace Pinwheel {
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namespace Pinwheel {
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constexpr float VELOCITAT = 50.0F; // px/s (fastest)
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constexpr float SPEED = 50.0F; // px/s (fastest)
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constexpr float MASS = 4.0F; // Más liviano, ágil
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constexpr float MASS = 4.0F; // Más liviano, ágil
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constexpr float CANVI_ANGLE_PROB = 0.05F; // 5% per wall hit (rare direction change)
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constexpr float ANGLE_CHANGE_PROB = 0.05F; // 5% per wall hit (rare direction change)
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constexpr float CANVI_ANGLE_MAX = 0.3F; // Small angle adjustments
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constexpr float ANGLE_CHANGE_MAX = 0.3F; // Small angle adjustments
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constexpr float ROTATION_DELTA_MIN = 3.0F; // Base rotation (rad/s) [+50%]
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constexpr float ROTATION_DELTA_MIN = 3.0F; // Base rotation (rad/s) [+50%]
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constexpr float ROTATION_DELTA_MAX = 6.0F; // [+50%]
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constexpr float ROTATION_DELTA_MAX = 6.0F; // [+50%]
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constexpr float ROTATION_DELTA_PROXIMITY_MULTIPLIER = 3.0F; // Spin-up multiplier when near ship
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constexpr float ROTATION_DELTA_PROXIMITY_MULTIPLIER = 3.0F; // Spin-up multiplier when near ship
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@@ -6,7 +6,7 @@
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namespace Defaults::Entities {
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namespace Defaults::Entities {
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constexpr int MAX_ORNIS = 15;
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constexpr int MAX_ORNIS = 15;
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constexpr int MAX_BALES = 50;
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constexpr int MAX_BULLETS = 50;
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constexpr float SHIP_RADIUS = 12.0F;
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constexpr float SHIP_RADIUS = 12.0F;
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constexpr float ENEMY_RADIUS = 20.0F;
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constexpr float ENEMY_RADIUS = 20.0F;
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@@ -28,8 +28,8 @@ namespace Defaults::Physics {
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// Explosions (debris physics)
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// Explosions (debris physics)
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namespace Debris {
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namespace Debris {
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constexpr float VELOCITAT_BASE = 80.0F; // Velocidad inicial (px/s)
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constexpr float SPEED_BASE = 80.0F; // Velocidad inicial (px/s)
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constexpr float VARIACIO_VELOCITAT = 40.0F; // ±variació aleatòria (px/s)
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constexpr float VARIACIO_SPEED = 40.0F; // ±variació aleatòria (px/s)
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constexpr float ACCELERACIO = -60.0F; // Fricció/desacceleració (px/s²)
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constexpr float ACCELERACIO = -60.0F; // Fricció/desacceleració (px/s²)
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constexpr float ROTATION_MIN = 0.1F; // Rotación mínima (rad/s ~5.7°/s)
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constexpr float ROTATION_MIN = 0.1F; // Rotación mínima (rad/s ~5.7°/s)
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constexpr float ROTATION_MAX = 0.3F; // Rotación màxima (rad/s ~17.2°/s)
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constexpr float ROTATION_MAX = 0.3F; // Rotación màxima (rad/s ~17.2°/s)
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@@ -68,7 +68,7 @@ namespace Defaults::Physics {
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// Angular velocity sin for trajectory inheritance
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// Angular velocity sin for trajectory inheritance
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// Excess above this threshold is converted to tangential linear velocity
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// Excess above this threshold is converted to tangential linear velocity
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// Prevents "vortex trap" problem with high-rotation enemies
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// Prevents "vortex trap" problem with high-rotation enemies
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constexpr float VELOCITAT_ROT_MAX = 1.5F; // rad/s (~86°/s)
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constexpr float SPEED_ROT_MAX = 1.5F; // rad/s (~86°/s)
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} // namespace Debris
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} // namespace Debris
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} // namespace Defaults::Physics
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} // namespace Defaults::Physics
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@@ -7,7 +7,7 @@
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namespace Constants {
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namespace Constants {
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// Límits de objectes
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// Límits de objectes
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constexpr int MAX_ORNIS = Defaults::Entities::MAX_ORNIS;
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constexpr int MAX_ORNIS = Defaults::Entities::MAX_ORNIS;
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constexpr int MAX_BALES = Defaults::Entities::MAX_BALES;
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constexpr int MAX_BULLETS = Defaults::Entities::MAX_BULLETS;
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// Matemàtiques
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// Matemàtiques
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constexpr float PI = Defaults::Math::PI;
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constexpr float PI = Defaults::Math::PI;
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@@ -135,7 +135,7 @@ namespace Effects {
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float speed =
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float speed =
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velocitat_base +
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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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(((std::rand() / static_cast<float>(RAND_MAX)) * 2.0F - 1.0F) *
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Defaults::Physics::Debris::VARIACIO_VELOCITAT);
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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.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.y = (direccio.y * speed) + velocitat_objecte.y;
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debris->acceleration = friction;
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debris->acceleration = friction;
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@@ -179,7 +179,7 @@ namespace Effects {
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velocitat_ang_heretada *= (1.0F + variacio);
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velocitat_ang_heretada *= (1.0F + variacio);
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// FASE 2: Cap a la velocity màxima; l'excés es converteix en tangencial
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// FASE 2: Cap a la velocity màxima; l'excés es converteix en tangencial
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constexpr float CAP = Defaults::Physics::Debris::VELOCITAT_ROT_MAX;
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constexpr float CAP = Defaults::Physics::Debris::SPEED_ROT_MAX;
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float abs_ang = std::abs(velocitat_ang_heretada);
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float abs_ang = std::abs(velocitat_ang_heretada);
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float sign_ang = (velocitat_ang_heretada >= 0.0F) ? 1.0F : -1.0F;
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float sign_ang = (velocitat_ang_heretada >= 0.0F) ? 1.0F : -1.0F;
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@@ -65,7 +65,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
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switch (type_) {
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switch (type_) {
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case EnemyType::PENTAGON:
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case EnemyType::PENTAGON:
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shape_file = Defaults::Enemies::Pentagon::SHAPE_FILE;
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shape_file = Defaults::Enemies::Pentagon::SHAPE_FILE;
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base_speed = Defaults::Enemies::Pentagon::VELOCITAT;
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base_speed = Defaults::Enemies::Pentagon::SPEED;
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rotation_delta_min = Defaults::Enemies::Pentagon::ROTATION_DELTA_MIN;
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rotation_delta_min = Defaults::Enemies::Pentagon::ROTATION_DELTA_MIN;
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rotation_delta_max = Defaults::Enemies::Pentagon::ROTATION_DELTA_MAX;
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rotation_delta_max = Defaults::Enemies::Pentagon::ROTATION_DELTA_MAX;
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type_mass = Defaults::Enemies::Pentagon::MASS;
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type_mass = Defaults::Enemies::Pentagon::MASS;
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@@ -73,7 +73,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
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case EnemyType::SQUARE:
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case EnemyType::SQUARE:
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shape_file = Defaults::Enemies::Square::SHAPE_FILE;
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shape_file = Defaults::Enemies::Square::SHAPE_FILE;
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base_speed = Defaults::Enemies::Square::VELOCITAT;
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base_speed = Defaults::Enemies::Square::SPEED;
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rotation_delta_min = Defaults::Enemies::Square::ROTATION_DELTA_MIN;
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rotation_delta_min = Defaults::Enemies::Square::ROTATION_DELTA_MIN;
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rotation_delta_max = Defaults::Enemies::Square::ROTATION_DELTA_MAX;
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rotation_delta_max = Defaults::Enemies::Square::ROTATION_DELTA_MAX;
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type_mass = Defaults::Enemies::Square::MASS;
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type_mass = Defaults::Enemies::Square::MASS;
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@@ -82,7 +82,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
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case EnemyType::PINWHEEL:
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case EnemyType::PINWHEEL:
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shape_file = Defaults::Enemies::Pinwheel::SHAPE_FILE;
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shape_file = Defaults::Enemies::Pinwheel::SHAPE_FILE;
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base_speed = Defaults::Enemies::Pinwheel::VELOCITAT;
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base_speed = Defaults::Enemies::Pinwheel::SPEED;
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rotation_delta_min = Defaults::Enemies::Pinwheel::ROTATION_DELTA_MIN;
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rotation_delta_min = Defaults::Enemies::Pinwheel::ROTATION_DELTA_MIN;
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rotation_delta_max = Defaults::Enemies::Pinwheel::ROTATION_DELTA_MAX;
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rotation_delta_max = Defaults::Enemies::Pinwheel::ROTATION_DELTA_MAX;
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type_mass = Defaults::Enemies::Pinwheel::MASS;
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type_mass = Defaults::Enemies::Pinwheel::MASS;
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@@ -92,7 +92,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
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std::cerr << "[Enemy] Error: tipo desconocido ("
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std::cerr << "[Enemy] Error: tipo desconocido ("
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<< static_cast<int>(type_) << "), usando PENTAGON\n";
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<< static_cast<int>(type_) << "), usando PENTAGON\n";
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shape_file = Defaults::Enemies::Pentagon::SHAPE_FILE;
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shape_file = Defaults::Enemies::Pentagon::SHAPE_FILE;
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base_speed = Defaults::Enemies::Pentagon::VELOCITAT;
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base_speed = Defaults::Enemies::Pentagon::SPEED;
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rotation_delta_min = Defaults::Enemies::Pentagon::ROTATION_DELTA_MIN;
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rotation_delta_min = Defaults::Enemies::Pentagon::ROTATION_DELTA_MIN;
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rotation_delta_max = Defaults::Enemies::Pentagon::ROTATION_DELTA_MAX;
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rotation_delta_max = Defaults::Enemies::Pentagon::ROTATION_DELTA_MAX;
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break;
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break;
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@@ -312,7 +312,7 @@ void Enemy::behaviorPentagon(float delta_time) {
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if (RAND_VAL < Defaults::Enemies::Pentagon::ZIGZAG_PROB_PER_SECOND * delta_time) {
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if (RAND_VAL < Defaults::Enemies::Pentagon::ZIGZAG_PROB_PER_SECOND * delta_time) {
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const float CURRENT_ANGLE = velocityToAngle(body_.velocity);
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const float CURRENT_ANGLE = velocityToAngle(body_.velocity);
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const float DELTA = (static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) *
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const float DELTA = (static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) *
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Defaults::Enemies::Pentagon::CANVI_ANGLE_MAX;
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Defaults::Enemies::Pentagon::ANGLE_CHANGE_MAX;
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const float NEW_ANGLE = CURRENT_ANGLE + ((std::rand() % 2 == 0) ? DELTA : -DELTA);
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const float NEW_ANGLE = CURRENT_ANGLE + ((std::rand() % 2 == 0) ? DELTA : -DELTA);
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const float SPEED = body_.velocity.length();
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const float SPEED = body_.velocity.length();
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setVelocityFromAngle(NEW_ANGLE, SPEED);
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setVelocityFromAngle(NEW_ANGLE, SPEED);
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@@ -454,13 +454,13 @@ auto Enemy::computeCurrentScale() const -> float {
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auto Enemy::getBaseVelocity() const -> float {
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auto Enemy::getBaseVelocity() const -> float {
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switch (type_) {
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switch (type_) {
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case EnemyType::PENTAGON:
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case EnemyType::PENTAGON:
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return Defaults::Enemies::Pentagon::VELOCITAT;
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return Defaults::Enemies::Pentagon::SPEED;
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case EnemyType::SQUARE:
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case EnemyType::SQUARE:
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return Defaults::Enemies::Square::VELOCITAT;
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return Defaults::Enemies::Square::SPEED;
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case EnemyType::PINWHEEL:
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case EnemyType::PINWHEEL:
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return Defaults::Enemies::Pinwheel::VELOCITAT;
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return Defaults::Enemies::Pinwheel::SPEED;
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default:
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default:
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return Defaults::Enemies::Pentagon::VELOCITAT;
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return Defaults::Enemies::Pentagon::SPEED;
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}
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}
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}
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}
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@@ -743,7 +743,7 @@ void GameScene::tocado(uint8_t player_id) {
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SHIP_POS,
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SHIP_POS,
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SHIP_ANGLE,
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SHIP_ANGLE,
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1.0F,
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1.0F,
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Defaults::Physics::Debris::VELOCITAT_BASE,
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Defaults::Physics::Debris::SPEED_BASE,
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SHIP_BRIGHT,
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SHIP_BRIGHT,
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INHERITED_VEL,
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INHERITED_VEL,
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0.0F, // sense herència angular
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0.0F, // sense herència angular
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@@ -930,8 +930,8 @@ void GameScene::fireBullet(uint8_t player_id) {
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Vec2 fire_position = {.x = tip_x, .y = tip_y};
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Vec2 fire_position = {.x = tip_x, .y = tip_y};
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// Buscar primera bullet inactiva en el pool del player.
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// Buscar primera bullet inactiva en el pool del player.
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// El pool global té MAX_BALES slots per jugador (P1=[0..MAX-1], P2=[MAX..2*MAX-1]).
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// El pool global té MAX_BULLETS slots per jugador (P1=[0..MAX-1], P2=[MAX..2*MAX-1]).
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constexpr int SLOTS_PER_PLAYER = Defaults::Entities::MAX_BALES;
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constexpr int SLOTS_PER_PLAYER = Defaults::Entities::MAX_BULLETS;
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const int START_IDX = player_id * SLOTS_PER_PLAYER;
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const int START_IDX = player_id * SLOTS_PER_PLAYER;
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for (int i = START_IDX; i < START_IDX + SLOTS_PER_PLAYER; i++) {
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for (int i = START_IDX; i < START_IDX + SLOTS_PER_PLAYER; i++) {
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if (!bullets_[i].isActive()) {
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if (!bullets_[i].isActive()) {
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@@ -67,7 +67,7 @@ class GameScene final : public Scene {
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std::array<Enemy, Constants::MAX_ORNIS> enemies_;
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std::array<Enemy, Constants::MAX_ORNIS> enemies_;
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// 6 balas: P1=[0,1,2], P2=[3,4,5]. El cast a size_t evita la
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// 6 balas: P1=[0,1,2], P2=[3,4,5]. El cast a size_t evita la
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// widening conversion implícita que detecta clang-tidy.
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// widening conversion implícita que detecta clang-tidy.
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std::array<Bullet, static_cast<std::size_t>(Constants::MAX_BALES) * 2> bullets_;
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std::array<Bullet, static_cast<std::size_t>(Constants::MAX_BULLETS) * 2> bullets_;
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std::array<float, 2> hit_timer_per_player_; // Death timers per player (seconds)
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std::array<float, 2> hit_timer_per_player_; // Death timers per player (seconds)
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// Lives and game over system
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// Lives and game over system
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@@ -47,8 +47,7 @@ LogoScene::LogoScene(SDLManager& sdl, SceneContext& context)
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: sdl_(sdl),
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: sdl_(sdl),
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context_(context),
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context_(context),
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debris_manager_(std::make_unique<Effects::DebrisManager>(sdl.getRenderer()))
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debris_manager_(std::make_unique<Effects::DebrisManager>(sdl.getRenderer())) {
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{
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std::cout << "SceneType Logo: Inicialitzant...\n";
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std::cout << "SceneType Logo: Inicialitzant...\n";
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// Consumir opciones (LOGO no processa opciones actualment)
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// Consumir opciones (LOGO no processa opciones actualment)
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@@ -199,7 +198,7 @@ void LogoScene::updateExplosions(float delta_time) {
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lletra.position, // Posición
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lletra.position, // Posición
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0.0F, // Angle (sin rotación)
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0.0F, // Angle (sin rotación)
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ESCALA_FINAL, // Escala (lletres a scale final)
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ESCALA_FINAL, // Escala (lletres a scale final)
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VELOCITAT_EXPLOSIO, // Velocidad base
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SPEED_EXPLOSIO, // Velocidad base
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1.0F, // Brightness màxim (per defecte)
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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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{.x = 0.0F, .y = 0.0F} // Sin velocity (per defecte)
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);
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);
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@@ -73,7 +73,7 @@ class LogoScene final : public Scene {
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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_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 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 DELAY_ENTRE_EXPLOSIONS = 0.1F; // Temps entre explosions de lletres
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static constexpr float VELOCITAT_EXPLOSIO = 240.0F; // Velocidad base fragments (px/s)
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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_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 ESCALA_FINAL = 0.8F; // Escala final (80%)
|
||||||
static constexpr float ESPAI_ENTRE_LLETRES = 10.0F; // Espaiat entre lletres
|
static constexpr float ESPAI_ENTRE_LLETRES = 10.0F; // Espaiat entre lletres
|
||||||
|
|||||||
@@ -60,14 +60,14 @@ namespace Systems::Collision {
|
|||||||
|
|
||||||
enemy.destroy();
|
enemy.destroy();
|
||||||
|
|
||||||
constexpr float VELOCITAT_EXPLOSIO = 80.0F; // px/s (explosión suave)
|
constexpr float SPEED_EXPLOSIO = 80.0F; // px/s (explosión suave)
|
||||||
const Vec2 INHERITED_VEL = ENEMY_VEL * Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
|
const Vec2 INHERITED_VEL = ENEMY_VEL * Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
|
||||||
ctx.debris_manager.explode(
|
ctx.debris_manager.explode(
|
||||||
SHAPE,
|
SHAPE,
|
||||||
ENEMY_POS,
|
ENEMY_POS,
|
||||||
0.0F, // angle (rotación interna del enemy)
|
0.0F, // angle (rotación interna del enemy)
|
||||||
1.0F, // escala
|
1.0F, // escala
|
||||||
VELOCITAT_EXPLOSIO,
|
SPEED_EXPLOSIO,
|
||||||
BRIGHTNESS,
|
BRIGHTNESS,
|
||||||
INHERITED_VEL,
|
INHERITED_VEL,
|
||||||
0.0F, // sense herència angular: evita que els 5 trossos curvin en bloc
|
0.0F, // sense herència angular: evita que els 5 trossos curvin en bloc
|
||||||
@@ -297,7 +297,7 @@ namespace Systems::Collision {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void desactivateOutOfBoundsBullets(
|
void desactivateOutOfBoundsBullets(
|
||||||
std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BALES) * 2>& bullets,
|
std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets,
|
||||||
Effects::DebrisManager& debris_manager) {
|
Effects::DebrisManager& debris_manager) {
|
||||||
float min_x;
|
float min_x;
|
||||||
float max_x;
|
float max_x;
|
||||||
|
|||||||
@@ -32,7 +32,7 @@ namespace Systems::Collision {
|
|||||||
struct Context {
|
struct Context {
|
||||||
std::array<Ship, 2>& ships;
|
std::array<Ship, 2>& ships;
|
||||||
std::array<Enemy, Defaults::Entities::MAX_ORNIS>& enemies;
|
std::array<Enemy, Defaults::Entities::MAX_ORNIS>& enemies;
|
||||||
std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BALES) * 2>& bullets;
|
std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets;
|
||||||
std::array<float, 2>& hit_timer_per_player;
|
std::array<float, 2>& hit_timer_per_player;
|
||||||
std::array<int, 2>& score_per_player;
|
std::array<int, 2>& score_per_player;
|
||||||
std::array<int, 2>& lives_per_player;
|
std::array<int, 2>& lives_per_player;
|
||||||
@@ -74,7 +74,7 @@ namespace Systems::Collision {
|
|||||||
// (8 fragments de l'octàgon) i el so HIT. Cal cridar-la després de detectAll()
|
// (8 fragments de l'octàgon) i el so HIT. Cal cridar-la després de detectAll()
|
||||||
// perquè una bala que el mateix frame xoca i alhora surt es comptabilitzi com a impacte.
|
// perquè una bala que el mateix frame xoca i alhora surt es comptabilitzi com a impacte.
|
||||||
void desactivateOutOfBoundsBullets(
|
void desactivateOutOfBoundsBullets(
|
||||||
std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BALES) * 2>& bullets,
|
std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets,
|
||||||
Effects::DebrisManager& debris_manager);
|
Effects::DebrisManager& debris_manager);
|
||||||
|
|
||||||
} // namespace Systems::Collision
|
} // namespace Systems::Collision
|
||||||
|
|||||||
Reference in New Issue
Block a user