refactor: partir defaults.hpp en source/core/defaults/*.hpp (umbrella)
defaults.hpp tenia 527 línies amb 17 namespaces de dominis distints (Window, Game, Zones, Entities, Palette, Ship, Physics, Math, Brightness, Rendering, Audio, Music, Sound, Controls, Enemies, Title, FloatingScore). 22 .cpp/.hpp l'incloïen, així que tocar una constant forçava recompilar pràcticament tot. Es divideix en 15 subfitxers (un per namespace, fusionant Music/Sound a audio.hpp i unificant els dos blocs Game duplicats en un sol): defaults/window.hpp defaults/audio.hpp defaults/game.hpp defaults/controls.hpp defaults/zones.hpp defaults/enemies.hpp defaults/entities.hpp defaults/title.hpp defaults/palette.hpp defaults/floating_score.hpp defaults/ship.hpp defaults/math.hpp defaults/physics.hpp defaults/brightness.hpp defaults/rendering.hpp Cross-deps explícites (#include en lloc d'order-of-declaration): zones.hpp -> game.hpp (per Game::WIDTH/HEIGHT) enemies.hpp -> entities.hpp (per SHIP_RADIUS) title.hpp -> game.hpp, math.hpp + <cmath> defaults.hpp queda com a umbrella que inclou els 15 subfitxers. Els 22 includers existents no requereixen cap canvi. Codi nou pot incloure el subfitxer concret per millorar la compilació incremental. Hallazgos #22 i #30 de CODE_REVIEW.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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// enemies.hpp - Configuració per tipus d'enemic (Pentagon/Cuadrado/Molinillo), spawn i scoring
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// © 2026 JailDesigner
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#pragma once
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#include "core/defaults/entities.hpp"
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namespace Defaults::Enemies {
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// Pentagon (esquivador - zigzag evasion)
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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 CANVI_ANGLE_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 DROTACIO_MIN = 0.75F; // Min visual rotation (rad/s) [+50%]
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constexpr float DROTACIO_MAX = 3.75F; // Max visual rotation (rad/s) [+50%]
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constexpr const char* SHAPE_FILE = "enemy_pentagon.shp";
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} // namespace Pentagon
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// Cuadrado (perseguidor - tracks player)
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namespace Cuadrado {
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constexpr float VELOCITAT = 40.0F; // px/s (medium speed)
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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 DROTACIO_MIN = 0.3F; // Slow rotation [+50%]
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constexpr float DROTACIO_MAX = 1.5F; // [+50%]
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constexpr const char* SHAPE_FILE = "enemy_square.shp";
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} // namespace Cuadrado
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// Molinillo (agressiu - fast straight lines, proximity spin-up)
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namespace Molinillo {
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constexpr float VELOCITAT = 50.0F; // px/s (fastest)
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constexpr float CANVI_ANGLE_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 DROTACIO_MIN = 3.0F; // Base rotation (rad/s) [+50%]
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constexpr float DROTACIO_MAX = 6.0F; // [+50%]
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constexpr float DROTACIO_PROXIMITY_MULTIPLIER = 3.0F; // Spin-up multiplier when near ship
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constexpr float PROXIMITY_DISTANCE = 100.0F; // Distance threshold (px)
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constexpr const char* SHAPE_FILE = "enemy_pinwheel.shp";
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} // namespace Molinillo
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// Animation parameters (shared)
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namespace Animation {
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// Palpitation
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constexpr float PALPITACIO_TRIGGER_PROB = 0.01F; // 1% chance per second
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constexpr float PALPITACIO_DURACIO_MIN = 1.0F; // Min duration (seconds)
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constexpr float PALPITACIO_DURACIO_MAX = 3.0F; // Max duration (seconds)
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constexpr float PALPITACIO_AMPLITUD_MIN = 0.08F; // Min scale variation
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constexpr float PALPITACIO_AMPLITUD_MAX = 0.20F; // Max scale variation
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constexpr float PALPITACIO_FREQ_MIN = 1.5F; // Min frequency (Hz)
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constexpr float PALPITACIO_FREQ_MAX = 3.0F; // Max frequency (Hz)
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// Rotation acceleration
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constexpr float ROTACIO_ACCEL_TRIGGER_PROB = 0.02F; // 2% chance per second [4x more frequent]
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constexpr float ROTACIO_ACCEL_DURACIO_MIN = 3.0F; // Min transition time
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constexpr float ROTACIO_ACCEL_DURACIO_MAX = 8.0F; // Max transition time
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constexpr float ROTACIO_ACCEL_MULTIPLIER_MIN = 0.3F; // Min speed multiplier [more dramatic]
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constexpr float ROTACIO_ACCEL_MULTIPLIER_MAX = 4.0F; // Max speed multiplier [more dramatic]
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} // namespace Animation
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// Spawn safety and invulnerability system
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namespace Spawn {
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// Safe spawn distance from player
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constexpr float SAFETY_DISTANCE_MULTIPLIER = 3.0F; // 3x ship radius
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constexpr float SAFETY_DISTANCE = Defaults::Entities::SHIP_RADIUS * SAFETY_DISTANCE_MULTIPLIER; // 36.0f px
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constexpr int MAX_SPAWN_ATTEMPTS = 50; // Max attempts to find safe position
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// Invulnerability system
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constexpr float INVULNERABILITY_DURATION = 3.0F; // Seconds
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constexpr float INVULNERABILITY_BRIGHTNESS_START = 0.3F; // Dim
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constexpr float INVULNERABILITY_BRIGHTNESS_END = 0.7F; // Normal (same as Defaults::Brightness::ENEMIC)
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constexpr float INVULNERABILITY_SCALE_START = 0.0F; // Invisible
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constexpr float INVULNERABILITY_SCALE_END = 1.0F; // Full size
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} // namespace Spawn
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// Scoring system (puntuación per type de enemy)
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namespace Scoring {
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constexpr int PENTAGON_SCORE = 100; // Pentágono (esquivador, 35 px/s)
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constexpr int QUADRAT_SCORE = 150; // Cuadrado (perseguidor, 40 px/s)
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constexpr int MOLINILLO_SCORE = 200; // Molinillo (agressiu, 50 px/s)
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} // namespace Scoring
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} // namespace Defaults::Enemies
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