Merge branch 'feat/ship-trail': estela de partícules daurada/vermella darrere la nau

This commit is contained in:
2026-05-21 19:40:36 +02:00
6 changed files with 308 additions and 0 deletions
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@@ -25,6 +25,7 @@
#include "core/defaults/rendering.hpp"
#include "core/defaults/ship.hpp"
#include "core/defaults/title.hpp"
#include "core/defaults/trail.hpp"
#include "core/defaults/window.hpp"
#include "core/defaults/zones.hpp"
// IWYU pragma: end_exports
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// trail.hpp - Configuració de l'estela de partícules de la nau
// © 2026 JailDesigner
#pragma once
namespace Defaults::Trail {
constexpr int POOL_SIZE = 200;
constexpr float SPEED_THRESHOLD_PX_S = 54.0F; // 30% de Physics::MAX_VELOCITY (180)
constexpr float EMIT_INTERVAL_S = 0.04F; // ~25 Hz nominal
constexpr float EMIT_JITTER_S = 0.015F; // ±15 ms al cooldown
constexpr float POSITION_JITTER_PX = 2.5F; // jitter al punt de naixement
constexpr float REAR_OFFSET_PX = 12.0F; // distància darrere center_ (cua)
constexpr float LIFETIME_BASE_S = 1.3F;
constexpr float LIFETIME_JITTER_S = 0.3F;
constexpr float SCALE_MIN = 0.7F; // × estrella starfield (3 px punta)
constexpr float SCALE_MAX = 1.2F;
constexpr float OSCILLATION_AMP_PX = 1.8F;
constexpr float OSCILLATION_FREQ_HZ = 6.0F;
constexpr float PULSE_FREQ_HZ = 2.5F;
// Colors del pulse (interpolats sinusoïdalment per partícula)
// P1: groc viu ↔ daurat clàssic
constexpr unsigned char COLOR_A_R = 255;
constexpr unsigned char COLOR_A_G = 255;
constexpr unsigned char COLOR_A_B = 0; // #FFFF00
constexpr unsigned char COLOR_B_R = 218;
constexpr unsigned char COLOR_B_G = 165;
constexpr unsigned char COLOR_B_B = 32; // #DAA520
// P2: roig viu ↔ rosa
constexpr unsigned char COLOR_P2_A_R = 255;
constexpr unsigned char COLOR_P2_A_G = 31;
constexpr unsigned char COLOR_P2_A_B = 31; // #FF1F1F
constexpr unsigned char COLOR_P2_B_R = 255;
constexpr unsigned char COLOR_P2_B_G = 105;
constexpr unsigned char COLOR_P2_B_B = 180; // #FF69B4
} // namespace Defaults::Trail
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// trail_manager.cpp - Implementació de l'estela de partícules
// © 2026 JailDesigner
#include "trail_manager.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <iostream>
#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/rendering/shape_renderer.hpp"
namespace Effects {
namespace {
constexpr float TAU = 2.0F * Defaults::Math::PI;
auto randUniform(float min_v, float max_v) -> float {
const float NORM = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
return min_v + (NORM * (max_v - min_v));
}
auto lerpU8(unsigned char a, unsigned char b, float t) -> unsigned char {
const float MIX = std::clamp(t, 0.0F, 1.0F);
const float OUT = static_cast<float>(a) + (MIX * (static_cast<float>(b) - static_cast<float>(a)));
return static_cast<unsigned char>(std::round(OUT));
}
} // namespace
TrailManager::TrailManager(Rendering::Renderer* renderer)
: renderer_(renderer),
star_shape_(Graphics::ShapeLoader::load("star.shp")) {
if (!star_shape_ || !star_shape_->isValid()) {
std::cerr << "[TrailManager] Warning: no s'ha pogut load star.shp\n";
}
for (auto& particle : pool_) {
particle.active = false;
}
}
void TrailManager::update(float delta_time, const std::array<Ship, 2>& ships) {
time_accumulator_ += delta_time;
for (auto& particle : pool_) {
if (!particle.active) {
continue;
}
particle.age += delta_time;
if (particle.age >= particle.lifetime) {
particle.active = false;
}
}
for (std::size_t i = 0; i < ships.size(); i++) {
tryEmitFromShip(ships[i], static_cast<std::uint8_t>(i), delta_time);
}
}
void TrailManager::tryEmitFromShip(const Ship& ship, std::uint8_t player_id, float delta_time) {
if (!ship.isActive()) {
emit_cooldown_[player_id] = 0.0F;
return;
}
if (ship.getSpeed() < Defaults::Trail::SPEED_THRESHOLD_PX_S) {
emit_cooldown_[player_id] = 0.0F;
return;
}
emit_cooldown_[player_id] -= delta_time;
if (emit_cooldown_[player_id] > 0.0F) {
return;
}
// Cua = center - REAR_OFFSET * forward, on forward = (cos(angle-π/2), sin(angle-π/2))
const float FORWARD_ANGLE = ship.getAngle() - (Defaults::Math::PI / 2.0F);
const float COS_F = std::cos(FORWARD_ANGLE);
const float SIN_F = std::sin(FORWARD_ANGLE);
const Vec2 CENTER = ship.getCenter();
const float JITTER_X = randUniform(-Defaults::Trail::POSITION_JITTER_PX, Defaults::Trail::POSITION_JITTER_PX);
const float JITTER_Y = randUniform(-Defaults::Trail::POSITION_JITTER_PX, Defaults::Trail::POSITION_JITTER_PX);
const Vec2 REAR = {
.x = CENTER.x - (Defaults::Trail::REAR_OFFSET_PX * COS_F) + JITTER_X,
.y = CENTER.y - (Defaults::Trail::REAR_OFFSET_PX * SIN_F) + JITTER_Y};
emitAt(REAR, player_id);
emit_cooldown_[player_id] = Defaults::Trail::EMIT_INTERVAL_S +
randUniform(-Defaults::Trail::EMIT_JITTER_S, Defaults::Trail::EMIT_JITTER_S);
}
void TrailManager::emitAt(Vec2 pos, std::uint8_t player_id) {
const int SLOT = findFreeSlot();
if (SLOT < 0) {
return; // pool ple — descart silenciós
}
Particle& particle = pool_[static_cast<std::size_t>(SLOT)];
particle.active = true;
particle.player_id = player_id;
particle.origin = pos;
particle.phase_x = randUniform(0.0F, TAU);
particle.phase_y = randUniform(0.0F, TAU);
particle.phase_pulse = randUniform(0.0F, TAU);
particle.age = 0.0F;
particle.lifetime = Defaults::Trail::LIFETIME_BASE_S +
randUniform(-Defaults::Trail::LIFETIME_JITTER_S, Defaults::Trail::LIFETIME_JITTER_S);
particle.scale = randUniform(Defaults::Trail::SCALE_MIN, Defaults::Trail::SCALE_MAX);
}
auto TrailManager::findFreeSlot() -> int {
for (std::size_t i = 0; i < pool_.size(); i++) {
if (!pool_[i].active) {
return static_cast<int>(i);
}
}
return -1;
}
void TrailManager::draw() const {
if (!star_shape_ || !star_shape_->isValid()) {
return;
}
for (const auto& particle : pool_) {
if (!particle.active) {
continue;
}
drawParticle(particle);
}
}
void TrailManager::drawParticle(const Particle& particle) const {
const float T_NORM = std::clamp(particle.age / particle.lifetime, 0.0F, 1.0F);
const float FADE = 1.0F - T_NORM;
const float OSC_DX = std::sin((TAU * Defaults::Trail::OSCILLATION_FREQ_HZ * time_accumulator_) + particle.phase_x) *
Defaults::Trail::OSCILLATION_AMP_PX * FADE;
const float OSC_DY = std::sin((TAU * Defaults::Trail::OSCILLATION_FREQ_HZ * time_accumulator_) + particle.phase_y) *
Defaults::Trail::OSCILLATION_AMP_PX * FADE;
const Vec2 POS = {.x = particle.origin.x + OSC_DX, .y = particle.origin.y + OSC_DY};
const float MIX = 0.5F + (0.5F * std::sin((TAU * Defaults::Trail::PULSE_FREQ_HZ * time_accumulator_) + particle.phase_pulse));
const bool IS_P2 = particle.player_id == 1;
const unsigned char A_R = IS_P2 ? Defaults::Trail::COLOR_P2_A_R : Defaults::Trail::COLOR_A_R;
const unsigned char A_G = IS_P2 ? Defaults::Trail::COLOR_P2_A_G : Defaults::Trail::COLOR_A_G;
const unsigned char A_B = IS_P2 ? Defaults::Trail::COLOR_P2_A_B : Defaults::Trail::COLOR_A_B;
const unsigned char B_R = IS_P2 ? Defaults::Trail::COLOR_P2_B_R : Defaults::Trail::COLOR_B_R;
const unsigned char B_G = IS_P2 ? Defaults::Trail::COLOR_P2_B_G : Defaults::Trail::COLOR_B_G;
const unsigned char B_B = IS_P2 ? Defaults::Trail::COLOR_P2_B_B : Defaults::Trail::COLOR_B_B;
const SDL_Color COLOR = {
.r = lerpU8(A_R, B_R, MIX),
.g = lerpU8(A_G, B_G, MIX),
.b = lerpU8(A_B, B_B, MIX),
.a = 255};
const float CURRENT_SCALE = particle.scale * FADE;
const float BRIGHTNESS = FADE;
Rendering::renderShape(
renderer_,
star_shape_,
POS,
0.0F, // sense rotació
CURRENT_SCALE,
1.0F, // progress (totalment visible)
BRIGHTNESS,
COLOR);
}
void TrailManager::reset() {
for (auto& particle : pool_) {
particle.active = false;
}
emit_cooldown_[0] = 0.0F;
emit_cooldown_[1] = 0.0F;
time_accumulator_ = 0.0F;
}
auto TrailManager::getActiveCount() const -> int {
int count = 0;
for (const auto& particle : pool_) {
if (particle.active) {
count++;
}
}
return count;
}
} // namespace Effects
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// trail_manager.hpp - Estela de partícules daurades darrere la nau
// © 2026 JailDesigner
#pragma once
#include <SDL3/SDL.h>
#include <array>
#include <cstdint>
#include <memory>
#include "core/defaults/trail.hpp"
#include "core/graphics/shape.hpp"
#include "core/rendering/render_context.hpp"
#include "core/types.hpp"
#include "game/entities/ship.hpp"
namespace Effects {
// Manté un pool fixe de partícules amb forma d'estrella (star.shp) que
// pulsen entre groc i daurat, oscil·len al voltant del seu naixement i
// encongeixen fins a desaparèixer. Les naus actives emeten quan superen
// SPEED_THRESHOLD_PX_S.
class TrailManager {
public:
explicit TrailManager(Rendering::Renderer* renderer);
void update(float delta_time, const std::array<Ship, 2>& ships);
void draw() const;
void reset();
[[nodiscard]] auto getActiveCount() const -> int;
private:
struct Particle {
bool active{false};
std::uint8_t player_id{0}; // 0=P1, 1=P2 — selecciona paleta de colors
Vec2 origin{}; // punt de naixement (no es desplaça)
float phase_x{0.0F}; // fase oscil·lació horitzontal
float phase_y{0.0F};
float phase_pulse{0.0F};
float age{0.0F};
float lifetime{0.0F};
float scale{1.0F};
};
void tryEmitFromShip(const Ship& ship, std::uint8_t player_id, float delta_time);
void emitAt(Vec2 pos, std::uint8_t player_id);
auto findFreeSlot() -> int;
void drawParticle(const Particle& particle) const;
Rendering::Renderer* renderer_;
std::shared_ptr<Graphics::Shape> star_shape_;
std::array<Particle, Defaults::Trail::POOL_SIZE> pool_{};
std::array<float, 2> emit_cooldown_{0.0F, 0.0F};
float time_accumulator_{0.0F};
};
} // namespace Effects
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@@ -29,6 +29,7 @@ GameScene::GameScene(SDLManager& sdl, SceneContext& context)
debris_manager_(sdl.getRenderer()),
firework_manager_(sdl.getRenderer()),
floating_score_manager_(sdl.getRenderer()),
trail_manager_(sdl.getRenderer()),
text_(sdl.getRenderer()) {
// Recuperar configuración de match des del context
match_config_ = context_.getMatchConfig();
@@ -179,6 +180,7 @@ void GameScene::stepPhysics(float delta_time) {
for (auto& bullet : bullets_) {
bullet.postUpdate(delta_time);
}
trail_manager_.update(delta_time, ships_);
}
void GameScene::stepShootingInput() {
@@ -594,6 +596,7 @@ void GameScene::drawInitHudState() {
void GameScene::drawLevelStartState() {
drawMargins();
trail_manager_.draw();
drawActiveShipsAlive();
drawBullets();
debris_manager_.draw();
@@ -605,6 +608,7 @@ void GameScene::drawLevelStartState() {
void GameScene::drawPlayingState() {
drawMargins();
trail_manager_.draw();
drawActiveShipsAlive();
drawEnemies();
drawBullets();
@@ -616,6 +620,7 @@ void GameScene::drawPlayingState() {
void GameScene::drawLevelCompletedState() {
drawMargins();
trail_manager_.draw();
drawActiveShipsAlive();
drawBullets();
debris_manager_.draw();
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@@ -19,6 +19,7 @@
#include "game/effects/debris_manager.hpp"
#include "game/effects/firework_manager.hpp"
#include "game/effects/floating_score_manager.hpp"
#include "game/effects/trail_manager.hpp"
#include "game/entities/bullet.hpp"
#include "game/entities/enemy.hpp"
#include "game/entities/ship.hpp"
@@ -56,6 +57,7 @@ class GameScene final : public Scene {
Effects::DebrisManager debris_manager_;
Effects::FireworkManager firework_manager_;
Effects::FloatingScoreManager floating_score_manager_;
Effects::TrailManager trail_manager_;
// Estat del juego
std::array<Ship, 2> ships_; // [0]=P1, [1]=P2