Merge branch 'feat/entities-yaml-enemy-shared': paràmetres compartits dels enemics a cada YAML

This commit is contained in:
2026-05-25 11:59:28 +02:00
8 changed files with 281 additions and 157 deletions
+37 -6
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@@ -8,17 +8,48 @@ shape:
physics: physics:
mass: 5.0 mass: 5.0
speed: 35.0 # px/s (esquivador lent) speed: 35.0 # px/s (esquivador lent)
rotation_delta_min: 0.75 # rad/s — rotació visual mínima rotation_delta_min: 0.75 # rad/s — rotació visual mínima
rotation_delta_max: 3.75 # rad/s — rotació visual màxima rotation_delta_max: 3.75 # rad/s — rotació visual màxima
restitution: 1.0 # rebot elàstic perfecte contra parets
linear_damping: 0.0 # manté velocitat (sense fricció)
angular_damping: 0.0
behavior: behavior:
# Pentagon: zigzag esquivador (canvi de direcció probabilístic per segon). # Pentagon: zigzag esquivador (canvi de direcció probabilístic per segon).
angle_change_max: 1.0 # rad — magnitud del canvi de direcció angle_change_max: 1.0 # rad — magnitud del canvi de direcció
zigzag_prob_per_second: 0.8 zigzag_prob_per_second: 0.8
animation:
pulse: # respiració d'escala aleatòria
trigger_prob_per_second: 0.01
duration_min: 1.0
duration_max: 3.0
amplitude_min: 0.08
amplitude_max: 0.20
frequency_min: 1.5
frequency_max: 3.0
rotation_accel: # acceleració/desacceleració de rotació visual
trigger_prob_per_second: 0.02
duration_min: 3.0
duration_max: 8.0
multiplier_min: 0.3
multiplier_max: 4.0
wounded:
duration: 1.0 # segons en estat ferit abans d'explotar
blink_hz: 10.0 # parpelleig color normal ↔ wounded
spawn:
invulnerability_duration: 3.0
invulnerability_brightness_start: 0.3
invulnerability_brightness_end: 0.7
invulnerability_scale_start: 0.0
invulnerability_scale_end: 1.0
safety_distance: 36.0 # px mínim respecte al player al spawn
colors: colors:
normal: [0, 255, 255] # Cyan pur "esquivador" normal: [0, 255, 255] # Cyan pur "esquivador"
wounded: [255, 220, 60] # Daurat (parpelleig al rebre impacte) wounded: [255, 220, 60] # Daurat (parpelleig al rebre impacte)
score: 100 score: 100
+35 -4
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@@ -7,18 +7,49 @@ shape:
collision_factor: 1.0 # ajust opcional del hitbox (default 1.0) collision_factor: 1.0 # ajust opcional del hitbox (default 1.0)
physics: physics:
mass: 4.0 # Més lleuger — àgil mass: 4.0 # Més lleuger — àgil
speed: 50.0 # px/s (el més ràpid) speed: 50.0 # px/s (el més ràpid)
rotation_delta_min: 3.0 # rad/s — rotació base elevada rotation_delta_min: 3.0 # rad/s — rotació base elevada
rotation_delta_max: 6.0 rotation_delta_max: 6.0
restitution: 1.0
linear_damping: 0.0
angular_damping: 0.0
behavior: behavior:
# Pinwheel: movement rectilíniauniforme + boost de rotació visual prop de la nau. # Pinwheel: movement rectilíniauniforme + boost de rotació visual prop de la nau.
rotation_proximity_multiplier: 3.0 # Multiplicador de rotació quan és prop de la nau rotation_proximity_multiplier: 3.0 # Multiplicador de rotació quan és prop de la nau
proximity_distance: 100.0 # Llindar de distància (px) proximity_distance: 100.0 # Llindar de distància (px)
animation:
pulse:
trigger_prob_per_second: 0.01
duration_min: 1.0
duration_max: 3.0
amplitude_min: 0.08
amplitude_max: 0.20
frequency_min: 1.5
frequency_max: 3.0
rotation_accel:
trigger_prob_per_second: 0.02
duration_min: 3.0
duration_max: 8.0
multiplier_min: 0.3
multiplier_max: 4.0
wounded:
duration: 1.0
blink_hz: 10.0
spawn:
invulnerability_duration: 3.0
invulnerability_brightness_start: 0.3
invulnerability_brightness_end: 0.7
invulnerability_scale_start: 0.0
invulnerability_scale_end: 1.0
safety_distance: 36.0
colors: colors:
normal: [255, 0, 255] # Magenta pur "agressiu" normal: [255, 0, 255] # Magenta pur "agressiu"
wounded: [255, 220, 60] wounded: [255, 220, 60]
score: 200 score: 200
+37 -6
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@@ -7,18 +7,49 @@ shape:
collision_factor: 1.0 # ajust opcional del hitbox (default 1.0) collision_factor: 1.0 # ajust opcional del hitbox (default 1.0)
physics: physics:
mass: 8.0 # Més pesat — "tanc" mass: 8.0 # Més pesat — "tanc"
speed: 40.0 # px/s (velocitat mitjana) speed: 40.0 # px/s (velocitat mitjana)
rotation_delta_min: 0.3 # rad/s — rotació lenta rotation_delta_min: 0.3 # rad/s — rotació lenta
rotation_delta_max: 1.5 rotation_delta_max: 1.5
restitution: 1.0
linear_damping: 0.0
angular_damping: 0.0
behavior: behavior:
# Square: tracking discret cap a la nau cada N segons. # Square: tracking discret cap a la nau cada N segons.
tracking_strength: 0.5 # Interpolació LERP cap a la direcció desitjada (0..1) tracking_strength: 0.5 # Interpolació LERP cap a la direcció desitjada (0..1)
tracking_interval: 1.0 # segons entre updates d'angle tracking_interval: 1.0 # segons entre updates d'angle
animation:
pulse:
trigger_prob_per_second: 0.01
duration_min: 1.0
duration_max: 3.0
amplitude_min: 0.08
amplitude_max: 0.20
frequency_min: 1.5
frequency_max: 3.0
rotation_accel:
trigger_prob_per_second: 0.02
duration_min: 3.0
duration_max: 8.0
multiplier_min: 0.3
multiplier_max: 4.0
wounded:
duration: 1.0
blink_hz: 10.0
spawn:
invulnerability_duration: 3.0
invulnerability_brightness_start: 0.3
invulnerability_brightness_end: 0.7
invulnerability_scale_start: 0.0
invulnerability_scale_end: 1.0
safety_distance: 36.0
colors: colors:
normal: [255, 0, 0] # Roig pur "tanc" normal: [255, 0, 0] # Roig pur "tanc"
wounded: [255, 220, 60] wounded: [255, 220, 60]
score: 150 score: 150
+12 -58
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@@ -1,64 +1,18 @@
// enemies.hpp - Configuració per tipus d'enemic (Pentagon/Square/Molinillo), spawn i scoring // enemies.hpp - Constants tècniques compartides per al sistema d'enemics.
// © 2026 JailDesigner // © 2026 JailDesigner
//
// Tots els paràmetres jugables (physics, animation, wounded, spawn,
// behavior, colors, scoring) viuen a data/entities/<type>/<type>.yaml i
// s'accedeixen via EnemyRegistry::get(EnemyType). Aquí només queda el
// que no és per personalitzar per tipus.
#pragma once #pragma once
namespace Defaults::Enemies { namespace Defaults::Enemies::Spawn {
// Cuerpo físico común (valores por defecto del constructor) // Sostre de reintents al cercar una posició de spawn que respecti el
namespace Body { // safety_distance del tipus. No és un paràmetre jugable: és el llindar
constexpr float DEFAULT_MASS = 5.0F; // Más liviano que la nave (10.0) // tècnic abans de caure a un fallback aleatori amb advertència.
constexpr float RESTITUTION = 1.0F; // Rebote elástico perfecto contra paredes constexpr int MAX_SPAWN_ATTEMPTS = 50;
constexpr float LINEAR_DAMPING = 0.0F; // Sin fricción: mantienen velocidad
constexpr float ANGULAR_DAMPING = 0.0F;
} // namespace Body
// NOTA: els paràmetres per tipus (Pentagon/Square/Pinwheel) i el Scoring } // namespace Defaults::Enemies::Spawn
// viuen ara a data/entities/{pentagon,square,pinwheel}/*.yaml i s'accedeixen
// via EnemyRegistry::get(EnemyType). Aquí només queden els paràmetres
// compartits entre tots els tipus (animació, wounded, spawn).
// Animation parameters (shared)
namespace Animation {
// Palpitation
constexpr float PULSE_TRIGGER_PROB = 0.01F; // 1% chance per second
constexpr float PULSE_DURATION_MIN = 1.0F; // Min duration (seconds)
constexpr float PULSE_DURATION_MAX = 3.0F; // Max duration (seconds)
constexpr float PULSE_AMPLITUD_MIN = 0.08F; // Min scale variation
constexpr float PULSE_AMPLITUD_MAX = 0.20F; // Max scale variation
constexpr float PULSE_FREQ_MIN = 1.5F; // Min frequency (Hz)
constexpr float PULSE_FREQ_MAX = 3.0F; // Max frequency (Hz)
// Rotation acceleration
constexpr float ROTATION_ACCEL_TRIGGER_PROB = 0.02F; // 2% chance per second [4x more frequent]
constexpr float ROTATION_ACCEL_DURATION_MIN = 3.0F; // Min transition time
constexpr float ROTATION_ACCEL_DURATION_MAX = 8.0F; // Max transition time
constexpr float ROTATION_ACCEL_MULTIPLIER_MIN = 0.3F; // Min speed multiplier [more dramatic]
constexpr float ROTATION_ACCEL_MULTIPLIER_MAX = 4.0F; // Max speed multiplier [more dramatic]
} // namespace Animation
// Wounded state (entre primer impacto y explosión)
namespace Wounded {
constexpr float DURATION = 1.0F; // Segundos en estado herido antes de explotar
constexpr float BLINK_HZ = 10.0F; // Frecuencia de parpadeo color tipo ↔ dorado
} // namespace Wounded
// Spawn safety and invulnerability system
namespace Spawn {
// Safe spawn distance from player. Antic: SHIP_RADIUS(12) * 3 = 36 px.
// SHIP_RADIUS ha migrat al YAML del player; aquesta constant es
// mantindrà fixa fins al PR de migració dels enemics a YAML, on
// passarà a derivar-se en runtime del player_config.
constexpr float SAFETY_DISTANCE_MULTIPLIER = 3.0F;
constexpr float SAFETY_DISTANCE = 36.0F;
constexpr int MAX_SPAWN_ATTEMPTS = 50; // Max attempts to find safe position
// Invulnerability system
constexpr float INVULNERABILITY_DURATION = 3.0F; // Seconds
constexpr float INVULNERABILITY_BRIGHTNESS_START = 0.3F; // Dim
constexpr float INVULNERABILITY_BRIGHTNESS_END = 0.7F; // Normal (same as Defaults::Brightness::ENEMIC)
constexpr float INVULNERABILITY_SCALE_START = 0.0F; // Invisible
constexpr float INVULNERABILITY_SCALE_END = 1.0F; // Full size
} // namespace Spawn
} // namespace Defaults::Enemies
+58 -80
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@@ -36,18 +36,25 @@ namespace {
return std::atan2(velocity.y, velocity.x) + (Constants::PI / 2.0F); return std::atan2(velocity.y, velocity.x) + (Constants::PI / 2.0F);
} }
// Random float [0..1).
auto randFloat01() -> float {
return static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
}
// Random float [min..max).
auto randRange(float min, float max) -> float {
return min + (randFloat01() * (max - min));
}
} // namespace } // namespace
Enemy::Enemy(Rendering::Renderer* renderer) Enemy::Enemy(Rendering::Renderer* renderer)
: Entity(renderer) { : Entity(renderer) {
brightness_ = Defaults::Brightness::ENEMIC; brightness_ = Defaults::Brightness::ENEMIC;
// Cuerpo físico — defaults comuns; init() ajusta mass/radius segons el tipus. // Body queda amb defaults inocus (radius=0 = no col·lisiona) fins
body_.setMass(Defaults::Enemies::Body::DEFAULT_MASS); // que init() apliqui la configuració del tipus carregada via Registry.
body_.radius = 0.0F; // 0 hasta spawn (no colisiona inactivo) body_.radius = 0.0F;
body_.restitution = Defaults::Enemies::Body::RESTITUTION;
body_.linear_damping = Defaults::Enemies::Body::LINEAR_DAMPING;
body_.angular_damping = Defaults::Enemies::Body::ANGULAR_DAMPING;
} }
void Enemy::init(EnemyType type, const Vec2* ship_pos) { void Enemy::init(EnemyType type, const Vec2* ship_pos) {
@@ -55,7 +62,6 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
config_ = &EnemyRegistry::get(type); config_ = &EnemyRegistry::get(type);
const EnemyConfig& cfg = *config_; const EnemyConfig& cfg = *config_;
// Cas Square: resetejar tracking timer al spawn.
if (type_ == EnemyType::SQUARE) { if (type_ == EnemyType::SQUARE) {
tracking_timer_ = 0.0F; tracking_timer_ = 0.0F;
tracking_strength_ = cfg.behavior.tracking_strength; tracking_strength_ = cfg.behavior.tracking_strength;
@@ -66,14 +72,17 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
std::cerr << "[Enemy] Error: no se ha podido cargar " << cfg.shape.path << '\n'; std::cerr << "[Enemy] Error: no se ha podido cargar " << cfg.shape.path << '\n';
} }
// Radi de col·lisió derivat del cercle circumscrit de la shape * scale * collision_factor. // Radi de col·lisió derivat del cercle circumscrit de la shape.
const float BOUNDING = (shape_ != nullptr) ? shape_->getBoundingRadius() : 0.0F; const float BOUNDING = (shape_ != nullptr) ? shape_->getBoundingRadius() : 0.0F;
collision_radius_ = BOUNDING * cfg.shape.scale * cfg.shape.collision_factor; collision_radius_ = BOUNDING * cfg.shape.scale * cfg.shape.collision_factor;
body_.setMass(cfg.physics.mass); body_.setMass(cfg.physics.mass);
body_.radius = collision_radius_; body_.radius = collision_radius_;
body_.restitution = cfg.physics.restitution;
body_.linear_damping = cfg.physics.linear_damping;
body_.angular_damping = cfg.physics.angular_damping;
// Posición aleatoria con comprobación de seguridad // Posició aleatòria amb comprovació de safety_distance.
float min_x; float min_x;
float max_x; float max_x;
float min_y; float min_y;
@@ -85,7 +94,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
for (int attempt = 0; attempt < Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS; attempt++) { for (int attempt = 0; attempt < Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS; attempt++) {
float candidate_x; float candidate_x;
float candidate_y; float candidate_y;
if (attemptSafeSpawn(*ship_pos, collision_radius_, candidate_x, candidate_y)) { if (attemptSafeSpawn(*ship_pos, collision_radius_, cfg.spawn.safety_distance, candidate_x, candidate_y)) {
center_.x = candidate_x; center_.x = candidate_x;
center_.y = candidate_y; center_.y = candidate_y;
found_safe_position = true; found_safe_position = true;
@@ -107,8 +116,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
center_.y = static_cast<float>((std::rand() % RANGE_Y) + static_cast<int>(min_y)); center_.y = static_cast<float>((std::rand() % RANGE_Y) + static_cast<int>(min_y));
} }
// Dirección inicial aleatoria, velocidad escalar según tipo const float ANGLE_INICIAL = static_cast<float>(std::rand() % 360) * Constants::PI / 180.0F;
const float ANGLE_INICIAL = (std::rand() % 360) * Constants::PI / 180.0F;
setVelocityFromAngle(ANGLE_INICIAL, cfg.physics.speed); setVelocityFromAngle(ANGLE_INICIAL, cfg.physics.speed);
body_.position = center_; body_.position = center_;
@@ -116,10 +124,8 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
body_.angular_velocity = 0.0F; body_.angular_velocity = 0.0F;
body_.clearAccumulators(); body_.clearAccumulators();
// Rotación visual aleatoria dins del rang del tipus // Rotació visual aleatòria dins del rang del tipus
const float ROTATION_RANGE = cfg.physics.rotation_delta_max - cfg.physics.rotation_delta_min; rotation_delta_ = randRange(cfg.physics.rotation_delta_min, cfg.physics.rotation_delta_max);
rotation_delta_ = cfg.physics.rotation_delta_min +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * ROTATION_RANGE);
rotation_ = 0.0F; rotation_ = 0.0F;
animation_ = EnemyAnimation(); animation_ = EnemyAnimation();
@@ -127,8 +133,8 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
animation_.rotation_delta_target = rotation_delta_; animation_.rotation_delta_target = rotation_delta_;
animation_.rotation_delta_t = 1.0F; animation_.rotation_delta_t = 1.0F;
invulnerability_timer_ = Defaults::Enemies::Spawn::INVULNERABILITY_DURATION; invulnerability_timer_ = cfg.spawn.invulnerability_duration;
brightness_ = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_START; brightness_ = cfg.spawn.invulnerability_brightness_start;
direction_change_timer_ = 0.0F; direction_change_timer_ = 0.0F;
@@ -153,11 +159,11 @@ void Enemy::update(float delta_time) {
invulnerability_timer_ -= delta_time; invulnerability_timer_ -= delta_time;
invulnerability_timer_ = std::max(invulnerability_timer_, 0.0F); invulnerability_timer_ = std::max(invulnerability_timer_, 0.0F);
const float T_INV = invulnerability_timer_ / Defaults::Enemies::Spawn::INVULNERABILITY_DURATION; const float T_INV = invulnerability_timer_ / config_->spawn.invulnerability_duration;
const float T = 1.0F - T_INV; const float T = 1.0F - T_INV;
const float SMOOTH_T = T * T * (3.0F - (2.0F * T)); const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
constexpr float START = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_START; const float START = config_->spawn.invulnerability_brightness_start;
constexpr float END = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_END; const float END = config_->spawn.invulnerability_brightness_end;
brightness_ = START + ((END - START) * SMOOTH_T); brightness_ = START + ((END - START) * SMOOTH_T);
} }
@@ -190,13 +196,11 @@ void Enemy::draw() const {
if (!is_active_ || !shape_) { if (!is_active_ || !shape_) {
return; return;
} }
// El SCALE final = escala base del YAML * modulador dinàmic (spawn/pulse).
const float SCALE = config_->shape.scale * computeCurrentScale(); const float SCALE = config_->shape.scale * computeCurrentScale();
SDL_Color color = config_->colors.normal; SDL_Color color = config_->colors.normal;
// Parpadeo dorado mientras está herido.
if (wounded_timer_ > 0.0F) { if (wounded_timer_ > 0.0F) {
const float CYCLE = 1.0F / Defaults::Enemies::Wounded::BLINK_HZ; const float CYCLE = 1.0F / config_->wounded.blink_hz;
const float T = std::fmod(wounded_timer_, CYCLE); const float T = std::fmod(wounded_timer_, CYCLE);
if (T < (CYCLE / 2.0F)) { if (T < (CYCLE / 2.0F)) {
color = config_->colors.wounded; color = config_->colors.wounded;
@@ -217,7 +221,7 @@ void Enemy::destroy() {
} }
void Enemy::hurt(uint8_t shooter_id) { void Enemy::hurt(uint8_t shooter_id) {
wounded_timer_ = Defaults::Enemies::Wounded::DURATION; wounded_timer_ = config_->wounded.duration;
last_hit_by_ = shooter_id; last_hit_by_ = shooter_id;
} }
@@ -230,7 +234,7 @@ void Enemy::setVelocity(float speed) {
if (CURRENT_SPEED > 0.0F) { if (CURRENT_SPEED > 0.0F) {
body_.velocity = body_.velocity * (speed / CURRENT_SPEED); body_.velocity = body_.velocity * (speed / CURRENT_SPEED);
} else { } else {
const float A = (std::rand() % 360) * Constants::PI / 180.0F; const float A = static_cast<float>(std::rand() % 360) * Constants::PI / 180.0F;
setVelocityFromAngle(A, speed); setVelocityFromAngle(A, speed);
} }
} }
@@ -239,17 +243,14 @@ void Enemy::setVelocityFromAngle(float angle_movement, float speed) {
body_.velocity = angleToDirection(angle_movement) * speed; body_.velocity = angleToDirection(angle_movement) * speed;
} }
// PENTAGON: zigzag esquivador. Cambios de dirección periódicos (probabilísticos) // PENTAGON: zigzag esquivador. Canvis de direcció periòdics (probabilístics)
// en lugar de detectar paredes; el rebote contra muros lo hace PhysicsWorld // en lloc de detectar parets; el rebot contra murs el fa PhysicsWorld.
// con restitution=1.0.
void Enemy::behaviorPentagon(float delta_time) { void Enemy::behaviorPentagon(float delta_time) {
direction_change_timer_ += delta_time; direction_change_timer_ += delta_time;
const float RAND_VAL = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX); if (randFloat01() < config_->behavior.zigzag_prob_per_second * delta_time) {
if (RAND_VAL < config_->behavior.zigzag_prob_per_second * delta_time) {
const float CURRENT_ANGLE = velocityToAngle(body_.velocity); const float CURRENT_ANGLE = velocityToAngle(body_.velocity);
const float DELTA = (static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * const float DELTA = randFloat01() * config_->behavior.angle_change_max;
config_->behavior.angle_change_max;
const float NEW_ANGLE = CURRENT_ANGLE + ((std::rand() % 2 == 0) ? DELTA : -DELTA); const float NEW_ANGLE = CURRENT_ANGLE + ((std::rand() % 2 == 0) ? DELTA : -DELTA);
const float SPEED = body_.velocity.length(); const float SPEED = body_.velocity.length();
setVelocityFromAngle(NEW_ANGLE, SPEED); setVelocityFromAngle(NEW_ANGLE, SPEED);
@@ -257,8 +258,7 @@ void Enemy::behaviorPentagon(float delta_time) {
} }
} }
// SQUARE: tracking discreto cada tracking_interval. Ajusta dirección // SQUARE: tracking discret cap a la nau cada N segons.
// hacia el ship mezclando con tracking_strength_.
void Enemy::behaviorSquare(float delta_time) { void Enemy::behaviorSquare(float delta_time) {
tracking_timer_ += delta_time; tracking_timer_ += delta_time;
@@ -283,7 +283,7 @@ void Enemy::behaviorSquare(float delta_time) {
} }
} }
// PINWHEEL: movimiento recto + boost de rotación visual cerca del ship. // PINWHEEL: movement rectilini + boost de rotació visual prop del ship.
void Enemy::behaviorPinwheel(float /*delta_time*/) { void Enemy::behaviorPinwheel(float /*delta_time*/) {
if (ship_position_ != nullptr) { if (ship_position_ != nullptr) {
const Vec2 TO_SHIP = *ship_position_ - center_; const Vec2 TO_SHIP = *ship_position_ - center_;
@@ -302,38 +302,26 @@ void Enemy::updateAnimation(float delta_time) {
} }
void Enemy::updatePulse(float delta_time) { void Enemy::updatePulse(float delta_time) {
const auto& cfg = config_->animation.pulse;
if (animation_.pulse_active) { if (animation_.pulse_active) {
animation_.pulse_phase += 2.0F * Constants::PI * animation_.pulse_frequency * delta_time; animation_.pulse_phase += 2.0F * Constants::PI * animation_.pulse_frequency * delta_time;
animation_.pulse_time_remaining -= delta_time; animation_.pulse_time_remaining -= delta_time;
if (animation_.pulse_time_remaining <= 0.0F) { if (animation_.pulse_time_remaining <= 0.0F) {
animation_.pulse_active = false; animation_.pulse_active = false;
} }
} else { return;
const float RAND_VAL = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX); }
const float TRIGGER_PROB = Defaults::Enemies::Animation::PULSE_TRIGGER_PROB * delta_time; if (randFloat01() < cfg.trigger_prob_per_second * delta_time) {
if (RAND_VAL < TRIGGER_PROB) { animation_.pulse_active = true;
animation_.pulse_active = true; animation_.pulse_phase = 0.0F;
animation_.pulse_phase = 0.0F; animation_.pulse_frequency = randRange(cfg.frequency_min, cfg.frequency_max);
animation_.pulse_amplitude = randRange(cfg.amplitude_min, cfg.amplitude_max);
const float FREQ_RANGE = Defaults::Enemies::Animation::PULSE_FREQ_MAX - animation_.pulse_time_remaining = randRange(cfg.duration_min, cfg.duration_max);
Defaults::Enemies::Animation::PULSE_FREQ_MIN;
animation_.pulse_frequency = Defaults::Enemies::Animation::PULSE_FREQ_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * FREQ_RANGE);
const float AMP_RANGE = Defaults::Enemies::Animation::PULSE_AMPLITUD_MAX -
Defaults::Enemies::Animation::PULSE_AMPLITUD_MIN;
animation_.pulse_amplitude = Defaults::Enemies::Animation::PULSE_AMPLITUD_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * AMP_RANGE);
const float DUR_RANGE = Defaults::Enemies::Animation::PULSE_DURATION_MAX -
Defaults::Enemies::Animation::PULSE_DURATION_MIN;
animation_.pulse_time_remaining = Defaults::Enemies::Animation::PULSE_DURATION_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * DUR_RANGE);
}
} }
} }
void Enemy::updateRotationAcceleration(float delta_time) { void Enemy::updateRotationAcceleration(float delta_time) {
const auto& cfg = config_->animation.rotation_accel;
if (animation_.rotation_delta_t < 1.0F) { if (animation_.rotation_delta_t < 1.0F) {
animation_.rotation_delta_t += delta_time / animation_.rotation_delta_duration; animation_.rotation_delta_t += delta_time / animation_.rotation_delta_duration;
if (animation_.rotation_delta_t >= 1.0F) { if (animation_.rotation_delta_t >= 1.0F) {
@@ -347,34 +335,24 @@ void Enemy::updateRotationAcceleration(float delta_time) {
const float TARGET = animation_.rotation_delta_target; const float TARGET = animation_.rotation_delta_target;
rotation_delta_ = INITIAL + ((TARGET - INITIAL) * SMOOTH_T); rotation_delta_ = INITIAL + ((TARGET - INITIAL) * SMOOTH_T);
} }
} else { return;
const float RAND_VAL = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX); }
const float TRIGGER_PROB = Defaults::Enemies::Animation::ROTATION_ACCEL_TRIGGER_PROB * delta_time; if (randFloat01() < cfg.trigger_prob_per_second * delta_time) {
if (RAND_VAL < TRIGGER_PROB) { animation_.rotation_delta_t = 0.0F;
animation_.rotation_delta_t = 0.0F; const float MULTIPLIER = randRange(cfg.multiplier_min, cfg.multiplier_max);
animation_.rotation_delta_target = animation_.rotation_delta_base * MULTIPLIER;
const float MULT_RANGE = Defaults::Enemies::Animation::ROTATION_ACCEL_MULTIPLIER_MAX - animation_.rotation_delta_duration = randRange(cfg.duration_min, cfg.duration_max);
Defaults::Enemies::Animation::ROTATION_ACCEL_MULTIPLIER_MIN;
const float MULTIPLIER = Defaults::Enemies::Animation::ROTATION_ACCEL_MULTIPLIER_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * MULT_RANGE);
animation_.rotation_delta_target = animation_.rotation_delta_base * MULTIPLIER;
const float DUR_RANGE = Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MAX -
Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MIN;
animation_.rotation_delta_duration = Defaults::Enemies::Animation::ROTATION_ACCEL_DURATION_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * DUR_RANGE);
}
} }
} }
auto Enemy::computeCurrentScale() const -> float { auto Enemy::computeCurrentScale() const -> float {
float scale = 1.0F; float scale = 1.0F;
if (invulnerability_timer_ > 0.0F) { if (invulnerability_timer_ > 0.0F) {
const float T_INV = invulnerability_timer_ / Defaults::Enemies::Spawn::INVULNERABILITY_DURATION; const float T_INV = invulnerability_timer_ / config_->spawn.invulnerability_duration;
const float T = 1.0F - T_INV; const float T = 1.0F - T_INV;
const float SMOOTH_T = T * T * (3.0F - (2.0F * T)); const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
constexpr float START = Defaults::Enemies::Spawn::INVULNERABILITY_SCALE_START; const float START = config_->spawn.invulnerability_scale_start;
constexpr float END = Defaults::Enemies::Spawn::INVULNERABILITY_SCALE_END; const float END = config_->spawn.invulnerability_scale_end;
scale = START + ((END - START) * SMOOTH_T); scale = START + ((END - START) * SMOOTH_T);
} else if (animation_.pulse_active) { } else if (animation_.pulse_active) {
scale += animation_.pulse_amplitude * std::sin(animation_.pulse_phase); scale += animation_.pulse_amplitude * std::sin(animation_.pulse_phase);
@@ -396,7 +374,7 @@ void Enemy::setTrackingStrength(float strength) {
} }
} }
auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float collision_radius, float& out_x, float& out_y) -> bool { auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float collision_radius, float safety_distance, float& out_x, float& out_y) -> bool {
float min_x; float min_x;
float max_x; float max_x;
float min_y; float min_y;
@@ -411,5 +389,5 @@ auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float collision_radius, float
const float DX = out_x - ship_pos.x; const float DX = out_x - ship_pos.x;
const float DY = out_y - ship_pos.y; const float DY = out_y - ship_pos.y;
const float DISTANCE = std::sqrt((DX * DX) + (DY * DY)); const float DISTANCE = std::sqrt((DX * DX) + (DY * DY));
return DISTANCE >= Defaults::Enemies::Spawn::SAFETY_DISTANCE; return DISTANCE >= safety_distance;
} }
+2 -3
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@@ -6,7 +6,6 @@
#include <cstdint> #include <cstdint>
#include "core/defaults.hpp"
#include "core/entities/entity.hpp" #include "core/entities/entity.hpp"
#include "core/types.hpp" #include "core/types.hpp"
@@ -142,8 +141,8 @@ class Enemy : public Entities::Entity {
void behaviorSquare(float delta_time); void behaviorSquare(float delta_time);
void behaviorPinwheel(float delta_time); void behaviorPinwheel(float delta_time);
[[nodiscard]] auto computeCurrentScale() const -> float; [[nodiscard]] auto computeCurrentScale() const -> float;
// Static: passa collision_radius com a param per no acoblar a *this. // Static: passa els paràmetres com a args per no acoblar a *this.
static auto attemptSafeSpawn(const Vec2& ship_pos, float collision_radius, float& out_x, float& out_y) -> bool; static auto attemptSafeSpawn(const Vec2& ship_pos, float collision_radius, float safety_distance, float& out_x, float& out_y) -> bool;
// Helper: setear body_.velocity desde un ángulo y magnitud. // Helper: setear body_.velocity desde un ángulo y magnitud.
// angle_movement=0 apunta hacia arriba (eje Y negativo SDL). // angle_movement=0 apunta hacia arriba (eje Y negativo SDL).
+57
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@@ -80,6 +80,60 @@ namespace {
out.speed = p["speed"].get_value<float>(); out.speed = p["speed"].get_value<float>();
out.rotation_delta_min = p["rotation_delta_min"].get_value<float>(); out.rotation_delta_min = p["rotation_delta_min"].get_value<float>();
out.rotation_delta_max = p["rotation_delta_max"].get_value<float>(); out.rotation_delta_max = p["rotation_delta_max"].get_value<float>();
out.restitution = p["restitution"].get_value<float>();
out.linear_damping = p["linear_damping"].get_value<float>();
out.angular_damping = p["angular_damping"].get_value<float>();
return true;
}
auto parseAnimation(const fkyaml::node& node, const std::string& name, EnemyConfig::AnimationCfg& out) -> bool {
if (!node.contains("animation") ||
!node["animation"].contains("pulse") ||
!node["animation"].contains("rotation_accel")) {
std::cerr << "[EnemyConfig] Error: falta 'animation.pulse' o 'animation.rotation_accel' a " << name << '\n';
return false;
}
const auto& p = node["animation"]["pulse"];
out.pulse.trigger_prob_per_second = p["trigger_prob_per_second"].get_value<float>();
out.pulse.duration_min = p["duration_min"].get_value<float>();
out.pulse.duration_max = p["duration_max"].get_value<float>();
out.pulse.amplitude_min = p["amplitude_min"].get_value<float>();
out.pulse.amplitude_max = p["amplitude_max"].get_value<float>();
out.pulse.frequency_min = p["frequency_min"].get_value<float>();
out.pulse.frequency_max = p["frequency_max"].get_value<float>();
const auto& r = node["animation"]["rotation_accel"];
out.rotation_accel.trigger_prob_per_second = r["trigger_prob_per_second"].get_value<float>();
out.rotation_accel.duration_min = r["duration_min"].get_value<float>();
out.rotation_accel.duration_max = r["duration_max"].get_value<float>();
out.rotation_accel.multiplier_min = r["multiplier_min"].get_value<float>();
out.rotation_accel.multiplier_max = r["multiplier_max"].get_value<float>();
return true;
}
auto parseWounded(const fkyaml::node& node, const std::string& name, EnemyConfig::WoundedCfg& out) -> bool {
if (!node.contains("wounded")) {
std::cerr << "[EnemyConfig] Error: falta 'wounded' a " << name << '\n';
return false;
}
const auto& w = node["wounded"];
out.duration = w["duration"].get_value<float>();
out.blink_hz = w["blink_hz"].get_value<float>();
return true;
}
auto parseSpawn(const fkyaml::node& node, const std::string& name, EnemyConfig::SpawnCfg& out) -> bool {
if (!node.contains("spawn")) {
std::cerr << "[EnemyConfig] Error: falta 'spawn' a " << name << '\n';
return false;
}
const auto& s = node["spawn"];
out.invulnerability_duration = s["invulnerability_duration"].get_value<float>();
out.invulnerability_brightness_start = s["invulnerability_brightness_start"].get_value<float>();
out.invulnerability_brightness_end = s["invulnerability_brightness_end"].get_value<float>();
out.invulnerability_scale_start = s["invulnerability_scale_start"].get_value<float>();
out.invulnerability_scale_end = s["invulnerability_scale_end"].get_value<float>();
out.safety_distance = s["safety_distance"].get_value<float>();
return true; return true;
} }
@@ -134,6 +188,9 @@ auto EnemyConfig::fromYaml(const fkyaml::node& node, EnemyType expected_ai_type)
if (!parseShape(node, cfg.name, cfg.shape)) { return std::nullopt; } if (!parseShape(node, cfg.name, cfg.shape)) { return std::nullopt; }
if (!parsePhysics(node, cfg.name, cfg.physics)) { return std::nullopt; } if (!parsePhysics(node, cfg.name, cfg.physics)) { return std::nullopt; }
parseBehavior(node, cfg.behavior); parseBehavior(node, cfg.behavior);
if (!parseAnimation(node, cfg.name, cfg.animation)) { return std::nullopt; }
if (!parseWounded(node, cfg.name, cfg.wounded)) { return std::nullopt; }
if (!parseSpawn(node, cfg.name, cfg.spawn)) { return std::nullopt; }
if (!parseColors(node, cfg.name, cfg.colors)) { return std::nullopt; } if (!parseColors(node, cfg.name, cfg.colors)) { return std::nullopt; }
if (!parseScore(node, cfg.name, cfg.score)) { return std::nullopt; } if (!parseScore(node, cfg.name, cfg.score)) { return std::nullopt; }
+43
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@@ -27,6 +27,9 @@ struct EnemyConfig {
float speed; float speed;
float rotation_delta_min; float rotation_delta_min;
float rotation_delta_max; float rotation_delta_max;
float restitution; // rebot contra parets (1.0 = perfectament elàstic)
float linear_damping; // fricció lineal (s^-1)
float angular_damping;
}; };
// Camps específics de cada AI. Els no aplicables a un tipus queden a 0.0F // Camps específics de cada AI. Els no aplicables a un tipus queden a 0.0F
@@ -43,6 +46,43 @@ struct EnemyConfig {
float proximity_distance{0.0F}; float proximity_distance{0.0F};
}; };
// Animacions decoratives. Compartides estructuralment entre tots els tipus
// però amb valors propis per personalitzar la "personalitat" visual de cada un.
struct AnimationCfg {
struct PulseCfg {
float trigger_prob_per_second; // probabilitat per segon d'iniciar un pulse
float duration_min;
float duration_max;
float amplitude_min; // amplitud d'escala (±)
float amplitude_max;
float frequency_min; // Hz
float frequency_max;
};
struct RotationAccelCfg {
float trigger_prob_per_second;
float duration_min; // segons de transició al nou speed
float duration_max;
float multiplier_min; // multiplicador sobre rotation_delta_base
float multiplier_max;
};
PulseCfg pulse;
RotationAccelCfg rotation_accel;
};
struct WoundedCfg {
float duration; // segons en estat ferit abans d'explotar
float blink_hz; // freqüència del parpelleig color normal ↔ wounded
};
struct SpawnCfg {
float invulnerability_duration; // segons d'invulnerabilitat post-spawn
float invulnerability_brightness_start; // brightness inicial (corba LERP)
float invulnerability_brightness_end; // brightness final
float invulnerability_scale_start; // escala inicial (corba LERP, 0 = invisible)
float invulnerability_scale_end; // escala final (1 = mida nativa)
float safety_distance; // px mínim respecte al player al spawn
};
struct ColorsCfg { struct ColorsCfg {
SDL_Color normal; SDL_Color normal;
SDL_Color wounded; SDL_Color wounded;
@@ -53,6 +93,9 @@ struct EnemyConfig {
ShapeCfg shape; ShapeCfg shape;
PhysicsCfg physics; PhysicsCfg physics;
BehaviorCfg behavior; BehaviorCfg behavior;
AnimationCfg animation;
WoundedCfg wounded;
SpawnCfg spawn;
ColorsCfg colors; ColorsCfg colors;
int score; int score;