feat(title-3d): TitleScene3D, SceneType::TITLE_3D i trigger ORNI_TITLE_3D

This commit is contained in:
2026-05-22 08:22:36 +02:00
parent 7a3a71e1dc
commit b654fd0428
4 changed files with 703 additions and 17 deletions
+11 -1
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@@ -24,6 +24,7 @@
#include "game/scenes/game_scene.hpp"
#include "game/scenes/logo_scene.hpp"
#include "game/scenes/title_scene.hpp"
#include "game/scenes/title_scene_3d.hpp"
#include "global_events.hpp"
#include "project.h"
#include "scene.hpp"
@@ -291,8 +292,17 @@ auto Director::buildScene(SceneType type, SDLManager& sdl, SceneContext& context
switch (type) {
case SceneType::LOGO:
return std::make_unique<LogoScene>(sdl, context);
case SceneType::TITLE:
case SceneType::TITLE: {
// Env var ORNI_TITLE_3D=1 redirigeix la TITLE clàssica cap a la
// variant 3D real en proves; en qualsevol altre cas, la 2D.
const char* env = std::getenv("ORNI_TITLE_3D");
if (env != nullptr && env[0] == '1' && env[1] == '\0') {
return std::make_unique<TitleScene3D>(sdl, context);
}
return std::make_unique<TitleScene>(sdl, context);
}
case SceneType::TITLE_3D:
return std::make_unique<TitleScene3D>(sdl, context);
case SceneType::GAME:
return std::make_unique<GameScene>(sdl, context);
case SceneType::EXIT:
+19 -16
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@@ -9,16 +9,19 @@
namespace SceneManager {
// Context de transición entre escenes
// Conté l'escena destinació i opciones específiques per aquella escena
class SceneContext {
public:
// Context de transición entre escenes
// Conté l'escena destinació i opciones específiques per aquella escena
class SceneContext {
public:
// Tipo de escena del juego
enum class SceneType : std::uint8_t {
LOGO, // Pantalla de start (logo JAILGAMES)
TITLE, // Pantalla de título con menú
GAME, // Juego principal (Asteroids)
EXIT // Salir del programa
LOGO, // Pantalla de start (logo JAILGAMES)
TITLE, // Pantalla de título (versió 2D actual). Si l'env var
// ORNI_TITLE_3D=1 està activa, Director::buildScene
// redirigeix aquest valor a TitleScene3D.
TITLE_3D, // Pantalla de títol 3D real (variant en proves)
GAME, // Juego principal (Asteroids)
EXIT // Salir del programa
};
// Opciones específiques para cada escena
@@ -70,14 +73,14 @@ class SceneContext {
return match_config_;
}
private:
SceneType next_scene_{SceneType::LOGO}; // SceneType a la qual transicionar
Option option_{Option::NONE}; // Opción específica per l'escena
GameConfig::MatchConfig match_config_; // Configuración de match (jugadors active, mode)
};
private:
SceneType next_scene_{SceneType::LOGO}; // SceneType a la qual transicionar
Option option_{Option::NONE}; // Opción específica per l'escena
GameConfig::MatchConfig match_config_; // Configuración de match (jugadors active, mode)
};
// Variable global inline per gestionar l'escena actual (backward compatibility)
// Sincronitzada con context.nextScene() por el Director
inline SceneContext::SceneType actual = SceneContext::SceneType::LOGO;
// Variable global inline per gestionar l'escena actual (backward compatibility)
// Sincronitzada con context.nextScene() por el Director
inline SceneContext::SceneType actual = SceneContext::SceneType::LOGO;
} // namespace SceneManager
+547
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@@ -0,0 +1,547 @@
// title_scene_3d.cpp - Implementació de l'escena de títol 3D real
// © 2026 JailDesigner
#include "title_scene_3d.hpp"
#include <algorithm>
#include <cfloat>
#include <cmath>
#include <iostream>
#include <numbers>
#include <string>
#include "core/audio/audio.hpp"
#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/input/input.hpp"
#include "core/rendering/shape_renderer.hpp"
#include "core/system/scene_context.hpp"
#include "project.h"
using SceneManager::SceneContext;
using SceneType = SceneContext::SceneType;
using Option = SceneContext::Option;
namespace {
// Botons per iniciar partida des de MAIN (només START). Duplicat del que viu
// al `title_scene.hpp` perquè no volem un acoblament entre la versió 2D i la
// 3D mentre conviuen.
constexpr std::array<InputAction, 1> START_GAME_BUTTONS_3D = {InputAction::START};
} // namespace
TitleScene3D::TitleScene3D(SDLManager& sdl, SceneContext& context)
: sdl_(sdl),
context_(context),
text_(sdl.getRenderer()) {
std::cout << "SceneType Titol3D: Inicialitzant...\n";
match_config_.jugador1_actiu = false;
match_config_.jugador2_actiu = false;
match_config_.mode = GameConfig::Mode::NORMAL;
auto option = context_.consumeOption();
if (option == Option::JUMP_TO_TITLE_MAIN) {
std::cout << "SceneType Titol3D: Opció JUMP_TO_TITLE_MAIN activada\n";
estat_actual_ = TitleState::MAIN;
temps_estat_main_ = 0.0F;
}
// Càmera 3D: posicionada a l'origen, mirant cap a +Z, amb Y cap amunt.
camera_ = std::make_unique<Graphics::Camera3D>(
Vec3{.x = 0.0F, .y = 0.0F, .z = 0.0F},
Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F},
Vec3{.x = 0.0F, .y = 1.0F, .z = 0.0F},
CAMERA_FOV_Y_RAD,
static_cast<float>(Defaults::Game::WIDTH),
static_cast<float>(Defaults::Game::HEIGHT));
starfield_ = std::make_unique<Graphics::Starfield3D>(
sdl_.getRenderer(),
camera_.get(),
200);
if (estat_actual_ == TitleState::MAIN) {
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
} else {
starfield_->setBrightness(0.0F);
}
ship_animator_ = std::make_unique<Title::ShipAnimator3D>(sdl_.getRenderer(), camera_.get());
ship_animator_->init();
if (estat_actual_ == TitleState::MAIN) {
ship_animator_->setVisible(true);
ship_animator_->startEntryAnimation();
} else {
ship_animator_->setVisible(false);
}
initTitle();
inicialitzarJailgames();
if (Audio::getMusicState() != Audio::MusicState::PLAYING) {
Audio::get()->playMusic("title.ogg");
}
}
TitleScene3D::~TitleScene3D() {
Audio::get()->stopMusic();
}
void TitleScene3D::initTitle() {
using namespace Graphics;
const std::vector<std::string> FITXERS_ORNI = {
"title/letra_o.shp",
"title/letra_r.shp",
"title/letra_n.shp",
"title/letra_i.shp"};
float ancho_total_orni = 0.0F;
for (const auto& file : FITXERS_ORNI) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene3D] Error carregant " << file << '\n';
continue;
}
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
float max_y = -FLT_MAX;
for (const auto& prim : shape->getPrimitives()) {
for (const auto& point : prim.points) {
min_x = std::min(min_x, point.x);
max_x = std::max(max_x, point.x);
min_y = std::min(min_y, point.y);
max_y = std::max(max_y, point.y);
}
}
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});
ancho_total_orni += ANCHO;
}
ancho_total_orni += ESPAI_ENTRE_LLETRES * static_cast<float>(lletres_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;
lletra.position.y = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
x_actual += lletra.ancho + ESPAI_ENTRE_LLETRES;
}
const float ALTURA_ORNI = lletres_orni_.empty() ? 50.0F : lletres_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;
const std::vector<std::string> FITXERS_ATTACK = {
"title/letra_a.shp",
"title/letra_t.shp",
"title/letra_t.shp",
"title/letra_a.shp",
"title/letra_c.shp",
"title/letra_k.shp",
"title/letra_exclamacion.shp"};
float ancho_total_attack = 0.0F;
for (const auto& file : FITXERS_ATTACK) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene3D] Error carregant " << file << '\n';
continue;
}
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
float max_y = -FLT_MAX;
for (const auto& prim : shape->getPrimitives()) {
for (const auto& point : prim.points) {
min_x = std::min(min_x, point.x);
max_x = std::max(max_x, point.x);
min_y = std::min(min_y, point.y);
max_y = std::max(max_y, point.y);
}
}
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});
ancho_total_attack += ANCHO;
}
ancho_total_attack += ESPAI_ENTRE_LLETRES * static_cast<float>(lletres_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;
}
posicions_originals_orni_.clear();
for (const auto& lletra : lletres_orni_) {
posicions_originals_orni_.push_back(lletra.position);
}
posicions_originals_attack_.clear();
for (const auto& lletra : lletres_attack_) {
posicions_originals_attack_.push_back(lletra.position);
}
}
void TitleScene3D::inicialitzarJailgames() {
using namespace Graphics;
const std::vector<std::string> FITXERS = {
"logo/letra_j.shp",
"logo/letra_a.shp",
"logo/letra_i.shp",
"logo/letra_l.shp",
"logo/letra_g.shp",
"logo/letra_a.shp",
"logo/letra_m.shp",
"logo/letra_e.shp",
"logo/letra_s.shp"};
constexpr float SCALE = Defaults::Title::Layout::JAILGAMES_SCALE;
float ancho_total = 0.0F;
float altura_max = 0.0F;
for (const auto& file : FITXERS) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[TitleScene3D] Error carregant " << file << '\n';
continue;
}
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
float min_y = FLT_MAX;
float max_y = -FLT_MAX;
for (const auto& prim : shape->getPrimitives()) {
for (const auto& point : prim.points) {
min_x = std::min(min_x, point.x);
max_x = std::max(max_x, point.x);
min_y = std::min(min_y, point.y);
max_y = std::max(max_y, point.y);
}
}
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});
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);
}
const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
const float GAP = Defaults::Game::HEIGHT * Defaults::Title::Layout::JAILGAMES_COPYRIGHT_GAP;
const float Y_CENTRE = Y_COPY - GAP - (altura_max / 2.0F);
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;
lletra.position.y = Y_CENTRE;
x_actual += lletra.ancho + ESPAI_JAILGAMES;
}
}
void TitleScene3D::dibuixarPeuTitol(float spacing) const {
for (const auto& lletra : lletres_jailgames_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::JAILGAMES_SCALE, 1.0F);
}
std::string copyright = Project::COPYRIGHT;
for (char& c : copyright) {
if (c >= 'a' && c <= 'z') {
c = static_cast<char>(c - 32);
}
}
const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
const float CENTRE_X = Defaults::Game::WIDTH / 2.0F;
text_.renderCentered(copyright, {.x = CENTRE_X, .y = Y_COPY}, Defaults::Title::Layout::COPYRIGHT_SCALE, spacing);
}
auto TitleScene3D::isFinished() const -> bool {
// Aquesta escena és la destinació d'un setNextScene(TITLE) quan ORNI_TITLE_3D
// està activat; mentre el context continue marcant TITLE com a destí actual,
// l'escena resta viva. També accepta TITLE_3D explícit.
const SceneType NEXT = context_.nextScene();
return NEXT != SceneType::TITLE && NEXT != SceneType::TITLE_3D;
}
void TitleScene3D::update(float delta_time) {
if (starfield_) {
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)) {
ship_animator_->update(delta_time);
}
switch (estat_actual_) {
case TitleState::STARFIELD_FADE_IN:
updateStarfieldFadeInState(delta_time);
break;
case TitleState::STARFIELD:
updateStarfieldState(delta_time);
break;
case TitleState::MAIN:
updateMainState(delta_time);
break;
case TitleState::PLAYER_JOIN_PHASE:
updatePlayerJoinPhaseState(delta_time);
break;
case TitleState::BLACK_SCREEN:
updateBlackScreenState(delta_time);
break;
}
handleSkipInput();
handleStartInput();
}
void TitleScene3D::updateStarfieldFadeInState(float delta_time) {
temps_acumulat_ += delta_time;
const float PROGRESS = std::min(1.0F, temps_acumulat_ / DURACIO_FADE_IN);
starfield_->setBrightness(PROGRESS * BRIGHTNESS_STARFIELD);
if (temps_acumulat_ >= DURACIO_FADE_IN) {
estat_actual_ = TitleState::STARFIELD;
temps_acumulat_ = 0.0F;
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
}
}
void TitleScene3D::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;
}
}
void TitleScene3D::updateMainState(float delta_time) {
temps_estat_main_ += delta_time;
if (temps_estat_main_ >= Defaults::Title::Ships::ENTRANCE_DELAY &&
ship_animator_ && !ship_animator_->isVisible()) {
ship_animator_->setVisible(true);
ship_animator_->startEntryAnimation();
}
if (temps_estat_main_ < DELAY_INICI_ANIMACIO) {
factor_lerp_ = 0.0F;
animacio_activa_ = false;
} else if (temps_estat_main_ < DELAY_INICI_ANIMACIO + DURACIO_LERP) {
const float TEMPS_LERP = temps_estat_main_ - DELAY_INICI_ANIMACIO;
factor_lerp_ = TEMPS_LERP / DURACIO_LERP;
animacio_activa_ = true;
} else {
factor_lerp_ = 1.0F;
animacio_activa_ = true;
}
updateLogoAnimation(delta_time);
}
void TitleScene3D::updatePlayerJoinPhaseState(float delta_time) {
temps_acumulat_ += delta_time;
updateLogoAnimation(delta_time);
const bool P1_ABANS = match_config_.jugador1_actiu;
const bool P2_ABANS = match_config_.jugador2_actiu;
if (checkStartGameButtonPressed()) {
context_.setMatchConfig(match_config_);
triggerExitForJoinedPlayers(P1_ABANS, P2_ABANS, "late join - ");
Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME);
temps_acumulat_ = 0.0F;
}
if (temps_acumulat_ >= DURACIO_TRANSITION) {
estat_actual_ = TitleState::BLACK_SCREEN;
temps_acumulat_ = 0.0F;
}
}
void TitleScene3D::updateBlackScreenState(float delta_time) {
temps_acumulat_ += delta_time;
if (temps_acumulat_ >= DURACIO_BLACK_SCREEN) {
context_.setNextScene(SceneType::GAME);
}
}
void TitleScene3D::handleSkipInput() {
if (estat_actual_ != TitleState::STARFIELD_FADE_IN && estat_actual_ != TitleState::STARFIELD) {
return;
}
if (!checkSkipButtonPressed()) {
return;
}
estat_actual_ = TitleState::MAIN;
starfield_->setBrightness(BRIGHTNESS_STARFIELD);
temps_estat_main_ = 0.0F;
}
void TitleScene3D::handleStartInput() {
if (estat_actual_ != TitleState::MAIN) {
return;
}
const bool P1_ABANS = match_config_.jugador1_actiu;
const bool P2_ABANS = match_config_.jugador2_actiu;
if (!checkStartGameButtonPressed()) {
return;
}
if (ship_animator_ && !ship_animator_->isVisible()) {
ship_animator_->setVisible(true);
ship_animator_->skipToFloatingState();
}
context_.setMatchConfig(match_config_);
estat_actual_ = TitleState::PLAYER_JOIN_PHASE;
temps_acumulat_ = 0.0F;
triggerExitForJoinedPlayers(P1_ABANS, P2_ABANS, "");
Audio::get()->fadeOutMusic(MUSIC_FADE);
Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME);
}
void TitleScene3D::triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_active, const char* log_prefix) {
if (ship_animator_ == nullptr) {
return;
}
if (match_config_.jugador1_actiu && !p1_was_active) {
ship_animator_->triggerExitAnimationForPlayer(1);
std::cout << "[TitleScene3D] P1 " << log_prefix << "ship exiting\n";
}
if (match_config_.jugador2_actiu && !p2_was_active) {
ship_animator_->triggerExitAnimationForPlayer(2);
std::cout << "[TitleScene3D] P2 " << log_prefix << "ship exiting\n";
}
}
void TitleScene3D::updateLogoAnimation(float delta_time) {
if (!animacio_activa_) {
return;
}
temps_animacio_ += delta_time * factor_lerp_;
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);
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 < 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);
}
}
void TitleScene3D::draw() {
if (starfield_ && estat_actual_ != 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)) {
ship_animator_->draw();
}
if (estat_actual_ == TitleState::STARFIELD_FADE_IN || estat_actual_ == TitleState::STARFIELD) {
return;
}
if (estat_actual_ != TitleState::MAIN && estat_actual_ != TitleState::PLAYER_JOIN_PHASE) {
return;
}
if (animacio_activa_) {
float temps_shadow = std::max(0.0F, temps_animacio_ - 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 Vec2 POS_SHADOW{
.x = posicions_originals_orni_[i].x + std::round(SHADOW_OX),
.y = posicions_originals_orni_[i].y + std::round(SHADOW_OY),
};
Rendering::renderShape(sdl_.getRenderer(), lletres_orni_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS);
}
for (std::size_t i = 0; i < lletres_attack_.size(); ++i) {
const Vec2 POS_SHADOW{
.x = posicions_originals_attack_[i].x + std::round(SHADOW_OX),
.y = posicions_originals_attack_[i].y + std::round(SHADOW_OY),
};
Rendering::renderShape(sdl_.getRenderer(), lletres_attack_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS);
}
}
for (const auto& lletra : lletres_orni_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F);
}
for (const auto& lletra : lletres_attack_) {
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F);
}
const float SPACING = Defaults::Title::Layout::TEXT_SPACING;
bool mostrar_text = true;
if (estat_actual_ == 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);
}
if (mostrar_text) {
const std::string MAIN_TEXT = "PRESS START TO PLAY";
const float MAIN_SCALE = Defaults::Title::Layout::PRESS_START_SCALE;
const float CENTRE_X = Defaults::Game::WIDTH / 2.0F;
const float CENTRE_Y = Defaults::Game::HEIGHT * Defaults::Title::Layout::PRESS_START_POS;
text_.renderCentered(MAIN_TEXT, {.x = CENTRE_X, .y = CENTRE_Y}, MAIN_SCALE, SPACING);
}
dibuixarPeuTitol(SPACING);
}
auto TitleScene3D::checkSkipButtonPressed() -> bool {
return Input::get()->checkAnyPlayerAction(ARCADE_BUTTONS);
}
auto TitleScene3D::checkStartGameButtonPressed() -> bool {
auto* input = Input::get();
bool any_pressed = false;
for (auto action : START_GAME_BUTTONS_3D) {
if (input->checkActionPlayer1(action, Input::DO_NOT_ALLOW_REPEAT)) {
if (!match_config_.jugador1_actiu) {
match_config_.jugador1_actiu = true;
any_pressed = true;
}
}
if (input->checkActionPlayer2(action, Input::DO_NOT_ALLOW_REPEAT)) {
if (!match_config_.jugador2_actiu) {
match_config_.jugador2_actiu = true;
any_pressed = true;
}
}
}
return any_pressed;
}
void TitleScene3D::handleEvent(const SDL_Event& event) {
(void)event;
}
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// title_scene_3d.hpp - Variant 3D real de l'escena de títol
// © 2026 JailDesigner
//
// Clon de `TitleScene` (2D) que substitueix `Graphics::Starfield` per
// `Graphics::Starfield3D` i `Title::ShipAnimator` per `Title::ShipAnimator3D`,
// afegint una `Graphics::Camera3D` que projecta l'escena en perspectiva real.
// Tot el bloc d'overlay 2D (logo "ORNI ATTACK!", "PRESS START TO PLAY", peu
// "JAILGAMES + copyright") es manté idèntic.
//
// Trigger: env var `ORNI_TITLE_3D=1` interceptada al `Director::buildScene`,
// o transicions explícites a `SceneType::TITLE_3D`.
#pragma once
#include <SDL3/SDL.h>
#include <array>
#include <cstdint>
#include <memory>
#include <vector>
#include "core/graphics/camera3d.hpp"
#include "core/graphics/shape.hpp"
#include "core/graphics/starfield3d.hpp"
#include "core/graphics/vector_text.hpp"
#include "core/input/input_types.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "core/system/game_config.hpp"
#include "core/system/scene.hpp"
#include "core/system/scene_context.hpp"
#include "core/types.hpp"
#include "game/title/ship_animator3d.hpp"
class TitleScene3D final : public Scene {
public:
explicit TitleScene3D(SDLManager& sdl, SceneManager::SceneContext& context);
~TitleScene3D() override;
void handleEvent(const SDL_Event& event) override;
void update(float delta_time) override;
void draw() override;
[[nodiscard]] auto isFinished() const -> bool override;
private:
enum class TitleState : std::uint8_t {
STARFIELD_FADE_IN,
STARFIELD,
MAIN,
PLAYER_JOIN_PHASE,
BLACK_SCREEN,
};
struct LetraLogo {
std::shared_ptr<Graphics::Shape> shape;
Vec2 position;
float ancho;
float altura;
float offset_centre;
};
SDLManager& sdl_;
SceneManager::SceneContext& context_;
GameConfig::MatchConfig match_config_;
Graphics::VectorText text_;
std::unique_ptr<Graphics::Camera3D> camera_;
std::unique_ptr<Graphics::Starfield3D> starfield_;
std::unique_ptr<Title::ShipAnimator3D> ship_animator_;
TitleState estat_actual_{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<LetraLogo> lletres_jailgames_;
float temps_animacio_{0.0F};
std::vector<Vec2> posicions_originals_orni_;
std::vector<Vec2> posicions_originals_attack_;
float temps_estat_main_{0.0F};
bool animacio_activa_{false};
float factor_lerp_{0.0F};
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 BLINK_FREQUENCY = 3.0F;
static constexpr float DURACIO_BLACK_SCREEN = 2.0F;
static constexpr int MUSIC_FADE = 1500;
static constexpr float ORBIT_AMPLITUDE_X = 4.0F;
static constexpr float ORBIT_AMPLITUDE_Y = 3.0F;
static constexpr float ORBIT_FREQUENCY_X = 0.8F;
static constexpr float ORBIT_FREQUENCY_Y = 1.2F;
static constexpr float ORBIT_PHASE_OFFSET = 1.57F;
static constexpr float SHADOW_DELAY = 0.5F;
static constexpr float SHADOW_BRIGHTNESS = 0.4F;
static constexpr float SHADOW_OFFSET_X = 2.0F;
static constexpr float SHADOW_OFFSET_Y = 2.0F;
static constexpr float DELAY_INICI_ANIMACIO = 10.0F;
static constexpr float DURACIO_LERP = 2.0F;
// Càmera 3D: FOV vertical en radians.
static constexpr float CAMERA_FOV_Y_RAD = 1.0472F; // 60°
void updateLogoAnimation(float delta_time);
static auto checkSkipButtonPressed() -> bool;
auto checkStartGameButtonPressed() -> bool;
void initTitle();
void inicialitzarJailgames();
void dibuixarPeuTitol(float spacing) const;
void updateStarfieldFadeInState(float delta_time);
void updateStarfieldState(float delta_time);
void updateMainState(float delta_time);
void updatePlayerJoinPhaseState(float delta_time);
void updateBlackScreenState(float delta_time);
void handleSkipInput();
void handleStartInput();
void triggerExitForJoinedPlayers(bool p1_was_active, bool p2_was_active, const char* log_prefix);
};