feat(demo): attract mode amb pilot IA, escenaris curats i música contínua del títol
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@@ -4,6 +4,7 @@
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#include "game_scene.hpp"
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <cstdlib>
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#include <ctime>
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@@ -12,6 +13,7 @@
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#include "core/audio/audio.hpp"
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#include "core/entities/entity_loader.hpp"
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#include "core/input/input.hpp"
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#include "core/input/input_types.hpp"
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#include "core/locale/locale.hpp"
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#include "core/system/scene_context.hpp"
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#include "core/system/service_menu.hpp"
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@@ -29,6 +31,22 @@ using SceneManager::SceneContext;
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using SceneType = SceneContext::SceneType;
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using Option = SceneContext::Option;
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namespace {
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// Attract mode: duració màxima de la demo i marge perquè es vegi l'explosió
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// de la nau abans de saltar al logo (menor que DEATH_DURATION=3s per evitar
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// la seqüència de respawn/continue).
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constexpr float DEMO_DURATION = 35.0F;
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constexpr float DEMO_DEATH_LINGER = 2.0F;
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// Qualsevol d'aquestes accions trenca la demo i torna al títol.
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constexpr std::array<InputAction, 5> DEMO_EXIT_ACTIONS = {
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InputAction::LEFT,
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InputAction::RIGHT,
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InputAction::THRUST,
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InputAction::SHOOT,
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InputAction::START};
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} // namespace
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GameScene::GameScene(SDLManager& sdl, SceneContext& context)
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: sdl_(sdl),
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context_(context),
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@@ -139,7 +157,17 @@ GameScene::GameScene(SDLManager& sdl, SceneContext& context)
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// Initialize stage manager
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stage_manager_ = std::make_unique<StageSystem::StageManager>(stage_config_.get());
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stage_manager_->init();
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if (match_config_.mode == GameConfig::Mode::DEMO) {
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// Attract mode: arrencar directament en PLAYING a l'escenari curat
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// actual (partida "ja començada") i avançar l'índex perquè la pròxima
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// demo mostri un escenari diferent.
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const uint8_t DEMO_STAGE = Systems::Demo::scenarioStage(context_.demoScenarioIndex());
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context_.advanceDemoScenario();
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stage_manager_->initDemo(DEMO_STAGE);
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demo_timer_ = DEMO_DURATION;
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} else {
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stage_manager_->init();
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}
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// Set ship position reference for safe spawn (P1 for now, TODO: dual tracking)
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stage_manager_->getWaveRunner().setShipPosition(&ships_[0].getCenter());
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@@ -226,7 +254,12 @@ void GameScene::update(float delta_time) {
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// mantener update() legible y reducir complejidad cognitiva.
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stepPhysics(delta_time);
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if (game_over_state_ == GameOverState::NONE) {
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if (match_config_.mode == GameConfig::Mode::DEMO) {
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// Mode demo (attract): salida por input/timeout/muerte + control del pilot.
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if (stepDemo(delta_time)) {
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return;
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}
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} else if (game_over_state_ == GameOverState::NONE) {
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stepShootingInput();
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stepMidGameJoin();
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}
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@@ -299,6 +332,56 @@ void GameScene::stepShootingInput() {
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}
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}
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void GameScene::updateShipsControl(float delta_time) {
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const bool DEMO = (match_config_.mode == GameConfig::Mode::DEMO);
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for (uint8_t i = 0; i < 2; i++) {
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const bool ACTIU = (i == 0) ? match_config_.player1_active : match_config_.player2_active;
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if (!ACTIU || hit_timer_per_player_[i] != 0.0F) {
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continue;
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}
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// En demo, la P1 es mou amb el pilot IA (control calculat a stepDemo);
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// la resta de casos llegeixen Input com sempre.
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if (DEMO && i == 0) {
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ships_[0].applyMovement(demo_ctrl_.left, demo_ctrl_.right, demo_ctrl_.thrust, delta_time);
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} else {
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ships_[i].processInput(delta_time, i);
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}
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ships_[i].update(delta_time);
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}
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}
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auto GameScene::stepDemo(float delta_time) -> bool {
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// Qualsevol input trenca la demo i torna al títol (música intacta).
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if (Input::get()->checkAnyPlayerAction(DEMO_EXIT_ACTIONS)) {
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context_.setNextScene(SceneType::TITLE, Option::JUMP_TO_TITLE_MAIN);
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return true;
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}
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// En morir la nau, escurçar el timer perquè es vegi l'explosió i després
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// saltar al logo (sense passar per CONTINUE/GAME_OVER ni parar la música).
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if (hit_timer_per_player_[0] > 0.0F) {
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demo_timer_ = std::min(demo_timer_, DEMO_DEATH_LINGER);
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}
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demo_timer_ -= delta_time;
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if (demo_timer_ <= 0.0F) {
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endDemo();
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return true;
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}
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// Control del pilot per al frame; el disparo el dispara GameScene.
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demo_ctrl_ = demo_pilot_.compute(ships_[0], enemies_, Defaults::Zones::PLAYAREA, delta_time);
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if (demo_ctrl_.shoot) {
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fireBullet(0);
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}
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return false;
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}
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void GameScene::endDemo() {
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// No parem la música: title.ogg segueix sonant durant el cicle atrae.
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context_.setNextScene(SceneType::LOGO);
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}
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void GameScene::stepMidGameJoin() {
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// Permitir join solo durante PLAYING.
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if (stage_manager_->getState() != StageSystem::EstatStage::PLAYING) {
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@@ -496,13 +579,7 @@ void GameScene::runStageLevelStart(float delta_time) {
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stage_manager_->update(delta_time);
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// Ambas naves pueden moverse y disparar durante el intro.
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for (uint8_t i = 0; i < 2; i++) {
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const bool ACTIU = (i == 0) ? match_config_.player1_active : match_config_.player2_active;
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if (ACTIU && hit_timer_per_player_[i] == 0.0F) {
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ships_[i].processInput(delta_time, i);
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ships_[i].update(delta_time);
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}
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}
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updateShipsControl(delta_time);
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for (auto& bullet : bullets_) {
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bullet.update(delta_time);
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}
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@@ -524,13 +601,7 @@ void GameScene::runStagePlaying(float delta_time) {
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}
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// Gameplay normal: ships activos + entidades + colisiones + efectos.
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for (uint8_t i = 0; i < 2; i++) {
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const bool ACTIU = (i == 0) ? match_config_.player1_active : match_config_.player2_active;
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if (ACTIU && hit_timer_per_player_[i] == 0.0F) {
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ships_[i].processInput(delta_time, i);
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ships_[i].update(delta_time);
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}
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}
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updateShipsControl(delta_time);
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auto ai_ctx = buildCollisionContext();
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for (std::size_t i = 0; i < enemies_.size(); ++i) {
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Systems::EnemyAi::tick(ai_ctx, enemies_[i], i, delta_time);
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@@ -552,13 +623,7 @@ void GameScene::runStagePlaying(float delta_time) {
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void GameScene::runStageLevelCompleted(float delta_time) {
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stage_manager_->update(delta_time);
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for (uint8_t i = 0; i < 2; i++) {
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const bool ACTIU = (i == 0) ? match_config_.player1_active : match_config_.player2_active;
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if (ACTIU && hit_timer_per_player_[i] == 0.0F) {
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ships_[i].processInput(delta_time, i);
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ships_[i].update(delta_time);
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}
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}
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updateShipsControl(delta_time);
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for (auto& bullet : bullets_) {
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bullet.update(delta_time);
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}
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