feat(firework): halo neon per partícula amb color de glow propi (explosió enemic: línia blanca + halo daurat)

This commit is contained in:
JailDesigner committed 2026-05-22 21:57:11 +02:00
1 parent 7b9b5ce569
commit c32b564da1
7 files changed
+96 -12

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+5
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@@ -35,6 +35,11 @@ namespace Effects {
float brightness; // 0..1
SDL_Color color{}; // alpha==0 → oscilador global
// Halo neon (off per defecte). Si glow_color.a > 0, el halo usa
// glow_color (línia blanca + halo daurat, p.ex.); si alpha==0, el
// halo agafa el color de la línia.
bool glow{false};
SDL_Color glow_color{};
bool active;
};
+25 -9
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@@ -65,7 +65,9 @@ namespace Effects {
SDL_Color color,
float initial_speed,
int n_points,
float initial_brightness) {
float initial_brightness,
bool glow,
SDL_Color glow_color) {
if (n_points <= 0) {
return;
}
@@ -105,6 +107,8 @@ namespace Effects {
fw->brightness = initial_brightness;
fw->color = color;
fw->glow = glow;
fw->glow_color = glow_color;
fw->active = true;
}
}
@@ -185,14 +189,26 @@ namespace Effects {
.y = fw.head.y - (DIR_Y * fw.current_length),
};
Rendering::linea(renderer_,
static_cast<int>(fw.head.x),
static_cast<int>(fw.head.y),
static_cast<int>(TAIL.x),
static_cast<int>(TAIL.y),
fw.brightness,
0.0F,
fw.color);
if (fw.glow) {
Rendering::lineaGlow(renderer_,
static_cast<int>(fw.head.x),
static_cast<int>(fw.head.y),
static_cast<int>(TAIL.x),
static_cast<int>(TAIL.y),
fw.brightness,
0.0F,
fw.color,
fw.glow_color);
} else {
Rendering::linea(renderer_,
static_cast<int>(fw.head.x),
static_cast<int>(fw.head.y),
static_cast<int>(TAIL.x),
static_cast<int>(TAIL.y),
fw.brightness,
0.0F,
fw.color);
}
}
}
+5 -1
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@@ -35,11 +35,15 @@ namespace Effects {
// initial_speed: velocitat radial inicial (px/s).
// n_points: nombre de línies. Default Defaults::FX::Firework::N_POINTS.
// initial_brightness: 0..1.
// glow: si true, cada partícula es renderitza amb halo neon.
// glow_color: color del halo. Si alpha==0, agafa el color de la línia.
void spawn(const Vec2& origen,
SDL_Color color = Defaults::FX::Firework::DEFAULT_COLOR,
float initial_speed = Defaults::FX::Firework::SPEED,
int n_points = Defaults::FX::Firework::N_POINTS,
float initial_brightness = Defaults::FX::Firework::INITIAL_BRIGHTNESS);
float initial_brightness = Defaults::FX::Firework::INITIAL_BRIGHTNESS,
bool glow = false,
SDL_Color glow_color = {0, 0, 0, 0});
void update(float delta_time);
void draw() const;
+8 -2
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@@ -79,8 +79,14 @@ namespace Systems::Collision {
Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER);
// Firework burst radial des del centro de l'enemic (efecte adicional al debris).
// No heretem color: el burst usa el blanc per defecte per a un feel més lluminós.
ctx.firework_manager.spawn(ENEMY_POS);
// Línia blanca + halo daurat (WOUNDED) per a feel d'espurnes.
ctx.firework_manager.spawn(ENEMY_POS,
Defaults::FX::Firework::DEFAULT_COLOR,
Defaults::FX::Firework::SPEED,
Defaults::FX::Firework::N_POINTS,
Defaults::FX::Firework::INITIAL_BRIGHTNESS,
/*glow=*/true,
Defaults::Palette::WOUNDED);
}
// Trenca una bala en debris (8 fragments de l'octàgon) + so HIT + desactiva.