refactor(scenes): renombra ancho/altura/centre_punt residuals a anglès

This commit is contained in:
2026-05-24 08:03:28 +02:00
parent 7305d2f5dc
commit d36ad7d1c5
6 changed files with 103 additions and 103 deletions
+3 -3
View File
@@ -235,7 +235,7 @@ namespace Graphics {
}
}
void VectorText::renderCentered(const std::string& text, const Vec2& centre_punt, float scale, float spacing, float brightness, SDL_Color color) const {
void VectorText::renderCentered(const std::string& text, const Vec2& centre_point, float scale, float spacing, float brightness, SDL_Color color) const {
// Calcular dimensions del text
float text_width = getTextWidth(text, scale, spacing);
float text_height = getTextHeight(scale);
@@ -243,8 +243,8 @@ namespace Graphics {
// Calcular posición de l'esquina superior izquierda
// restant la meitat de las dimensions del point central
Vec2 top_left_position = {
.x = centre_punt.x - (text_width / 2.0F),
.y = centre_punt.y - (text_height / 2.0F)};
.x = centre_point.x - (text_width / 2.0F),
.y = centre_point.y - (text_height / 2.0F)};
// Delegar al método render() existent
render(text, top_left_position, scale, spacing, brightness, color);
+2 -2
View File
@@ -31,12 +31,12 @@ namespace Graphics {
// Renderizar string centrado en un punto
// - text: cadena a renderizar
// - centre_punt: punto central del texto (no esquina superior izquierda)
// - centre_point: punto central del texto (no esquina superior izquierda)
// - scale: factor de scale (1.0 = 20×40 px por carácter)
// - spacing: espacio entre caracteres en píxeles (a scale 1.0)
// - brightness: factor de brightness (0.0-1.0, default 1.0 = màxima brightness)
// - color: color RGBA explícit; si alpha==0 (default) s'usa l'oscil·lador global
void renderCentered(const std::string& text, const Vec2& centre_punt, float scale = 1.0F, float spacing = 2.0F, float brightness = 1.0F, SDL_Color color = {0, 0, 0, 0}) const;
void renderCentered(const std::string& text, const Vec2& centre_point, float scale = 1.0F, float spacing = 2.0F, float brightness = 1.0F, SDL_Color color = {0, 0, 0, 0}) const;
// Calcular ancho total de un string (útil para centrado).
// Es estático: no depende del estado del VectorText (el ancho viene de
+33 -33
View File
@@ -20,14 +20,14 @@ using SceneManager::SceneContext;
using SceneType = SceneContext::SceneType;
using Option = SceneContext::Option;
// Helper: calcular el progrés individual de una lletra
// Helper: calcular el progrés individual de una letter
// en función del progrés global (efecte seqüencial)
static auto computeLetterProgress(size_t letra_index, size_t num_letras, float global_progress, float threshold) -> float {
if (num_letras == 0) {
return 1.0F;
}
// Calcular time per lletra
// Calcular time per letter
float duration_per_letra = 1.0F / static_cast<float>(num_letras);
float step = threshold * duration_per_letra;
float start = static_cast<float>(letra_index) * step;
@@ -90,7 +90,7 @@ void LogoScene::initLetters() {
"logo/letra_s.shp"};
// Pas 1: Carregar todas las formes i calcular amplades
float ancho_total = 0.0F;
float total_width = 0.0F;
for (const auto& file : archivos) {
auto shape = ShapeLoader::load(file);
@@ -110,47 +110,47 @@ void LogoScene::initLetters() {
}
}
float ancho_sin_escalar = max_x - min_x;
float width_unscaled = max_x - min_x;
// IMPORTANT: Escalar ancho i offset con FINAL_SCALE
// per que las posicions finals coincideixin con la mida real de las lletres
float ancho = ancho_sin_escalar * FINAL_SCALE;
float width = width_unscaled * FINAL_SCALE;
float center_offset = (shape->getCenter().x - min_x) * FINAL_SCALE;
letters_.push_back({shape,
{.x = 0.0F, .y = 0.0F}, // Posición es calcularà después
ancho,
width,
center_offset});
ancho_total += ancho;
total_width += width;
}
// Pas 2: Añadir espaiat entre lletres
ancho_total += LETTER_SPACING * (letters_.size() - 1);
total_width += LETTER_SPACING * (letters_.size() - 1);
// Pas 3: Calcular posición inicial (centrat horitzontal)
constexpr auto PANTALLA_ANCHO = static_cast<float>(Defaults::Game::WIDTH);
constexpr auto SCREEN_WIDTH = static_cast<float>(Defaults::Game::WIDTH);
constexpr auto PANTALLA_ALTO = static_cast<float>(Defaults::Game::HEIGHT);
float x_inicial = (PANTALLA_ANCHO - ancho_total) / 2.0F;
float x_inicial = (SCREEN_WIDTH - total_width) / 2.0F;
float y_centre = PANTALLA_ALTO / 2.0F;
// Pas 4: Assignar posicions a cada lletra
// Pas 4: Assignar posicions a cada letter
float x_actual = x_inicial;
for (auto& lletra : letters_) {
for (auto& letter : letters_) {
// Posicionar el centro de la shape (shape_centre) en pantalla
// Usar center_offset en lloc de ancho/2 perquè shape_centre
// pot no estar exactament al mig del bounding box
lletra.position.x = x_actual + lletra.center_offset;
lletra.position.y = y_centre;
letter.position.x = x_actual + letter.center_offset;
letter.position.y = y_centre;
// Avançar para següent lletra
x_actual += lletra.ancho + LETTER_SPACING;
// Avançar para següent letter
x_actual += letter.width + LETTER_SPACING;
}
std::cout << "[LogoScene] " << letters_.size()
<< " lletres carregades, ancho total: " << ancho_total << " px\n";
<< " lletres carregades, ancho total: " << total_width << " px\n";
}
void LogoScene::changeState(AnimationState nou_estat) {
@@ -186,16 +186,16 @@ auto LogoScene::allLettersComplete() const -> bool {
void LogoScene::updateExplosions(float delta_time) {
time_since_last_explosion_ += delta_time;
// Comprovar si es el moment de explode la següent lletra
// Comprovar si es el moment de explode la següent letter
if (time_since_last_explosion_ >= DELAY_ENTRE_EXPLOSIONS) {
if (letter_explosion_index_ < letters_.size()) {
// Explotar lletra actual (en ordre aleatori)
// Explotar letter actual (en ordre aleatori)
size_t index_actual = explosion_order_[letter_explosion_index_];
const auto& lletra = letters_[index_actual];
const auto& letter = letters_[index_actual];
debris_manager_->explode(
lletra.shape, // Forma a explode
lletra.position, // Posición
letter.shape, // Forma a explode
letter.position, // Posición
0.0F, // Angle (sin rotación)
FINAL_SCALE, // Escala (lletres a scale final)
SPEED_EXPLOSIO, // Velocidad base
@@ -203,9 +203,9 @@ void LogoScene::updateExplosions(float delta_time) {
{.x = 0.0F, .y = 0.0F} // Sin velocity (per defecte)
);
std::cout << "[LogoScene] Explota lletra " << letter_explosion_index_ << "\n";
std::cout << "[LogoScene] Explota letter " << letter_explosion_index_ << "\n";
// Passar a la següent lletra
// Passar a la següent letter
letter_explosion_index_++;
time_since_last_explosion_ = 0.0F;
} else {
@@ -226,7 +226,7 @@ void LogoScene::update(float delta_time) {
break;
case AnimationState::ANIMATION: {
// Reproduir so per cada lletra cuando comença a aparèixer
// Reproduir so per cada letter cuando comença a aparèixer
float global_progress = std::min(temps_current_state_ / DURATION_ZOOM, 1.0F);
for (size_t i = 0; i < letters_.size() && i < sound_played_.size(); i++) {
@@ -237,7 +237,7 @@ void LogoScene::update(float delta_time) {
global_progress,
LETTER_THRESHOLD);
// Reproduir so cuando la lletra comença a aparèixer (progress > 0)
// Reproduir so cuando la letter comença a aparèixer (progress > 0)
if (letra_progress > 0.0F) {
Audio::get()->playSound(Defaults::Sound::LOGO, Audio::Group::GAME);
sound_played_[i] = true;
@@ -297,7 +297,7 @@ void LogoScene::draw() {
const Vec2 ORIGEN_ZOOM = {.x = ORIGEN_ZOOM_X, .y = ORIGEN_ZOOM_Y};
for (size_t i = 0; i < letters_.size(); i++) {
const auto& lletra = letters_[i];
const auto& letter = letters_[i];
float letra_progress = computeLetterProgress(
i,
@@ -311,9 +311,9 @@ void LogoScene::draw() {
Vec2 pos_actual;
pos_actual.x =
ORIGEN_ZOOM.x + ((lletra.position.x - ORIGEN_ZOOM.x) * letra_progress);
ORIGEN_ZOOM.x + ((letter.position.x - ORIGEN_ZOOM.x) * letra_progress);
pos_actual.y =
ORIGEN_ZOOM.y + ((lletra.position.y - ORIGEN_ZOOM.y) * letra_progress);
ORIGEN_ZOOM.y + ((letter.position.y - ORIGEN_ZOOM.y) * letra_progress);
float t = letra_progress;
float ease_factor = 1.0F - ((1.0F - t) * (1.0F - t));
@@ -322,7 +322,7 @@ void LogoScene::draw() {
Rendering::renderShape(
sdl_.getRenderer(),
lletra.shape,
letter.shape,
pos_actual,
0.0F,
current_scale,
@@ -341,12 +341,12 @@ void LogoScene::draw() {
// Dibuixar solo lletres que NO han explotat
for (size_t i = 0; i < letters_.size(); i++) {
if (!explotades.contains(i)) {
const auto& lletra = letters_[i];
const auto& letter = letters_[i];
Rendering::renderShape(
sdl_.getRenderer(),
lletra.shape,
lletra.position,
letter.shape,
letter.position,
0.0F,
FINAL_SCALE,
1.0F);
+5 -5
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@@ -50,22 +50,22 @@ class LogoScene final : public Scene {
std::unique_ptr<Effects::DebrisManager> debris_manager_;
// Seguiment de explosions seqüencials
size_t letter_explosion_index_{0}; // Índex de la següent lletra a explode
size_t letter_explosion_index_{0}; // Índex de la següent letter a explode
float time_since_last_explosion_{0.0F}; // Temps desde l'última explosión
std::vector<size_t> explosion_order_; // Ordre aleatori de índexs de lletres
// Estructura para cada lletra del logo
// Estructura para cada letter del logo
struct LogoLetter {
std::shared_ptr<Graphics::Shape> shape;
Vec2 position; // Posición final en pantalla
float ancho; // Ancho del bounding box
float width; // Ancho del bounding box
float center_offset; // Distancia de min_x a shape_centre.x
};
std::vector<LogoLetter> letters_; // 9 lletres: J-A-I-L-G-A-M-E-S
// Seguiment de sons de lletres (evitar reproduccions repetides)
std::array<bool, 9> sound_played_; // Track si cada lletra ya ha reproduit el so
std::array<bool, 9> sound_played_; // Track si cada letter ya ha reproduit el so
// Constants de animación
static constexpr float DURATION_PRE = 1.5F; // Duració PRE_ANIMATION (pantalla negra)
@@ -79,7 +79,7 @@ class LogoScene final : public Scene {
static constexpr float LETTER_SPACING = 10.0F; // Espaiat entre lletres
// Constants de animación seqüencial
static constexpr float LETTER_THRESHOLD = 0.6F; // Umbral per activar següent lletra (0.0-1.0)
static constexpr float LETTER_THRESHOLD = 0.6F; // Umbral per activar següent letter (0.0-1.0)
static constexpr float ORIGEN_ZOOM_X = Defaults::Game::WIDTH * 0.5F; // Vec2 inicial X del zoom
static constexpr float ORIGEN_ZOOM_Y = Defaults::Game::HEIGHT * 0.4F; // Vec2 inicial Y del zoom
+58 -58
View File
@@ -103,7 +103,7 @@ void TitleScene::initTitle() {
"title/letra_n.shp",
"title/letra_i.shp"};
float ancho_total_orni = 0.0F;
float total_width_orni = 0.0F;
for (const auto& file : FITXERS_ORNI) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
@@ -122,25 +122,25 @@ void TitleScene::initTitle() {
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;
letters_orni_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total_orni += ANCHO;
const float WIDTH = (max_x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
const float HEIGHT = (max_y - min_y) * Defaults::Title::Layout::LOGO_SCALE;
const float CENTER_OFFSET = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
letters_orni_.push_back({shape, {.x = 0.0F, .y = 0.0F}, WIDTH, HEIGHT, CENTER_OFFSET});
total_width_orni += WIDTH;
}
ancho_total_orni += LETTER_SPACING * static_cast<float>(letters_orni_.size() - 1);
total_width_orni += LETTER_SPACING * static_cast<float>(letters_orni_.size() - 1);
float x_actual = (Defaults::Game::WIDTH - ancho_total_orni) / 2.0F;
for (auto& lletra : letters_orni_) {
lletra.position.x = x_actual + lletra.center_offset;
lletra.position.y = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
x_actual += lletra.ancho + LETTER_SPACING;
float x_actual = (Defaults::Game::WIDTH - total_width_orni) / 2.0F;
for (auto& letter : letters_orni_) {
letter.position.x = x_actual + letter.center_offset;
letter.position.y = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
x_actual += letter.width + LETTER_SPACING;
}
const float ALTURA_ORNI = letters_orni_.empty() ? 50.0F : letters_orni_[0].altura;
const float ORNI_HEIGHT = letters_orni_.empty() ? 50.0F : letters_orni_[0].height;
const float Y_ORNI = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_POS;
const float SEPARACION = Defaults::Game::HEIGHT * Defaults::Title::Layout::LOGO_LINE_SPACING;
dynamic_attack_y_ = Y_ORNI + ALTURA_ORNI + SEPARACION;
dynamic_attack_y_ = Y_ORNI + ORNI_HEIGHT + SEPARACION;
const std::vector<std::string> FITXERS_ATTACK = {
"title/letra_a.shp",
@@ -151,7 +151,7 @@ void TitleScene::initTitle() {
"title/letra_k.shp",
"title/letra_exclamacion.shp"};
float ancho_total_attack = 0.0F;
float total_width_attack = 0.0F;
for (const auto& file : FITXERS_ATTACK) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
@@ -170,28 +170,28 @@ void TitleScene::initTitle() {
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;
letters_attack_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total_attack += ANCHO;
const float WIDTH = (max_x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
const float HEIGHT = (max_y - min_y) * Defaults::Title::Layout::LOGO_SCALE;
const float CENTER_OFFSET = (shape->getCenter().x - min_x) * Defaults::Title::Layout::LOGO_SCALE;
letters_attack_.push_back({shape, {.x = 0.0F, .y = 0.0F}, WIDTH, HEIGHT, CENTER_OFFSET});
total_width_attack += WIDTH;
}
ancho_total_attack += LETTER_SPACING * static_cast<float>(letters_attack_.size() - 1);
total_width_attack += LETTER_SPACING * static_cast<float>(letters_attack_.size() - 1);
x_actual = (Defaults::Game::WIDTH - ancho_total_attack) / 2.0F;
for (auto& lletra : letters_attack_) {
lletra.position.x = x_actual + lletra.center_offset;
lletra.position.y = dynamic_attack_y_;
x_actual += lletra.ancho + LETTER_SPACING;
x_actual = (Defaults::Game::WIDTH - total_width_attack) / 2.0F;
for (auto& letter : letters_attack_) {
letter.position.x = x_actual + letter.center_offset;
letter.position.y = dynamic_attack_y_;
x_actual += letter.width + LETTER_SPACING;
}
original_positions_orni_.clear();
for (const auto& lletra : letters_orni_) {
original_positions_orni_.push_back(lletra.position);
for (const auto& letter : letters_orni_) {
original_positions_orni_.push_back(letter.position);
}
original_positions_attack_.clear();
for (const auto& lletra : letters_attack_) {
original_positions_attack_.push_back(lletra.position);
for (const auto& letter : letters_attack_) {
original_positions_attack_.push_back(letter.position);
}
}
@@ -211,8 +211,8 @@ void TitleScene::inicialitzarJailgames() {
constexpr float SCALE = Defaults::Title::Layout::JAILGAMES_SCALE;
float ancho_total = 0.0F;
float altura_max = 0.0F;
float total_width = 0.0F;
float max_height = 0.0F;
for (const auto& file : FITXERS) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
@@ -231,28 +231,28 @@ void TitleScene::inicialitzarJailgames() {
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;
letters_jailgames_.push_back({shape, {.x = 0.0F, .y = 0.0F}, ANCHO, ALTURA, OFFSET_CENTRE});
ancho_total += ANCHO;
altura_max = std::max(altura_max, ALTURA);
const float WIDTH = (max_x - min_x) * SCALE;
const float HEIGHT = (max_y - min_y) * SCALE;
const float CENTER_OFFSET = (shape->getCenter().x - min_x) * SCALE;
letters_jailgames_.push_back({shape, {.x = 0.0F, .y = 0.0F}, WIDTH, HEIGHT, CENTER_OFFSET});
total_width += WIDTH;
max_height = std::max(max_height, HEIGHT);
}
constexpr float ESPAI_JAILGAMES = LETTER_SPACING * SCALE;
constexpr float JAILGAMES_SPACING = LETTER_SPACING * SCALE;
if (!letters_jailgames_.empty()) {
ancho_total += ESPAI_JAILGAMES * static_cast<float>(letters_jailgames_.size() - 1);
total_width += JAILGAMES_SPACING * static_cast<float>(letters_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;
const float Y_CENTRE = Y_COPY - GAP - (max_height / 2.0F);
const float X_INICIAL = (Defaults::Game::WIDTH - total_width) / 2.0F;
float x_actual = X_INICIAL;
for (auto& lletra : letters_jailgames_) {
lletra.position.x = x_actual + lletra.center_offset;
lletra.position.y = Y_CENTRE;
x_actual += lletra.ancho + ESPAI_JAILGAMES;
for (auto& letter : letters_jailgames_) {
letter.position.x = x_actual + letter.center_offset;
letter.position.y = Y_CENTRE;
x_actual += letter.width + JAILGAMES_SPACING;
}
}
@@ -268,12 +268,12 @@ void TitleScene::dibuixarPeuTitol(float spacing) const {
const float COPYRIGHT_S = std::lerp(S::FOOTER_INTRO_SCALE_START, 1.0F, Easing::easeOutQuad(intro_copyright_progress_));
const float JAILGAMES_RENDER_SCALE = Defaults::Title::Layout::JAILGAMES_SCALE * JAILGAMES_S;
for (const auto& lletra : letters_jailgames_) {
for (const auto& letter : letters_jailgames_) {
const Vec2 POS{
.x = SCREEN_CENTRE_X + (JAILGAMES_S * (lletra.position.x - SCREEN_CENTRE_X)),
.y = SCREEN_CENTRE_Y + (JAILGAMES_S * (lletra.position.y - SCREEN_CENTRE_Y)),
.x = SCREEN_CENTRE_X + (JAILGAMES_S * (letter.position.x - SCREEN_CENTRE_X)),
.y = SCREEN_CENTRE_Y + (JAILGAMES_S * (letter.position.y - SCREEN_CENTRE_Y)),
};
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, POS, 0.0F, JAILGAMES_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::JAILGAMES_LOGO);
Rendering::renderShape(sdl_.getRenderer(), letter.shape, POS, 0.0F, JAILGAMES_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::JAILGAMES_LOGO);
}
std::string copyright = Project::COPYRIGHT;
for (char& c : copyright) {
@@ -578,19 +578,19 @@ void TitleScene::draw() {
}
}
for (const auto& lletra : letters_orni_) {
for (const auto& letter : letters_orni_) {
const Vec2 POS{
.x = SCREEN_CENTRE_X + (LOGO_S * (lletra.position.x - SCREEN_CENTRE_X)),
.y = SCREEN_CENTRE_Y + (LOGO_S * (lletra.position.y - SCREEN_CENTRE_Y)),
.x = SCREEN_CENTRE_X + (LOGO_S * (letter.position.x - SCREEN_CENTRE_X)),
.y = SCREEN_CENTRE_Y + (LOGO_S * (letter.position.y - SCREEN_CENTRE_Y)),
};
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, POS, 0.0F, LOGO_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::LOGO_MAIN);
Rendering::renderShape(sdl_.getRenderer(), letter.shape, POS, 0.0F, LOGO_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::LOGO_MAIN);
}
for (const auto& lletra : letters_attack_) {
for (const auto& letter : letters_attack_) {
const Vec2 POS{
.x = SCREEN_CENTRE_X + (LOGO_S * (lletra.position.x - SCREEN_CENTRE_X)),
.y = SCREEN_CENTRE_Y + (LOGO_S * (lletra.position.y - SCREEN_CENTRE_Y)),
.x = SCREEN_CENTRE_X + (LOGO_S * (letter.position.x - SCREEN_CENTRE_X)),
.y = SCREEN_CENTRE_Y + (LOGO_S * (letter.position.y - SCREEN_CENTRE_Y)),
};
Rendering::renderShape(sdl_.getRenderer(), lletra.shape, POS, 0.0F, LOGO_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::LOGO_MAIN);
Rendering::renderShape(sdl_.getRenderer(), letter.shape, POS, 0.0F, LOGO_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::LOGO_MAIN);
}
const float SPACING = Defaults::Title::Layout::TEXT_SPACING;
+2 -2
View File
@@ -51,8 +51,8 @@ class TitleScene final : public Scene {
struct LogoLetter {
std::shared_ptr<Graphics::Shape> shape;
Vec2 position;
float ancho;
float altura;
float width;
float height;
float center_offset;
};