Files
orni-attack/source/core/graphics/playfield.cpp
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// playfield.cpp - Implementació del fons del playfield
// © 2026 JailDesigner
#include "core/graphics/playfield.hpp"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstdlib>
#include "core/defaults.hpp"
#include "core/rendering/line_renderer.hpp"
namespace Graphics {
namespace {
// Easing cubic-out: t → 1 - (1-t)^3. Decelera prop del final.
auto easeOutCubic(float t) -> float {
const float INV = 1.0F - t;
return 1.0F - (INV * INV * INV);
}
auto randUniform(float min_v, float max_v) -> float {
const float NORM = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
return min_v + (NORM * (max_v - min_v));
}
// Desplaçament radial acumulat al punt (px, py) sumant totes les ripples
// que el toquen. Retorna {dx, dy} a sumar a la posició original.
auto computeRippleDisplacement(float px, float py, const Playfield::Ripple* const* hits, int n_hits) -> Vec2 {
float dx_total = 0.0F;
float dy_total = 0.0F;
for (int i = 0; i < n_hits; i++) {
const auto& r = *hits[i];
const float RADIUS = r.age_s * r.speed_px_s;
const float THICKNESS = r.thickness_px;
const float DX = px - r.center.x;
const float DY = py - r.center.y;
const float D = std::sqrt((DX * DX) + (DY * DY));
if (D < 0.001F) {
continue; // centre exacte: no hi ha direcció radial
}
const float PHASE = (D - RADIUS) / THICKNESS;
if (std::fabs(PHASE) >= 1.0F) {
continue; // fora de l'anell d'aquesta ripple
}
const float ENVELOPE = std::cos(PHASE * Defaults::Math::PI * 0.5F);
const float AMP_EFF = r.amplitude_px * (1.0F - (r.age_s / r.lifetime_s));
const float UX = DX / D;
const float UY = DY / D;
dx_total += UX * AMP_EFF * ENVELOPE;
dy_total += UY * AMP_EFF * ENVELOPE;
}
return Vec2{.x = dx_total, .y = dy_total};
}
} // namespace
Playfield::Playfield(Rendering::Renderer* renderer)
: renderer_(renderer) {
buildLines();
}
void Playfield::update(float delta_time) {
elapsed_s_ += delta_time;
for (auto& ripple : ripples_) {
if (!ripple.active) {
continue;
}
ripple.age_s += delta_time;
if (ripple.age_s >= ripple.lifetime_s) {
ripple.active = false;
}
}
}
auto Playfield::findFreeRipple() -> Ripple* {
Ripple* oldest = nullptr;
for (auto& ripple : ripples_) {
if (!ripple.active) {
return &ripple;
}
if (oldest == nullptr || ripple.age_s > oldest->age_s) {
oldest = &ripple;
}
}
return oldest; // pool ple: substituïm la més vella
}
void Playfield::spawnBig(Vec2 pos) {
Ripple* r = findFreeRipple();
if (r == nullptr) {
return;
}
r->center = pos;
r->age_s = 0.0F;
r->lifetime_s = Defaults::Playfield::Ripple::BIG_LIFETIME_S;
r->speed_px_s = Defaults::Playfield::Ripple::BIG_SPEED_PX_S;
r->amplitude_px = Defaults::Playfield::Ripple::BIG_AMPLITUDE_PX;
r->thickness_px = Defaults::Playfield::Ripple::BIG_THICKNESS_PX;
r->active = true;
}
void Playfield::spawnSmall(Vec2 pos) {
Ripple* r = findFreeRipple();
if (r == nullptr) {
return;
}
r->center = pos;
r->age_s = 0.0F;
r->lifetime_s = Defaults::Playfield::Ripple::SMALL_LIFETIME_S;
r->speed_px_s = Defaults::Playfield::Ripple::SMALL_SPEED_PX_S;
r->amplitude_px = Defaults::Playfield::Ripple::SMALL_AMPLITUDE_PX;
r->thickness_px = Defaults::Playfield::Ripple::SMALL_THICKNESS_PX;
r->active = true;
}
void Playfield::notifyExplosion(Vec2 pos) {
spawnBig(pos);
}
void Playfield::notifyShipMoving(std::uint8_t player_id, Vec2 pos, float speed_px_s, float delta_time) {
if (player_id >= ship_ripple_cooldown_.size()) {
return;
}
if (speed_px_s < Defaults::Playfield::Ripple::SHIP_SPEED_THRESHOLD_PX_S) {
ship_ripple_cooldown_[player_id] = 0.0F;
return;
}
ship_ripple_cooldown_[player_id] -= delta_time;
if (ship_ripple_cooldown_[player_id] > 0.0F) {
return;
}
spawnSmall(pos);
const float JITTER = randUniform(
-Defaults::Playfield::Ripple::SHIP_COOLDOWN_JITTER_S,
Defaults::Playfield::Ripple::SHIP_COOLDOWN_JITTER_S);
ship_ripple_cooldown_[player_id] =
Defaults::Playfield::Ripple::SHIP_COOLDOWN_S + JITTER;
}
void Playfield::buildLines() {
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
const float CELL_W = zona.w / static_cast<float>(Defaults::Playfield::COLUMNS);
const float CELL_H = zona.h / static_cast<float>(Defaults::Playfield::ROWS);
const float SUB_W = CELL_W / static_cast<float>(Defaults::Playfield::SUBDIVISIONS);
const float SUB_H = CELL_H / static_cast<float>(Defaults::Playfield::SUBDIVISIONS);
const int SUB_VERTS = Defaults::Playfield::COLUMNS * Defaults::Playfield::SUBDIVISIONS;
const int SUB_HORIZ = Defaults::Playfield::ROWS * Defaults::Playfield::SUBDIVISIONS;
std::vector<Line> verticals;
std::vector<Line> horizontals;
// Verticals: posicions i ∈ [1, SUB_VERTS-1].
for (int i = 1; i < SUB_VERTS; i++) {
const float X = zona.x + (static_cast<float>(i) * SUB_W);
const bool IS_MAIN = (i % Defaults::Playfield::SUBDIVISIONS) == 0;
const float BRIGHTNESS = IS_MAIN
? Defaults::Playfield::GRID_BRIGHTNESS
: Defaults::Playfield::SUBGRID_BRIGHTNESS;
verticals.push_back(Line{
.start = {.x = X, .y = zona.y},
.end = {.x = X, .y = zona.y + zona.h},
.brightness = BRIGHTNESS,
.spawn_time_s = 0.0F,
.is_vertical = true});
}
// Horitzontals: posicions j ∈ [1, SUB_HORIZ-1].
for (int j = 1; j < SUB_HORIZ; j++) {
const float Y = zona.y + (static_cast<float>(j) * SUB_H);
const bool IS_MAIN = (j % Defaults::Playfield::SUBDIVISIONS) == 0;
const float BRIGHTNESS = IS_MAIN
? Defaults::Playfield::GRID_BRIGHTNESS
: Defaults::Playfield::SUBGRID_BRIGHTNESS;
horizontals.push_back(Line{
.start = {.x = zona.x, .y = Y},
.end = {.x = zona.x + zona.w, .y = Y},
.brightness = BRIGHTNESS,
.spawn_time_s = 0.0F,
.is_vertical = false});
}
// Ona diagonal: la línia esquerra/superior naix a t=0 i les següents
// propaguen cap a la dreta/inferior, en paral·lel. Verticals i
// horitzontals comparteixen la finestra temporal així el front arriba
// a la cantonada inferior-dreta alhora.
const float SPAWN_WINDOW =
Defaults::Playfield::TOTAL_ANIMATION_DURATION_S - Defaults::Playfield::LINE_GROWTH_DURATION_S;
const int NUM_V = static_cast<int>(verticals.size());
const int NUM_H = static_cast<int>(horizontals.size());
const float INTERVAL_V = (NUM_V > 1) ? SPAWN_WINDOW / static_cast<float>(NUM_V - 1) : 0.0F;
const float INTERVAL_H = (NUM_H > 1) ? SPAWN_WINDOW / static_cast<float>(NUM_H - 1) : 0.0F;
lines_.clear();
lines_.reserve(verticals.size() + horizontals.size());
for (int i = 0; i < NUM_V; i++) {
verticals[i].spawn_time_s = static_cast<float>(i) * INTERVAL_V;
lines_.push_back(verticals[i]);
}
for (int i = 0; i < NUM_H; i++) {
horizontals[i].spawn_time_s = static_cast<float>(i) * INTERVAL_H;
lines_.push_back(horizontals[i]);
}
}
auto Playfield::computeLineProgress(const Line& line) const -> float {
const float LINE_ELAPSED = elapsed_s_ - line.spawn_time_s;
return std::clamp(LINE_ELAPSED / Defaults::Playfield::LINE_GROWTH_DURATION_S, 0.0F, 1.0F);
}
void Playfield::draw() const {
// Recollir ripples actives (punters per accés ràpid al hot loop).
std::array<const Ripple*, Defaults::Playfield::Ripple::POOL_SIZE> active{};
int n_active = 0;
for (const auto& ripple : ripples_) {
if (ripple.active) {
active[n_active++] = &ripple;
}
}
for (const auto& line : lines_) {
drawLine(line, active.data(), n_active);
}
}
void Playfield::drawLine(const Line& line, const Ripple* const* active, int n_active) const {
const float RAW_P = computeLineProgress(line);
if (RAW_P <= 0.0F) {
return;
}
const float P = easeOutCubic(RAW_P);
const float START_X = line.start.x;
const float START_Y = line.start.y;
const float DX = line.end.x - line.start.x;
const float DY = line.end.y - line.start.y;
const float END_X = START_X + (DX * P);
const float END_Y = START_Y + (DY * P);
// AABB de la porció visible de la línia + filtre de ripples.
const float LINE_MIN_X = std::min(START_X, END_X);
const float LINE_MAX_X = std::max(START_X, END_X);
const float LINE_MIN_Y = std::min(START_Y, END_Y);
const float LINE_MAX_Y = std::max(START_Y, END_Y);
std::array<const Ripple*, Defaults::Playfield::Ripple::POOL_SIZE> hits{};
int n_hits = 0;
for (int i = 0; i < n_active; i++) {
const auto& r = *active[i];
const float R_MAX = (r.age_s * r.speed_px_s) + r.thickness_px;
if ((r.center.x + R_MAX) < LINE_MIN_X || (r.center.x - R_MAX) > LINE_MAX_X ||
(r.center.y + R_MAX) < LINE_MIN_Y || (r.center.y - R_MAX) > LINE_MAX_Y) {
continue;
}
hits[n_hits++] = &r;
}
if (n_hits == 0) {
// Camí ràpid: una sola crida com abans.
Rendering::linea(
renderer_,
static_cast<int>(START_X),
static_cast<int>(START_Y),
static_cast<int>(END_X),
static_cast<int>(END_Y),
line.brightness);
// Cap brillant mentre creix.
if (P < 1.0F) {
const float LENGTH = std::sqrt((DX * DX) + (DY * DY));
if (LENGTH > 0.0F) {
const float HEAD_T = std::max(0.0F, P - (Defaults::Playfield::HEAD_LENGTH_PX / LENGTH));
Rendering::linea(
renderer_,
static_cast<int>(START_X + (DX * HEAD_T)),
static_cast<int>(START_Y + (DY * HEAD_T)),
static_cast<int>(END_X),
static_cast<int>(END_Y),
Defaults::Playfield::HEAD_BRIGHTNESS);
}
}
return;
}
// Camí deformat: subdividir en N segments i desplaçar cada vèrtex.
const bool IS_MAIN = line.brightness >= Defaults::Playfield::GRID_BRIGHTNESS;
const int N = IS_MAIN
? Defaults::Playfield::Ripple::MAIN_SEGMENTS
: Defaults::Playfield::Ripple::SUB_SEGMENTS;
const Vec2 D0 = computeRippleDisplacement(START_X, START_Y, hits.data(), n_hits);
float prev_x = START_X + D0.x;
float prev_y = START_Y + D0.y;
for (int i = 1; i <= N; i++) {
const float T = static_cast<float>(i) / static_cast<float>(N);
const float X = START_X + (DX * P * T);
const float Y = START_Y + (DY * P * T);
const Vec2 D = computeRippleDisplacement(X, Y, hits.data(), n_hits);
const float NX = X + D.x;
const float NY = Y + D.y;
Rendering::linea(
renderer_,
static_cast<int>(prev_x),
static_cast<int>(prev_y),
static_cast<int>(NX),
static_cast<int>(NY),
line.brightness);
prev_x = NX;
prev_y = NY;
}
}
} // namespace Graphics