bbbb8d47ae
Identifier-naming: rename de métodos públicos y cross-file al inglés
(camelBack), traducción de campos y locales en el proceso (TitleShip,
StageManager, SpawnController, ShipAnimator, helpers de PlayArea, etc.).
Refactor por cognitive-complexity (>25): GameScene::draw (59→3) con 9
helpers de estado, PhysicsWorld::resolveBodyCollisions (35→5) extrayendo
resolveBodyPair, Options::load{Window,Physics,Audio}ConfigFromYaml
(32/49/57→5/2/3) con templates readField, TitleScene::update (68→4) con
5 sub-pasos por estado + handleSkipInput/handleStartInput +
triggerExitForJoinedPlayers, DebrisManager::explode (39→3) con
extractSegments/spawnDebris/applyAngularVelocity/applyVisualRotation.
use-anyofallof: bucles → std::ranges::any_of/all_of en Input,
ShipAnimator y SpawnController.
readability-static-accessed-through-instance: Director::run y
VectorText::getTextWidth/Height invocados por clase.
readability-convert-member-functions-to-static: ResourcePack::decryptData.
unused-includes: eliminación de <utility>, <cstdint>, <vector>,
<iostream>, defaults.hpp y otros no usados directamente en headers y
unidades de traducción. Restablecido core/defaults.hpp en title_scene.cpp
(falsa "unused" del header).
Bug fix: eliminado isActive() duplicado en Bullet (redeclaración tras
rename de esta_activa→isActive que chocaba con el override de Entity).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
164 lines
5.8 KiB
C++
164 lines
5.8 KiB
C++
// ship.cpp - Implementación de la nave del player
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// © 2026 JailDesigner
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#include "game/entities/ship.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <iostream>
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#include "core/defaults.hpp"
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#include "core/entities/entity.hpp"
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#include "core/graphics/shape_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/rendering/shape_renderer.hpp"
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#include "core/types.hpp"
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#include "game/constants.hpp"
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Ship::Ship(Rendering::Renderer* renderer, const char* shape_file)
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: Entity(renderer)
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{
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// Brightness específico para naves
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brightness_ = Defaults::Brightness::NAU;
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// Configuración del cuerpo físico
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body_.setMass(10.0F); // Masa de referencia para choques
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body_.radius = Defaults::Entities::SHIP_RADIUS; // Radio de colisión
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body_.restitution = 0.6F; // Rebote moderado contra paredes
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body_.linear_damping = 1.5F; // Fricción exponencial (s⁻¹)
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body_.angular_damping = 0.0F; // La rotación es 100% por input, no inercial
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// Cargar shape compartida desde archivo
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shape_ = Graphics::ShapeLoader::load(shape_file);
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if (!shape_ || !shape_->isValid()) {
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std::cerr << "[Ship] Error: no se ha podido cargar " << shape_file << '\n';
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}
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}
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void Ship::init(const Vec2* spawn_point, bool activar_invulnerabilitat) {
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// Posición inicial
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if (spawn_point != nullptr) {
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center_ = *spawn_point;
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} else {
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float centre_x;
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float centre_y;
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Constants::getPlayAreaCenter(centre_x, centre_y);
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center_ = {.x = centre_x, .y = centre_y};
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}
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// Reset orientación
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angle_ = 0.0F;
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// Sincronizar cuerpo físico con la posición/orientación inicial
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body_.position = center_;
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body_.angle = angle_;
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body_.velocity = Vec2{};
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body_.angular_velocity = 0.0F;
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body_.clearAccumulators();
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// Activar invulnerabilidad solo si es respawn
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invulnerable_timer_ = activar_invulnerabilitat ? Defaults::Ship::INVULNERABILITY_DURATION : 0.0F;
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is_hit_ = false;
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}
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void Ship::processInput(float delta_time, uint8_t player_id) {
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// Solo procesa input si la nave está viva
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if (is_hit_) {
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return;
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}
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auto* input = Input::get();
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// Rotación: control directo del ángulo (no física, no inercial).
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// Se actualiza también body_.angle para que el dibujado tras
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// postUpdate refleje el cambio inmediatamente.
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const bool ROTATE_RIGHT = (player_id == 0)
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? input->checkActionPlayer1(InputAction::RIGHT, Input::ALLOW_REPEAT)
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: input->checkActionPlayer2(InputAction::RIGHT, Input::ALLOW_REPEAT);
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const bool ROTATE_LEFT = (player_id == 0)
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? input->checkActionPlayer1(InputAction::LEFT, Input::ALLOW_REPEAT)
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: input->checkActionPlayer2(InputAction::LEFT, Input::ALLOW_REPEAT);
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const bool THRUST = (player_id == 0)
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? input->checkActionPlayer1(InputAction::THRUST, Input::ALLOW_REPEAT)
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: input->checkActionPlayer2(InputAction::THRUST, Input::ALLOW_REPEAT);
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if (ROTATE_RIGHT) {
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body_.angle += Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (ROTATE_LEFT) {
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body_.angle -= Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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// Thrust: fuerza vectorial en la dirección de la nariz.
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// angle - PI/2 porque angle=0 apunta hacia arriba (eje Y negativo SDL).
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if (THRUST) {
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const float DIR_X = std::cos(body_.angle - (Constants::PI / 2.0F));
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const float DIR_Y = std::sin(body_.angle - (Constants::PI / 2.0F));
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// Fuerza = masa * aceleración: 10 kg * 400 px/s² = 4000 (unidades arcade)
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const float MAGNITUDE = body_.mass * Defaults::Physics::ACCELERATION;
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body_.applyForce(Vec2{.x = DIR_X * MAGNITUDE, .y = DIR_Y * MAGNITUDE});
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}
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}
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void Ship::update(float delta_time) {
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// Solo update si la nave está viva
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if (is_hit_) {
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return;
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}
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// Decrementar timer de invulnerabilidad
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if (invulnerable_timer_ > 0.0F) {
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invulnerable_timer_ -= delta_time;
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invulnerable_timer_ = std::max(invulnerable_timer_, 0.0F);
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}
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// El movimiento real lo hace PhysicsWorld::update().
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// Aquí solo lógica de estado.
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// Cap de velocidad: el thrust acumula fuerza sin límite; limitamos
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// la magnitud de body_.velocity tras aplicar fuerzas para preservar
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// el feel arcade del MAX_VELOCITY original.
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const float CURRENT_SPEED = body_.velocity.length();
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if (CURRENT_SPEED > Defaults::Physics::MAX_VELOCITY) {
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body_.velocity = body_.velocity * (Defaults::Physics::MAX_VELOCITY / CURRENT_SPEED);
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}
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}
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void Ship::postUpdate(float /*delta_time*/) {
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// Sincronizar mirror desde body_ tras la integración del world.
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center_ = body_.position;
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angle_ = body_.angle;
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}
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void Ship::draw() const {
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if (is_hit_) {
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return;
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}
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// Parpadeo si invulnerable
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if (isInvulnerable()) {
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const float BLINK_CYCLE = Defaults::Ship::BLINK_VISIBLE_TIME + Defaults::Ship::BLINK_INVISIBLE_TIME;
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const float TIME_IN_CYCLE = std::fmod(invulnerable_timer_, BLINK_CYCLE);
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if (TIME_IN_CYCLE < Defaults::Ship::BLINK_INVISIBLE_TIME) {
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return;
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}
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}
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if (!shape_) {
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return;
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}
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// Efecto visual de empuje: escala proporcional a la velocidad.
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// 0..200 px/s → escala 1.0..1.5 (manteniendo la sensación del Pascal original).
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const float SPEED = getSpeed();
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const float VISUAL_PUSH = SPEED / 33.33F;
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const float SCALE = 1.0F + (VISUAL_PUSH / 12.0F);
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Rendering::renderShape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_,
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/*rotation_3d=*/nullptr, Defaults::Palette::SHIP);
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}
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