Files
orni-attack/source/game/effects/trail_manager.cpp
T

198 lines
7.1 KiB
C++

// trail_manager.cpp - Implementació de l'estela de partícules
// © 2026 JailDesigner
#include "trail_manager.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <iostream>
#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/rendering/shape_renderer.hpp"
namespace Effects {
namespace {
constexpr float TAU = 2.0F * Defaults::Math::PI;
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));
}
auto lerpU8(unsigned char a, unsigned char b, float t) -> unsigned char {
const float MIX = std::clamp(t, 0.0F, 1.0F);
const float OUT = static_cast<float>(a) + (MIX * (static_cast<float>(b) - static_cast<float>(a)));
return static_cast<unsigned char>(std::round(OUT));
}
} // namespace
TrailManager::TrailManager(Rendering::Renderer* renderer)
: renderer_(renderer),
star_shape_(Graphics::ShapeLoader::load("effect/starfield.shp")) {
if (!star_shape_ || !star_shape_->isValid()) {
std::cerr << "[TrailManager] Warning: no s'ha pogut load effect/starfield.shp\n";
}
for (auto& particle : pool_) {
particle.active = false;
}
}
void TrailManager::update(float delta_time, const std::array<Ship, 2>& ships) {
time_accumulator_ += delta_time;
for (auto& particle : pool_) {
if (!particle.active) {
continue;
}
particle.age += delta_time;
if (particle.age >= particle.lifetime) {
particle.active = false;
}
}
for (std::size_t i = 0; i < ships.size(); i++) {
tryEmitFromShip(ships[i], static_cast<std::uint8_t>(i), delta_time);
}
}
void TrailManager::tryEmitFromShip(const Ship& ship, std::uint8_t player_id, float delta_time) {
if (!ship.isActive()) {
emit_cooldown_[player_id] = 0.0F;
return;
}
if (ship.getSpeed() < Defaults::Trail::SPEED_THRESHOLD_PX_S) {
emit_cooldown_[player_id] = 0.0F;
return;
}
emit_cooldown_[player_id] -= delta_time;
if (emit_cooldown_[player_id] > 0.0F) {
return;
}
// Cua = center - REAR_OFFSET * forward, on forward = (cos(angle-π/2), sin(angle-π/2))
const float FORWARD_ANGLE = ship.getAngle() - (Defaults::Math::PI / 2.0F);
const float COS_F = std::cos(FORWARD_ANGLE);
const float SIN_F = std::sin(FORWARD_ANGLE);
const Vec2 CENTER = ship.getCenter();
const float JITTER_X = randUniform(-Defaults::Trail::POSITION_JITTER_PX, Defaults::Trail::POSITION_JITTER_PX);
const float JITTER_Y = randUniform(-Defaults::Trail::POSITION_JITTER_PX, Defaults::Trail::POSITION_JITTER_PX);
const Vec2 REAR = {
.x = CENTER.x - (Defaults::Trail::REAR_OFFSET_PX * COS_F) + JITTER_X,
.y = CENTER.y - (Defaults::Trail::REAR_OFFSET_PX * SIN_F) + JITTER_Y};
emitAt(REAR, player_id);
emit_cooldown_[player_id] = Defaults::Trail::EMIT_INTERVAL_S +
randUniform(-Defaults::Trail::EMIT_JITTER_S, Defaults::Trail::EMIT_JITTER_S);
}
void TrailManager::emitAt(Vec2 pos, std::uint8_t player_id) {
const int SLOT = findFreeSlot();
if (SLOT < 0) {
return; // pool ple — descart silenciós
}
Particle& particle = pool_[static_cast<std::size_t>(SLOT)];
particle.active = true;
particle.player_id = player_id;
particle.origin = pos;
particle.phase_x = randUniform(0.0F, TAU);
particle.phase_y = randUniform(0.0F, TAU);
particle.phase_pulse = randUniform(0.0F, TAU);
particle.age = 0.0F;
particle.lifetime = Defaults::Trail::LIFETIME_BASE_S +
randUniform(-Defaults::Trail::LIFETIME_JITTER_S, Defaults::Trail::LIFETIME_JITTER_S);
particle.scale = randUniform(Defaults::Trail::SCALE_MIN, Defaults::Trail::SCALE_MAX);
}
auto TrailManager::findFreeSlot() -> int {
for (std::size_t i = 0; i < pool_.size(); i++) {
if (!pool_[i].active) {
return static_cast<int>(i);
}
}
return -1;
}
void TrailManager::draw() const {
if (!star_shape_ || !star_shape_->isValid()) {
return;
}
for (const auto& particle : pool_) {
if (!particle.active) {
continue;
}
drawParticle(particle);
}
}
void TrailManager::drawParticle(const Particle& particle) const {
const float T_NORM = std::clamp(particle.age / particle.lifetime, 0.0F, 1.0F);
const float FADE = 1.0F - T_NORM;
const float OSC_DX = std::sin((TAU * Defaults::Trail::OSCILLATION_FREQ_HZ * time_accumulator_) + particle.phase_x) *
Defaults::Trail::OSCILLATION_AMP_PX * FADE;
const float OSC_DY = std::sin((TAU * Defaults::Trail::OSCILLATION_FREQ_HZ * time_accumulator_) + particle.phase_y) *
Defaults::Trail::OSCILLATION_AMP_PX * FADE;
const Vec2 POS = {.x = particle.origin.x + OSC_DX, .y = particle.origin.y + OSC_DY};
const float MIX = 0.5F + (0.5F * std::sin((TAU * Defaults::Trail::PULSE_FREQ_HZ * time_accumulator_) + particle.phase_pulse));
const bool IS_P2 = particle.player_id == 1;
const unsigned char A_R = IS_P2 ? Defaults::Trail::COLOR_P2_A_R : Defaults::Trail::COLOR_A_R;
const unsigned char A_G = IS_P2 ? Defaults::Trail::COLOR_P2_A_G : Defaults::Trail::COLOR_A_G;
const unsigned char A_B = IS_P2 ? Defaults::Trail::COLOR_P2_A_B : Defaults::Trail::COLOR_A_B;
const unsigned char B_R = IS_P2 ? Defaults::Trail::COLOR_P2_B_R : Defaults::Trail::COLOR_B_R;
const unsigned char B_G = IS_P2 ? Defaults::Trail::COLOR_P2_B_G : Defaults::Trail::COLOR_B_G;
const unsigned char B_B = IS_P2 ? Defaults::Trail::COLOR_P2_B_B : Defaults::Trail::COLOR_B_B;
const SDL_Color COLOR = {
.r = lerpU8(A_R, B_R, MIX),
.g = lerpU8(A_G, B_G, MIX),
.b = lerpU8(A_B, B_B, MIX),
.a = 255};
const float CURRENT_SCALE = particle.scale * FADE;
const float BRIGHTNESS = FADE;
Rendering::renderShape(
renderer_,
star_shape_,
POS,
0.0F, // sense rotació
CURRENT_SCALE,
1.0F, // progress (totalment visible)
BRIGHTNESS,
COLOR);
}
void TrailManager::reset() {
for (auto& particle : pool_) {
particle.active = false;
}
emit_cooldown_[0] = 0.0F;
emit_cooldown_[1] = 0.0F;
time_accumulator_ = 0.0F;
}
auto TrailManager::getActiveCount() const -> int {
int count = 0;
for (const auto& particle : pool_) {
if (particle.active) {
count++;
}
}
return count;
}
} // namespace Effects