187 lines
6.4 KiB
C++
187 lines
6.4 KiB
C++
// ship.cpp - Implementación de la nave del player
|
|
// © 2026 JailDesigner
|
|
|
|
#include "game/entities/ship.hpp"
|
|
|
|
#include <SDL3/SDL.h>
|
|
|
|
#include <algorithm>
|
|
#include <cmath>
|
|
#include <cstdint>
|
|
#include <iostream>
|
|
|
|
#include "core/audio/audio.hpp"
|
|
#include "core/defaults.hpp"
|
|
#include "core/entities/entity.hpp"
|
|
#include "core/graphics/shape_loader.hpp"
|
|
#include "core/input/input.hpp"
|
|
#include "core/input/input_types.hpp"
|
|
#include "core/rendering/shape_renderer.hpp"
|
|
#include "core/types.hpp"
|
|
#include "game/constants.hpp"
|
|
|
|
Ship::Ship(Rendering::Renderer* renderer, const char* shape_file)
|
|
: Entity(renderer) {
|
|
// Brightness específico para naves
|
|
brightness_ = Defaults::Brightness::NAU;
|
|
|
|
// Configuración del cuerpo físico
|
|
body_.setMass(Defaults::Ship::MASS);
|
|
body_.radius = Defaults::Entities::SHIP_RADIUS;
|
|
body_.restitution = Defaults::Ship::RESTITUTION;
|
|
body_.linear_damping = Defaults::Ship::LINEAR_DAMPING;
|
|
body_.angular_damping = Defaults::Ship::ANGULAR_DAMPING;
|
|
|
|
// Cargar shape compartida desde archivo
|
|
shape_ = Graphics::ShapeLoader::load(shape_file);
|
|
if (!shape_ || !shape_->isValid()) {
|
|
std::cerr << "[Ship] Error: no se ha podido cargar " << shape_file << '\n';
|
|
}
|
|
}
|
|
|
|
void Ship::init(const Vec2* spawn_point, bool activar_invulnerabilitat) {
|
|
// Posición inicial
|
|
if (spawn_point != nullptr) {
|
|
center_ = *spawn_point;
|
|
} else {
|
|
float center_x;
|
|
float center_y;
|
|
Constants::getPlayAreaCenter(center_x, center_y);
|
|
center_ = {.x = center_x, .y = center_y};
|
|
}
|
|
|
|
// Reset orientación
|
|
angle_ = 0.0F;
|
|
|
|
// Sincronizar cuerpo físico con la posición/orientación inicial
|
|
body_.position = center_;
|
|
body_.angle = angle_;
|
|
body_.velocity = Vec2{};
|
|
body_.angular_velocity = 0.0F;
|
|
body_.clearAccumulators();
|
|
|
|
// Activar invulnerabilidad solo si es respawn
|
|
invulnerable_timer_ = activar_invulnerabilitat ? Defaults::Ship::INVULNERABILITY_DURATION : 0.0F;
|
|
is_hit_ = false;
|
|
hurt_timer_ = 0.0F;
|
|
touching_enemy_prev_frame_ = false;
|
|
}
|
|
|
|
void Ship::processInput(float delta_time, uint8_t player_id) {
|
|
// Solo procesa input si la nave está viva
|
|
if (is_hit_) {
|
|
return;
|
|
}
|
|
|
|
auto* input = Input::get();
|
|
|
|
// Rotación: control directo del ángulo (no física, no inercial).
|
|
// Se actualiza también body_.angle para que el dibujado tras
|
|
// postUpdate refleje el cambio inmediatamente.
|
|
const bool ROTATE_RIGHT = (player_id == 0)
|
|
? input->checkActionPlayer1(InputAction::RIGHT, Input::ALLOW_REPEAT)
|
|
: input->checkActionPlayer2(InputAction::RIGHT, Input::ALLOW_REPEAT);
|
|
const bool ROTATE_LEFT = (player_id == 0)
|
|
? input->checkActionPlayer1(InputAction::LEFT, Input::ALLOW_REPEAT)
|
|
: input->checkActionPlayer2(InputAction::LEFT, Input::ALLOW_REPEAT);
|
|
const bool THRUST = (player_id == 0)
|
|
? input->checkActionPlayer1(InputAction::THRUST, Input::ALLOW_REPEAT)
|
|
: input->checkActionPlayer2(InputAction::THRUST, Input::ALLOW_REPEAT);
|
|
|
|
if (ROTATE_RIGHT) {
|
|
body_.angle += Defaults::Physics::ROTATION_SPEED * delta_time;
|
|
}
|
|
if (ROTATE_LEFT) {
|
|
body_.angle -= Defaults::Physics::ROTATION_SPEED * delta_time;
|
|
}
|
|
|
|
// Thrust: fuerza vectorial en la dirección de la nariz.
|
|
// angle - PI/2 porque angle=0 apunta hacia arriba (eje Y negativo SDL).
|
|
if (THRUST) {
|
|
const float DIR_X = std::cos(body_.angle - (Constants::PI / 2.0F));
|
|
const float DIR_Y = std::sin(body_.angle - (Constants::PI / 2.0F));
|
|
// Fuerza = masa * aceleración: 10 kg * 400 px/s² = 4000 (unidades arcade)
|
|
const float MAGNITUDE = body_.mass * Defaults::Physics::ACCELERATION;
|
|
body_.applyForce(Vec2{.x = DIR_X * MAGNITUDE, .y = DIR_Y * MAGNITUDE});
|
|
}
|
|
}
|
|
|
|
void Ship::update(float delta_time) {
|
|
// Solo update si la nave está viva
|
|
if (is_hit_) {
|
|
return;
|
|
}
|
|
|
|
// Decrementar timer de invulnerabilidad
|
|
if (invulnerable_timer_ > 0.0F) {
|
|
invulnerable_timer_ -= delta_time;
|
|
invulnerable_timer_ = std::max(invulnerable_timer_, 0.0F);
|
|
}
|
|
|
|
// Decrementar timer d'estat HURT (a 0 → torna a normal sense efecte extern)
|
|
if (hurt_timer_ > 0.0F) {
|
|
hurt_timer_ -= delta_time;
|
|
hurt_timer_ = std::max(hurt_timer_, 0.0F);
|
|
}
|
|
|
|
// El movimiento real lo hace PhysicsWorld::update().
|
|
// Aquí solo lógica de estado.
|
|
|
|
// Cap de velocidad: el thrust acumula fuerza sin límite; limitamos
|
|
// la magnitud de body_.velocity tras aplicar fuerzas para preservar
|
|
// el feel arcade del MAX_VELOCITY original.
|
|
const float CURRENT_SPEED = body_.velocity.length();
|
|
if (CURRENT_SPEED > Defaults::Physics::MAX_VELOCITY) {
|
|
body_.velocity = body_.velocity * (Defaults::Physics::MAX_VELOCITY / CURRENT_SPEED);
|
|
}
|
|
}
|
|
|
|
void Ship::postUpdate(float /*delta_time*/) {
|
|
// Sincronizar mirror desde body_ tras la integración del world.
|
|
center_ = body_.position;
|
|
angle_ = body_.angle;
|
|
}
|
|
|
|
void Ship::draw() const {
|
|
if (is_hit_) {
|
|
return;
|
|
}
|
|
|
|
// Parpadeo si invulnerable
|
|
if (isInvulnerable()) {
|
|
const float BLINK_CYCLE = Defaults::Ship::BLINK_VISIBLE_TIME + Defaults::Ship::BLINK_INVISIBLE_TIME;
|
|
const float TIME_IN_CYCLE = std::fmod(invulnerable_timer_, BLINK_CYCLE);
|
|
if (TIME_IN_CYCLE < Defaults::Ship::BLINK_INVISIBLE_TIME) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!shape_) {
|
|
return;
|
|
}
|
|
|
|
// Efecto visual de empuje: escala proporcional a la velocidad.
|
|
// 0..200 px/s → escala 1.0..1.5 (manteniendo la sensación del Pascal original).
|
|
const float SPEED = getSpeed();
|
|
const float VISUAL_PUSH = SPEED / Defaults::Ship::VISUAL_PUSH_DIVISOR;
|
|
const float SCALE = 1.0F + (VISUAL_PUSH / Defaults::Ship::VISUAL_SCALE_DIVISOR);
|
|
|
|
// Parpelleig daurat mentre està ferida: alterna color normal ↔ color hurt
|
|
// a Hurt::BLINK_HZ (mateixa estètica que el wounded dels enemics).
|
|
SDL_Color color = color_normal_;
|
|
if (hurt_timer_ > 0.0F) {
|
|
const float CYCLE = 1.0F / Defaults::Ship::Hurt::BLINK_HZ;
|
|
const float T = std::fmod(hurt_timer_, CYCLE);
|
|
if (T < (CYCLE / 2.0F)) {
|
|
color = color_hurt_;
|
|
}
|
|
}
|
|
|
|
Rendering::renderShape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_, color);
|
|
}
|
|
|
|
void Ship::hurt() {
|
|
hurt_timer_ = Defaults::Ship::Hurt::DURATION;
|
|
Audio::get()->playSound(Defaults::Sound::HURT, Audio::Group::GAME);
|
|
}
|