102 lines
5.7 KiB
C++
102 lines
5.7 KiB
C++
// enemies.hpp - Configuració per tipus d'enemic (Pentagon/Square/Molinillo), spawn i scoring
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// © 2026 JailDesigner
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#pragma once
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#include "core/defaults/entities.hpp"
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namespace Defaults::Enemies {
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// Cuerpo físico común (valores por defecto del constructor)
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namespace Body {
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constexpr float DEFAULT_MASS = 5.0F; // Más liviano que la nave (10.0)
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constexpr float RESTITUTION = 1.0F; // Rebote elástico perfecto contra paredes
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constexpr float LINEAR_DAMPING = 0.0F; // Sin fricción: mantienen velocidad
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constexpr float ANGULAR_DAMPING = 0.0F;
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} // namespace Body
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// Pentagon (esquivador - zigzag evasion)
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namespace Pentagon {
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constexpr float SPEED = 35.0F; // px/s (slightly slower)
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constexpr float MASS = 5.0F; // Masa estándar
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constexpr float ANGLE_CHANGE_PROB = 0.20F; // 20% per wall hit (frequent zigzag)
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constexpr float ANGLE_CHANGE_MAX = 1.0F; // Max random angle change (rad)
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constexpr float ZIGZAG_PROB_PER_SECOND = 0.8F; // Probabilidad de zigzag por segundo
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constexpr float ROTATION_DELTA_MIN = 0.75F; // Min visual rotation (rad/s) [+50%]
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constexpr float ROTATION_DELTA_MAX = 3.75F; // Max visual rotation (rad/s) [+50%]
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constexpr const char* SHAPE_FILE = "enemy_pentagon.shp";
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} // namespace Pentagon
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// Square (perseguidor - tracks player)
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namespace Square {
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constexpr float SPEED = 40.0F; // px/s (medium speed)
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constexpr float MASS = 8.0F; // Más pesado, "tanque"
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constexpr float TRACKING_STRENGTH = 0.5F; // Interpolation toward player (0.0-1.0)
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constexpr float TRACKING_INTERVAL = 1.0F; // Seconds between angle updates
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constexpr float ROTATION_DELTA_MIN = 0.3F; // Slow rotation [+50%]
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constexpr float ROTATION_DELTA_MAX = 1.5F; // [+50%]
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constexpr const char* SHAPE_FILE = "enemy_square.shp";
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} // namespace Square
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// Molinillo (agressiu - fast straight lines, proximity spin-up)
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namespace Pinwheel {
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constexpr float SPEED = 50.0F; // px/s (fastest)
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constexpr float MASS = 4.0F; // Más liviano, ágil
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constexpr float ANGLE_CHANGE_PROB = 0.05F; // 5% per wall hit (rare direction change)
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constexpr float ANGLE_CHANGE_MAX = 0.3F; // Small angle adjustments
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constexpr float ROTATION_DELTA_MIN = 3.0F; // Base rotation (rad/s) [+50%]
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constexpr float ROTATION_DELTA_MAX = 6.0F; // [+50%]
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constexpr float ROTATION_DELTA_PROXIMITY_MULTIPLIER = 3.0F; // Spin-up multiplier when near ship
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constexpr float PROXIMITY_DISTANCE = 100.0F; // Distance threshold (px)
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constexpr const char* SHAPE_FILE = "enemy_pinwheel.shp";
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} // namespace Pinwheel
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// Animation parameters (shared)
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namespace Animation {
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// Palpitation
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constexpr float PULSE_TRIGGER_PROB = 0.01F; // 1% chance per second
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constexpr float PULSE_DURACIO_MIN = 1.0F; // Min duration (seconds)
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constexpr float PULSE_DURACIO_MAX = 3.0F; // Max duration (seconds)
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constexpr float PULSE_AMPLITUD_MIN = 0.08F; // Min scale variation
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constexpr float PULSE_AMPLITUD_MAX = 0.20F; // Max scale variation
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constexpr float PULSE_FREQ_MIN = 1.5F; // Min frequency (Hz)
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constexpr float PULSE_FREQ_MAX = 3.0F; // Max frequency (Hz)
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// Rotation acceleration
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constexpr float ROTATION_ACCEL_TRIGGER_PROB = 0.02F; // 2% chance per second [4x more frequent]
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constexpr float ROTATION_ACCEL_DURACIO_MIN = 3.0F; // Min transition time
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constexpr float ROTATION_ACCEL_DURACIO_MAX = 8.0F; // Max transition time
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constexpr float ROTATION_ACCEL_MULTIPLIER_MIN = 0.3F; // Min speed multiplier [more dramatic]
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constexpr float ROTATION_ACCEL_MULTIPLIER_MAX = 4.0F; // Max speed multiplier [more dramatic]
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} // namespace Animation
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// Wounded state (entre primer impacto y explosión)
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namespace Wounded {
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constexpr float DURATION = 1.0F; // Segundos en estado herido antes de explotar
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constexpr float BLINK_HZ = 10.0F; // Frecuencia de parpadeo color tipo ↔ dorado
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} // namespace Wounded
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// Spawn safety and invulnerability system
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namespace Spawn {
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// Safe spawn distance from player
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constexpr float SAFETY_DISTANCE_MULTIPLIER = 3.0F; // 3x ship radius
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constexpr float SAFETY_DISTANCE = Defaults::Entities::SHIP_RADIUS * SAFETY_DISTANCE_MULTIPLIER; // 36.0f px
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constexpr int MAX_SPAWN_ATTEMPTS = 50; // Max attempts to find safe position
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// Invulnerability system
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constexpr float INVULNERABILITY_DURATION = 3.0F; // Seconds
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constexpr float INVULNERABILITY_BRIGHTNESS_START = 0.3F; // Dim
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constexpr float INVULNERABILITY_BRIGHTNESS_END = 0.7F; // Normal (same as Defaults::Brightness::ENEMIC)
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constexpr float INVULNERABILITY_SCALE_START = 0.0F; // Invisible
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constexpr float INVULNERABILITY_SCALE_END = 1.0F; // Full size
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} // namespace Spawn
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// Scoring system (puntuación per type de enemy)
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namespace Scoring {
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constexpr int PENTAGON_SCORE = 100; // Pentágono (esquivador, 35 px/s)
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constexpr int SQUARE_SCORE = 150; // Square (perseguidor, 40 px/s)
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constexpr int PINWHEEL_SCORE = 200; // Molinillo (agressiu, 50 px/s)
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} // namespace Scoring
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} // namespace Defaults::Enemies
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