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orni-attack/source/game/systems/init_hud_animator.cpp
T

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// init_hud_animator.cpp - Implementación de la animación inicial del HUD
#include "game/systems/init_hud_animator.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <string>
#include "core/defaults.hpp"
#include "core/math/easing.hpp"
#include "core/rendering/line_renderer.hpp"
namespace Systems::InitHud {
auto computeRangeProgress(float global_progress,
float ratio_init,
float ratio_end) -> float {
if (ratio_init >= ratio_end) {
return (global_progress >= ratio_end) ? 1.0F : 0.0F;
}
if (global_progress < ratio_init) {
return 0.0F;
}
if (global_progress > ratio_end) {
return 1.0F;
}
return (global_progress - ratio_init) / (ratio_end - ratio_init);
}
auto computeShipPosition(float progress, const Vec2& final_position) -> Vec2 {
const float EASED = Easing::easeOutQuad(progress);
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
// Y inicial: bajo la zone de juego (sale desde fuera).
const float Y_INI = zone.y + zone.h + Defaults::Hud::InitAnim::SHIP_SPAWN_Y_OFFSET;
const float Y_ANIM = Y_INI + ((final_position.y - Y_INI) * EASED);
return Vec2{.x = final_position.x, .y = Y_ANIM};
}
void drawBordersAnimated(Rendering::Renderer* renderer, float progress) {
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
const float EASED = Easing::easeOutQuad(progress);
const int X1 = static_cast<int>(zone.x);
const int Y1 = static_cast<int>(zone.y);
const int X2 = static_cast<int>(zone.x + zone.w);
const int Y2 = static_cast<int>(zone.y + zone.h);
const int CX = (X1 + X2) / 2;
constexpr float PHASE_1_END = Defaults::Hud::InitAnim::BORDER_PHASE_1_END;
constexpr float PHASE_2_END = Defaults::Hud::InitAnim::BORDER_PHASE_2_END;
// Fase 1: línea superior crece desde el centro hacia los lados.
if (EASED > 0.0F) {
const float P = std::min(EASED / PHASE_1_END, 1.0F);
const int X_LEFT = static_cast<int>(CX - ((CX - X1) * P));
const int X_RIGHT = static_cast<int>(CX + ((X2 - CX) * P));
Rendering::linea(renderer, CX, Y1, X_LEFT, Y1);
Rendering::linea(renderer, CX, Y1, X_RIGHT, Y1);
}
// Fase 2: laterales bajan.
if (EASED > PHASE_1_END) {
const float P = std::min((EASED - PHASE_1_END) / (PHASE_2_END - PHASE_1_END), 1.0F);
const int Y_BOTTOM = static_cast<int>(Y1 + ((Y2 - Y1) * P));
Rendering::linea(renderer, X1, Y1, X1, Y_BOTTOM);
Rendering::linea(renderer, X2, Y1, X2, Y_BOTTOM);
}
// Fase 3: línea inferior crece desde los lados hacia el centro.
if (EASED > PHASE_2_END) {
const float P = (EASED - PHASE_2_END) / (1.0F - PHASE_2_END);
const int X_LEFT = static_cast<int>(X1 + ((CX - X1) * P));
const int X_RIGHT = static_cast<int>(X2 - ((X2 - CX) * P));
Rendering::linea(renderer, X1, Y2, X_LEFT, Y2);
Rendering::linea(renderer, X2, Y2, X_RIGHT, Y2);
}
}
void drawScoreboardAnimated(const Graphics::VectorText& text,
const std::string& scoreboard_text,
float progress) {
const float EASED = Easing::easeOutQuad(progress);
constexpr float SCALE = Defaults::Hud::SCOREBOARD_TEXT_SCALE;
constexpr float SPACING = Defaults::Hud::SCOREBOARD_TEXT_SPACING;
const SDL_FRect& scoreboard_zone = Defaults::Zones::SCOREBOARD;
const float CENTRE_X = scoreboard_zone.w / 2.0F;
const float Y_FINAL = scoreboard_zone.y + (scoreboard_zone.h / 2.0F);
// Posición inicial: fuera de la pantalla por debajo.
const auto Y_INI = static_cast<float>(Defaults::Game::HEIGHT);
const float Y_ANIM = Y_INI + ((Y_FINAL - Y_INI) * EASED);
text.renderCentered(scoreboard_text,
Vec2{.x = CENTRE_X, .y = Y_ANIM},
SCALE,
SPACING);
}
} // namespace Systems::InitHud