7ee359b910
Sweep final del naming a CamelCase/camelBack/lower_case:
Fitxers renombrats:
- effects/gestor_puntuacio_flotant.{hpp,cpp} -> floating_score_manager.{hpp,cpp}
- effects/puntuacio_flotant.hpp -> floating_score.hpp
Tipus (CamelCase):
- GestorPuntuacioFlotant -> FloatingScoreManager
- PuntuacioFlotant -> FloatingScore
- ConfigStage -> StageConfig
- ConfigSistemaStages -> StageSystemConfig
- NauTitol -> TitleShip
- EstatNau -> ShipState
Metodes publics (camelBack):
- obte_renderer -> getRenderer
- get_num_actius -> getActiveCount
- calcular_direccio_explosio -> computeExplosionDirection
- trobar_slot_lliure -> findFreeSlot
- explotar -> explode
- reiniciar -> reset
- es_valida -> isValid
- parsejar_fitxer -> parseFile
- carregar -> load
- crear_explosio -> createExplosion
- registrar_puntuacio -> registerScore
- construir_marcador -> buildScoreboard
- render_centered -> renderCentered
Camps struct publics (snake_case):
- actiu/actius -> active
- rotacio -> rotation, rotacio_visual -> visual_rotation
- acceleracio -> acceleration
- velocitat -> velocity
- escala/escala_inicial/objectiu/actual -> scale/initial_scale/...
- posicio/posicio_inicial/objectiu/actual -> position/initial_position/...
- fase_oscilacio -> oscillation_phase
- temps_estat -> state_time
- jugador_id -> player_id
- estat -> state
- brillantor -> brightness
- tipus -> type
Camps privats (sufix _):
- naus_ -> ships_, orni_ -> enemies_, bales_ -> bullets_
- gestor_puntuacio_ -> floating_score_manager_
- punt_mort_ -> death_position_, punt_spawn_ -> spawn_position_
- itocado_per_jugador_ -> hit_timer_per_player_
- vides_per_jugador_ -> lives_per_player_
- puntuacio_per_jugador_ -> score_per_player_
- estat_game_over_ -> game_over_state_
- continues_usados_ -> continues_used_
Constants:
- MARGE_ESQ/DRET/DALT/BAIX -> MARGIN_LEFT/RIGHT/TOP/BOTTOM
Variables locals i parametres comuns (snake_case):
- nau -> ship, enemic -> enemy, bala -> bullet
- forma -> shape, punt(s) -> point(s)
- jugador -> player, partida -> match
- temps -> time, missatge -> message
Diff: 59 fitxers, +1000/-1000 (simetric). Compila i enllaça.
Pendents per a futures fases (no bloquejants):
- Comentaris de capçalera en catala -> castella
- Variables locals/parametres minoritaris en catala
- Include guards (queden alguns #ifndef en lloc de #pragma once)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
214 lines
6.7 KiB
C++
214 lines
6.7 KiB
C++
// ship.cpp - Implementació de la nave del player
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// © 1999 Visente i Sergi (versió Pascal)
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// © 2025 Port a C++20 amb SDL3
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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(SDL_Renderer* renderer, const char* shape_file)
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: Entity(renderer),
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velocity_(0.0F),
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is_hit_(false),
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invulnerable_timer_(0.0F) {
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// [NUEVO] Brightness específic per naus
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brightness_ = Defaults::Brightness::NAU;
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// [NUEVO] Carregar shape compartida des de fitxer
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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 s'ha pogut load " << 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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// Inicialització de la ship (triangle)
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// Basat en el codi Pascal original: lines 380-384
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// Copiat de joc_asteroides.cpp línies 30-44
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// [NUEVO] Ja no cal configurar points polars - la geometria es carrega del
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// fitxer Només inicialitzem l'state de la instància
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// Use custom spawn point if provided, otherwise use center
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if (spawn_point != nullptr) {
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center_.x = spawn_point->x;
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center_.y = spawn_point->y;
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} else {
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// Default: center of play area
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float centre_x;
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float centre_y;
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Constants::obtenir_centre_zona(centre_x, centre_y);
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center_.x = static_cast<int>(centre_x);
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center_.y = static_cast<int>(centre_y);
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}
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// Estat inicial
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angle_ = 0.0F;
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velocity_ = 0.0F;
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// Activar invulnerabilidad solo si es respawn
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if (activar_invulnerabilitat) {
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invulnerable_timer_ = Defaults::Ship::INVULNERABILITY_DURATION;
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} else {
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invulnerable_timer_ = 0.0F;
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}
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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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// Processar input continu (com teclapuls() del Pascal original)
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// Basat en joc_asteroides.cpp línies 66-85
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// Només processa input si la ship està 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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// Processar input segons el player
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if (player_id == 0) {
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// Jugador 1
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if (input->checkActionPlayer1(InputAction::RIGHT, Input::ALLOW_REPEAT)) {
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angle_ += Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (input->checkActionPlayer1(InputAction::LEFT, Input::ALLOW_REPEAT)) {
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angle_ -= Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (input->checkActionPlayer1(InputAction::THRUST, Input::ALLOW_REPEAT)) {
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if (velocity_ < Defaults::Physics::MAX_VELOCITY) {
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velocity_ += Defaults::Physics::ACCELERATION * delta_time;
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velocity_ = std::min(velocity_, Defaults::Physics::MAX_VELOCITY);
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}
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}
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} else {
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// Jugador 2
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if (input->checkActionPlayer2(InputAction::RIGHT, Input::ALLOW_REPEAT)) {
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angle_ += Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (input->checkActionPlayer2(InputAction::LEFT, Input::ALLOW_REPEAT)) {
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angle_ -= Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (input->checkActionPlayer2(InputAction::THRUST, Input::ALLOW_REPEAT)) {
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if (velocity_ < Defaults::Physics::MAX_VELOCITY) {
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velocity_ += Defaults::Physics::ACCELERATION * delta_time;
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velocity_ = std::min(velocity_, Defaults::Physics::MAX_VELOCITY);
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}
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}
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}
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}
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void Ship::update(float delta_time) {
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// Només update si la ship està 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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// Aplicar física (moviment + fricció)
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applyPhysics(delta_time);
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}
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void Ship::draw() const {
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// Només draw si la ship està viva
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if (is_hit_) {
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return;
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}
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// Si invulnerable, parpadear (toggle on/off)
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if (isInvulnerable()) {
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// Calcular ciclo de parpadeo
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float blink_cycle = Defaults::Ship::BLINK_VISIBLE_TIME +
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Defaults::Ship::BLINK_INVISIBLE_TIME;
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float time_in_cycle = std::fmod(invulnerable_timer_, blink_cycle);
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// Si estamos en fase invisible, no dibujar
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if (time_in_cycle < Defaults::Ship::BLINK_INVISIBLE_TIME) {
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return; // No dibujar durante fase invisible
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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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// Escalar velocity per l'efecte visual (200 px/s → ~6 px d'efecte)
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// El codi Pascal original sumava velocity (0-6) al radi per donar
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// sensació de "empenta". Ara velocity està en px/s (0-200).
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// Basat en joc_asteroides.cpp línies 127-134
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//
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// [NUEVO] Convertir suma de velocitat_visual a scale multiplicativa
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// Radio base del ship = 12 px
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// velocitat_visual = 0-6 → r = 12-18 → scale = 1.0-1.5
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float velocitat_visual = velocity_ / 33.33F;
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float scale = 1.0F + (velocitat_visual / 12.0F);
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Rendering::render_shape(renderer_, shape_, center_, angle_, scale, 1.0F, brightness_);
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}
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void Ship::applyPhysics(float delta_time) {
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// Aplicar física de moviment
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// Basat en joc_asteroides.cpp línies 87-113
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// Calcular nova posició basada en velocity i angle
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// S'usa (angle - PI/2) perquè angle=0 apunta cap amunt, no cap a la dreta
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// velocity_ està en px/s, així que multipliquem per delta_time
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float dy =
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((velocity_ * delta_time) * std::sin(angle_ - (Constants::PI / 2.0F))) +
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center_.y;
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float dx =
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((velocity_ * delta_time) * std::cos(angle_ - (Constants::PI / 2.0F))) +
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center_.x;
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// Boundary checking amb radi de la ship
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// CORRECCIÓ: Usar límits segurs i inequalitats inclusives
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float min_x;
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float max_x;
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float min_y;
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float max_y;
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Constants::obtenir_limits_zona_segurs(Defaults::Entities::SHIP_RADIUS,
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min_x,
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max_x,
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min_y,
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max_y);
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// Inequalitats inclusives (>= i <=)
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if (dy >= min_y && dy <= max_y) {
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center_.y = dy;
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}
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if (dx >= min_x && dx <= max_x) {
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center_.x = dx;
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}
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// Fricció - desacceleració gradual (time-based)
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if (velocity_ > 0.1F) {
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velocity_ -= Defaults::Physics::FRICTION * delta_time;
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velocity_ = std::max(velocity_, 0.0F);
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}
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}
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