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>
63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
// ship.hpp - Classe per a 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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#pragma once
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#include <SDL3/SDL.h>
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#include <cmath>
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#include <cstdint>
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#include "core/defaults.hpp"
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#include "core/entities/entity.hpp"
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#include "core/types.hpp"
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#include "game/constants.hpp"
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class Ship : public Entities::Entity {
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public:
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Ship()
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: Entity(nullptr) {}
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Ship(SDL_Renderer* renderer, const char* shape_file = "ship.shp");
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void init() override { init(nullptr, false); }
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void init(const Vec2* spawn_point, bool activar_invulnerabilitat = false);
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void processInput(float delta_time, uint8_t player_id);
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void update(float delta_time) override;
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void draw() const override;
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// Override: Interfície d'Entity
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[[nodiscard]] bool isActive() const override { return !is_hit_; }
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// Override: Interfície de col·lisió
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[[nodiscard]] float getCollisionRadius() const override {
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return Defaults::Entities::SHIP_RADIUS;
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}
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[[nodiscard]] bool isCollidable() const override {
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return !is_hit_ && invulnerable_timer_ <= 0.0F;
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}
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// Getters (API pública sense canvis)
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[[nodiscard]] bool isAlive() const { return !is_hit_; }
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[[nodiscard]] bool isHit() const { return is_hit_; }
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[[nodiscard]] bool isInvulnerable() const { return invulnerable_timer_ > 0.0F; }
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[[nodiscard]] Vec2 getVelocityVector() const {
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return {
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.x = velocity_ * std::cos(angle_ - (Constants::PI / 2.0F)),
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.y = velocity_ * std::sin(angle_ - (Constants::PI / 2.0F))};
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}
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// Setters
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void setCenter(const Vec2& nou_centre) { center_ = nou_centre; }
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// Col·lisions (Fase 10)
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void markHit() { is_hit_ = true; }
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private:
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// Membres específics de Ship (heretats: renderer_, shape_, center_, angle_, brightness_)
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float velocity_; // Velocitat (px/s)
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bool is_hit_;
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float invulnerable_timer_; // 0.0f = vulnerable, >0.0f = invulnerable
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void applyPhysics(float delta_time);
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};
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