Files
orni-attack/source/game/options.hpp
T
JailDesigner 7ee359b910 Fase 1d: rename del codi restant (effects, stage_system, locals)
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>
2026-05-19 11:44:45 +02:00

122 lines
3.2 KiB
C++

#pragma once
#include <SDL3/SDL.h> // Para SDL_Scancode
#include <string>
namespace Options {
// Estructures de configuració
struct Window {
int width{640};
int height{480};
bool fullscreen{false};
float zoom_factor{1.0F}; // Zoom level (0.5x to max_zoom)
};
struct Physics {
float rotation_speed{3.14F}; // rad/s
float acceleration{400.0F}; // px/s²
float max_velocity{120.0F}; // px/s
float friction{20.0F}; // px/s²
float enemy_speed{2.0F}; // unitats/frame
float bullet_speed{6.0F}; // unitats/frame
};
struct Gameplay {
int max_enemies{15};
int max_bullets{3};
};
struct Rendering {
int vsync{1}; // 0=disabled, 1=enabled
};
struct Music {
bool enabled{true};
float volume{0.8F};
};
struct Sound {
bool enabled{true};
float volume{1.0F};
};
struct Audio {
Music music{};
Sound sound{};
bool enabled{true};
float volume{1.0F};
};
// Controles de jugadors
struct KeyboardControls {
SDL_Scancode key_left{SDL_SCANCODE_LEFT};
SDL_Scancode key_right{SDL_SCANCODE_RIGHT};
SDL_Scancode key_thrust{SDL_SCANCODE_UP};
SDL_Scancode key_shoot{SDL_SCANCODE_SPACE};
SDL_Scancode key_start{SDL_SCANCODE_1};
};
struct GamepadControls {
int button_left{SDL_GAMEPAD_BUTTON_DPAD_LEFT};
int button_right{SDL_GAMEPAD_BUTTON_DPAD_RIGHT};
int button_thrust{SDL_GAMEPAD_BUTTON_WEST}; // X button
int button_shoot{SDL_GAMEPAD_BUTTON_SOUTH}; // A button
};
struct PlayerControls {
KeyboardControls keyboard{};
GamepadControls gamepad{};
std::string gamepad_name; // Buit = auto-assignar per índex
};
// Variables globals (inline per evitar ODR violations)
inline std::string version{}; // Versió del config per validació
inline bool console{false}; // Eixida de debug
inline Window window{};
inline Physics physics{};
inline Gameplay gameplay{};
inline Rendering rendering{};
inline Audio audio{};
// Controles per player
inline PlayerControls player1{
.keyboard =
{.key_left = SDL_SCANCODE_LEFT,
.key_right = SDL_SCANCODE_RIGHT,
.key_thrust = SDL_SCANCODE_UP,
.key_shoot = SDL_SCANCODE_SPACE,
.key_start = SDL_SCANCODE_1},
.gamepad_name = "" // Primer gamepad disponible
};
inline PlayerControls player2{
.keyboard =
{.key_left = SDL_SCANCODE_A,
.key_right = SDL_SCANCODE_D,
.key_thrust = SDL_SCANCODE_W,
.key_shoot = SDL_SCANCODE_LSHIFT,
.key_start = SDL_SCANCODE_2},
.gamepad_name = "" // Segon gamepad disponible
};
// Per compatibilitat amb pollo (no utilitzat en orni, però necessari per Input)
inline KeyboardControls keyboard_controls{};
inline GamepadControls gamepad_controls{};
inline std::string config_file_path{}; // Establert per setConfigFile()
// Funcions públiques
void init(); // Inicialitzar amb valors per defecte
void setConfigFile(
const std::string& path); // Establir ruta del fitxer de config
auto loadFromFile() -> bool; // Carregar config YAML
auto saveToFile() -> bool; // Guardar config YAML
} // namespace Options