Files
orni-attack/source/game/scenes/game_scene.cpp
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

1401 lines
52 KiB
C++

// escena_joc.cpp - Implementació de la lògica del joc
// © 1999 Visente i Sergi (versió Pascal)
// © 2025 Port a C++20 amb SDL3
#include "game_scene.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <ctime>
#include <iostream>
#include <vector>
#include "core/audio/audio.hpp"
#include "core/entities/entity.hpp"
#include "core/input/input.hpp"
#include "core/input/mouse.hpp"
#include "core/math/easing.hpp"
#include "core/physics/collision.hpp"
#include "core/rendering/line_renderer.hpp"
#include "core/system/scene_context.hpp"
#include "core/system/global_events.hpp"
#include "game/stage_system/stage_loader.hpp"
// Using declarations per simplificar el codi
using SceneManager::SceneContext;
using SceneType = SceneContext::SceneType;
using Option = SceneContext::Option;
GameScene::GameScene(SDLManager& sdl, SceneContext& context)
: sdl_(sdl),
context_(context),
debris_manager_(sdl.getRenderer()),
floating_score_manager_(sdl.getRenderer()),
text_(sdl.getRenderer()),
init_hud_rect_sound_played_(false) {
// Recuperar configuració de match des del context
match_config_ = context_.getMatchConfig();
// Debug output de la configuració
std::cout << "[GameScene] Configuració de match - P1: "
<< (match_config_.jugador1_actiu ? "ACTIU" : "INACTIU")
<< ", P2: "
<< (match_config_.jugador2_actiu ? "ACTIU" : "INACTIU")
<< '\n';
// Consumir opcions (preparació per MODE_DEMO futur)
auto option = context_.consumeOption();
(void)option; // Suprimir warning de variable no usada
// Inicialitzar naus amb renderer (P1=ship.shp, P2=ship2.shp)
ships_[0] = Ship(sdl.getRenderer(), "ship.shp"); // Jugador 1: nave estàndar
ships_[1] = Ship(sdl.getRenderer(), "ship2.shp"); // Jugador 2: interceptor amb ales
// Inicialitzar bales amb renderer
for (auto& bullet : bullets_) {
bullet = Bullet(sdl.getRenderer());
}
// Inicialitzar enemics amb renderer
for (auto& enemy : enemies_) {
enemy = Enemy(sdl.getRenderer());
}
}
void GameScene::run() {
std::cout << "SceneType Joc: Inicialitzant...\n";
// Inicialitzar state del joc
init();
SDL_Event event;
Uint64 last_time = SDL_GetTicks();
while (SceneManager::actual == SceneType::GAME) {
// Calcular delta_time real
Uint64 current_time = SDL_GetTicks();
float delta_time = (current_time - last_time) / 1000.0F;
last_time = current_time;
// Limitar delta_time per evitar grans salts
delta_time = std::min(delta_time, 0.05F);
// Actualitzar comptador de FPS
sdl_.updateFPS(delta_time);
// Actualitzar visibilitat del cursor (auto-ocultar)
Mouse::updateCursorVisibility();
// Actualitzar sistema d'input ABANS del event loop
Input::get()->update();
// Processar events SDL
while (SDL_PollEvent(&event)) {
// Manejo de finestra
if (sdl_.handleWindowEvent(event)) {
continue;
}
// Events globals (F1/F2/F3/ESC/QUIT)
GlobalEvents::handle(event, sdl_, context_);
}
// Actualitzar física del joc amb delta_time real
update(delta_time);
// Actualitzar sistema d'audio
Audio::update();
// Actualitzar colors oscil·lats
sdl_.updateColors(delta_time);
// Netejar pantalla (usa color oscil·lat)
sdl_.neteja(0, 0, 0);
// Actualitzar context de renderitzat (factor d'scale global)
sdl_.updateRenderingContext();
// Dibuixar joc
draw();
// Presentar renderer (swap buffers)
sdl_.presenta();
}
std::cout << "SceneType Joc: Finalitzant...\n";
}
void GameScene::init() {
// Inicialitzar generador de números aleatoris
// Basat en el codi Pascal original: line 376
std::srand(static_cast<unsigned>(std::time(nullptr)));
// [NEW] Load stage configuration (only once)
if (!stage_config_) {
stage_config_ = StageSystem::StageLoader::load("data/stages/stages.yaml");
if (!stage_config_) {
std::cerr << "[GameScene] Error: no s'ha pogut load stages.yaml" << '\n';
// Continue without stage system (will crash, but helps debugging)
}
}
// [NEW] Initialize stage manager
stage_manager_ = std::make_unique<StageSystem::StageManager>(stage_config_.get());
stage_manager_->init();
// [NEW] Set ship position reference for safe spawn (P1 for now, TODO: dual tracking)
stage_manager_->get_spawn_controller().set_ship_position(&ships_[0].getCenter());
// Inicialitzar timers de muerte per player
hit_timer_per_player_[0] = 0.0F;
hit_timer_per_player_[1] = 0.0F;
// Initialize lives and game over state (independent lives per player)
lives_per_player_[0] = Defaults::Game::STARTING_LIVES;
lives_per_player_[1] = Defaults::Game::STARTING_LIVES;
game_over_state_ = GameOverState::NONE;
continue_counter_ = 0;
continue_tick_timer_ = 0.0F;
continues_used_ = 0;
game_over_timer_ = 0.0F;
// Initialize scores (separate per player)
score_per_player_[0] = 0;
score_per_player_[1] = 0;
floating_score_manager_.reset();
// DEPRECATED: spawn_position_ ja no s'usa, es calcula dinàmicament amb obtenir_punt_spawn(player_id)
// const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
// spawn_position_.x = zona.x + zona.w * 0.5f;
// spawn_position_.y = zona.y + zona.h * Defaults::Game::INIT_HUD_SHIP_START_Y_RATIO;
// Inicialitzar naus segons configuració (només jugadors active)
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
if (jugador_actiu) {
// Jugador active: init normalment
Vec2 spawn_pos = obtenir_punt_spawn(i);
ships_[i].init(&spawn_pos, false); // No invulnerability at start
std::cout << "[GameScene] Jugador " << (i + 1) << " inicialitzat\n";
} else {
// Jugador inactiu: marcar com a mort permanent
ships_[i].markHit();
hit_timer_per_player_[i] = 999.0F; // Valor sentinella (permanent inactiu)
lives_per_player_[i] = 0; // Sense vides
std::cout << "[GameScene] Jugador " << (i + 1) << " inactiu\n";
}
}
// [MODIFIED] Initialize enemies as inactive (stage system will spawn them)
for (auto& enemy : enemies_) {
enemy = Enemy(sdl_.getRenderer());
enemy.set_ship_position(&ships_[0].getCenter()); // Set ship reference (P1 for now)
// DON'T call enemy.init() here - stage system handles spawning
}
// Inicialitzar bales (now 6 instead of 3)
for (auto& bullet : bullets_) {
bullet.init();
}
// [ELIMINAT] Iniciar música de joc (ara es gestiona en stage_manager)
// La música s'inicia quan es transiciona de INIT_HUD a LEVEL_START
// Audio::get()->playMusic("game.ogg");
// Reset flag de sons d'animació
init_hud_rect_sound_played_ = false;
}
void GameScene::update(float delta_time) {
// Processar disparos (state-based, no event-based)
if (game_over_state_ == GameOverState::NONE) {
auto* input = Input::get();
// Jugador 1 dispara (només si està active)
if (match_config_.jugador1_actiu) {
if (input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
disparar_bala(0);
}
}
// Jugador 2 dispara (només si està active)
if (match_config_.jugador2_actiu) {
if (input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
disparar_bala(1);
}
}
// [FIXED] Allow mid-game join: inactive or dead player presses START
// Only during PLAYING state (not INIT_HUD, CONTINUE, GAME_OVER)
if (stage_manager_->get_estat() == StageSystem::EstatStage::PLAYING) {
// Check if at least one player is alive and playing (game in progress)
bool algun_jugador_viu = false;
if (match_config_.jugador1_actiu && hit_timer_per_player_[0] != 999.0F) {
algun_jugador_viu = true;
}
if (match_config_.jugador2_actiu && hit_timer_per_player_[1] != 999.0F) {
algun_jugador_viu = true;
}
// Only allow join if there's an active game
if (algun_jugador_viu) {
// P2 can join if not currently playing (never joined OR dead without lives)
bool p2_no_juga = !match_config_.jugador2_actiu || // Never joined
hit_timer_per_player_[1] == 999.0F; // Dead without lives
if (p2_no_juga) {
if (input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT)) {
unir_jugador(1);
}
}
// P1 can join if not currently playing (never joined OR dead without lives)
bool p1_no_juga = !match_config_.jugador1_actiu || // Never joined
hit_timer_per_player_[0] == 999.0F; // Dead without lives
if (p1_no_juga) {
if (input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT)) {
unir_jugador(0);
}
}
}
}
}
// Handle CONTINUE screen
if (game_over_state_ == GameOverState::CONTINUE) {
actualitzar_continue(delta_time);
processar_input_continue();
// Still update enemies, bullets, and effects during continue screen
for (auto& enemy : enemies_) {
enemy.update(delta_time);
}
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
debris_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
return;
}
// Handle final GAME OVER state
if (game_over_state_ == GameOverState::GAME_OVER) {
// Game over: only update timer, enemies, bullets, and debris
game_over_timer_ -= delta_time;
if (game_over_timer_ <= 0.0F) {
// Aturar música de joc abans de tornar al títol
Audio::get()->stopMusic();
// Transició a pantalla de títol
context_.setNextScene(SceneType::TITLE);
SceneManager::actual = SceneType::TITLE;
return;
}
// Enemies and bullets continue moving during game over
for (auto& enemy : enemies_) {
enemy.update(delta_time);
}
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
debris_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
return;
}
// Check death sequence state for BOTH players
bool algun_jugador_mort = false;
for (uint8_t i = 0; i < 2; i++) {
if (hit_timer_per_player_[i] > 0.0F && hit_timer_per_player_[i] < 999.0F) {
algun_jugador_mort = true;
// Death sequence active: update timer
hit_timer_per_player_[i] += delta_time;
// Check if death duration completed (only trigger ONCE using sentinel value)
if (hit_timer_per_player_[i] >= Defaults::Game::DEATH_DURATION) {
// *** PHASE 3: RESPAWN OR GAME OVER ***
// Decrement lives for this player (only once)
lives_per_player_[i]--;
if (lives_per_player_[i] > 0) {
// Respawn ship en spawn position con invulnerabilidad
Vec2 spawn_pos = obtenir_punt_spawn(i);
ships_[i].init(&spawn_pos, true);
hit_timer_per_player_[i] = 0.0F;
} else {
// Player is permanently dead (out of lives)
// Set sentinel value to prevent re-entering this block
hit_timer_per_player_[i] = 999.0F;
// Check if ALL ACTIVE players are dead (trigger continue screen)
bool p1_dead = !match_config_.jugador1_actiu || lives_per_player_[0] <= 0;
bool p2_dead = !match_config_.jugador2_actiu || lives_per_player_[1] <= 0;
if (p1_dead && p2_dead) {
game_over_state_ = GameOverState::CONTINUE;
continue_counter_ = Defaults::Game::CONTINUE_COUNT_START;
continue_tick_timer_ = Defaults::Game::CONTINUE_TICK_DURATION;
}
}
}
}
}
// If any player is dead, still update enemies/bullets/effects
if (algun_jugador_mort) {
// Enemies and bullets continue moving during death sequence
for (auto& enemy : enemies_) {
enemy.update(delta_time);
}
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
debris_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
// Don't return - allow alive players to continue playing
}
// *** STAGE SYSTEM STATE MACHINE ***
StageSystem::EstatStage state = stage_manager_->get_estat();
switch (state) {
case StageSystem::EstatStage::INIT_HUD: {
// Update stage manager timer (pot canviar l'state!)
stage_manager_->update(delta_time);
// [FIX] Si l'state ha canviat durant update(), sortir immediatament
// per evitar recalcular la posició de la ship amb el nou timer
if (stage_manager_->get_estat() != StageSystem::EstatStage::INIT_HUD) {
break;
}
// Calcular global progress (0.0 al inicio → 1.0 al final)
float global_progress = 1.0F - (stage_manager_->get_timer_transicio() / Defaults::Game::INIT_HUD_DURATION);
global_progress = std::min(1.0F, global_progress);
// [NEW] Calcular progress independiente para cada nave
float ship1_progress = calcular_progress_rango(
global_progress,
Defaults::Game::INIT_HUD_SHIP1_RATIO_INIT,
Defaults::Game::INIT_HUD_SHIP1_RATIO_END);
float ship2_progress = calcular_progress_rango(
global_progress,
Defaults::Game::INIT_HUD_SHIP2_RATIO_INIT,
Defaults::Game::INIT_HUD_SHIP2_RATIO_END);
// [MODIFICAT] Animar AMBAS naus con sus progress respectivos
if (match_config_.jugador1_actiu && ship1_progress < 1.0F) {
Vec2 pos_p1 = calcular_posicio_nau_init_hud(ship1_progress, 0);
ships_[0].setCenter(pos_p1);
}
if (match_config_.jugador2_actiu && ship2_progress < 1.0F) {
Vec2 pos_p2 = calcular_posicio_nau_init_hud(ship2_progress, 1);
ships_[1].setCenter(pos_p2);
}
// Una vegada l'animació acaba, permetre control normal
// però mantenir la posició inicial especial fins LEVEL_START
break;
}
case StageSystem::EstatStage::LEVEL_START: {
// [DEBUG] Log entrada a LEVEL_START
static bool first_entry = true;
if (first_entry) {
std::cout << "[LEVEL_START] ENTERED with P1 pos.y=" << ships_[0].getCenter().y << '\n';
first_entry = false;
}
// Update countdown timer
stage_manager_->update(delta_time);
// [NEW] Allow both ships movement and shooting during intro
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) { // Only active, alive players
ships_[i].processInput(delta_time, i);
ships_[i].update(delta_time);
}
}
// [NEW] Update bullets
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
// [NEW] Update debris
debris_manager_.update(delta_time);
break;
}
case StageSystem::EstatStage::PLAYING: {
// [NEW] Update stage manager (spawns enemies, pause if BOTH dead)
bool pausar_spawn = (hit_timer_per_player_[0] > 0.0F && hit_timer_per_player_[1] > 0.0F);
stage_manager_->get_spawn_controller().update(delta_time, enemies_, pausar_spawn);
// [NEW] Check stage completion (only when at least one player alive)
bool algun_jugador_viu = (hit_timer_per_player_[0] == 0.0F || hit_timer_per_player_[1] == 0.0F);
if (algun_jugador_viu) {
auto& spawn_ctrl = stage_manager_->get_spawn_controller();
if (spawn_ctrl.tots_enemics_destruits(enemies_)) {
stage_manager_->stage_completat();
Audio::get()->playSound(Defaults::Sound::GOOD_JOB_COMMANDER, Audio::Group::GAME);
break;
}
}
// [EXISTING] Normal gameplay - update active players
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) { // Only active, alive players
ships_[i].processInput(delta_time, i);
ships_[i].update(delta_time);
}
}
for (auto& enemy : enemies_) {
enemy.update(delta_time);
}
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
detectar_col·lisions_bales_enemics();
detectar_col·lisio_naus_enemics();
detectar_col·lisions_bales_jugadors();
debris_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
break;
}
case StageSystem::EstatStage::LEVEL_COMPLETED:
// Update countdown timer
stage_manager_->update(delta_time);
// [NEW] Allow both ships movement and shooting during outro
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) { // Only active, alive players
ships_[i].processInput(delta_time, i);
ships_[i].update(delta_time);
}
}
// [NEW] Update bullets (allow last shots to continue)
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
// [NEW] Update debris (from last destroyed enemies)
debris_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
break;
}
}
void GameScene::draw() {
// Handle CONTINUE screen
if (game_over_state_ == GameOverState::CONTINUE) {
// Draw game background elements first
dibuixar_marges();
for (const auto& enemy : enemies_) {
enemy.draw();
}
for (const auto& bullet : bullets_) {
bullet.draw();
}
debris_manager_.draw();
floating_score_manager_.draw();
dibuixar_marcador();
// Draw CONTINUE screen overlay
dibuixar_continue();
return;
}
// Handle final GAME OVER state
if (game_over_state_ == GameOverState::GAME_OVER) {
// Game over: draw enemies, bullets, debris, and "GAME OVER" text
dibuixar_marges();
for (const auto& enemy : enemies_) {
enemy.draw();
}
for (const auto& bullet : bullets_) {
bullet.draw();
}
debris_manager_.draw();
floating_score_manager_.draw();
// Draw centered "GAME OVER" text
const std::string game_over_text = "GAME OVER";
constexpr float scale = Defaults::Game::GameOverScreen::TEXT_SCALE;
constexpr float spacing = Defaults::Game::GameOverScreen::TEXT_SPACING;
// Calcular centre de l'àrea de joc usant constants
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
float centre_x = play_area.x + (play_area.w / 2.0F);
float centre_y = play_area.y + (play_area.h / 2.0F);
text_.renderCentered(game_over_text, {.x = centre_x, .y = centre_y}, scale, spacing);
dibuixar_marcador();
return;
}
// [NEW] Stage state rendering
StageSystem::EstatStage state = stage_manager_->get_estat();
switch (state) {
case StageSystem::EstatStage::INIT_HUD: {
// Calcular progrés de cada animació independent
float timer = stage_manager_->get_timer_transicio();
float total_time = Defaults::Game::INIT_HUD_DURATION;
float global_progress = 1.0F - (timer / total_time);
// [NEW] Calcular progress independiente para cada elemento
float rect_progress = calcular_progress_rango(
global_progress,
Defaults::Game::INIT_HUD_RECT_RATIO_INIT,
Defaults::Game::INIT_HUD_RECT_RATIO_END);
float score_progress = calcular_progress_rango(
global_progress,
Defaults::Game::INIT_HUD_SCORE_RATIO_INIT,
Defaults::Game::INIT_HUD_SCORE_RATIO_END);
float ship1_progress = calcular_progress_rango(
global_progress,
Defaults::Game::INIT_HUD_SHIP1_RATIO_INIT,
Defaults::Game::INIT_HUD_SHIP1_RATIO_END);
float ship2_progress = calcular_progress_rango(
global_progress,
Defaults::Game::INIT_HUD_SHIP2_RATIO_INIT,
Defaults::Game::INIT_HUD_SHIP2_RATIO_END);
// Dibuixar elements animats
if (rect_progress > 0.0F) {
// [NOU] Reproduir so quan comença l'animació del rectangle
if (!init_hud_rect_sound_played_) {
Audio::get()->playSound(Defaults::Sound::INIT_HUD, Audio::Group::GAME);
init_hud_rect_sound_played_ = true;
}
dibuixar_marges_animat(rect_progress);
}
if (score_progress > 0.0F) {
dibuixar_marcador_animat(score_progress);
}
// [MODIFICAT] Dibuixar naus amb progress independent
if (ship1_progress > 0.0F && match_config_.jugador1_actiu && !ships_[0].isHit()) {
ships_[0].draw();
}
if (ship2_progress > 0.0F && match_config_.jugador2_actiu && !ships_[1].isHit()) {
ships_[1].draw();
}
break;
}
case StageSystem::EstatStage::LEVEL_START:
dibuixar_marges();
// [NEW] Draw both ships if active and alive
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) {
ships_[i].draw();
}
}
// [NEW] Draw bullets
for (const auto& bullet : bullets_) {
bullet.draw();
}
// [NEW] Draw debris
debris_manager_.draw();
floating_score_manager_.draw();
// [EXISTING] Draw intro message and score
dibuixar_missatge_stage(stage_manager_->get_missatge_level_start());
dibuixar_marcador();
break;
case StageSystem::EstatStage::PLAYING:
dibuixar_marges();
// [EXISTING] Normal rendering - active ships
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) {
ships_[i].draw();
}
}
for (const auto& enemy : enemies_) {
enemy.draw();
}
for (const auto& bullet : bullets_) {
bullet.draw();
}
debris_manager_.draw();
floating_score_manager_.draw();
dibuixar_marcador();
break;
case StageSystem::EstatStage::LEVEL_COMPLETED:
dibuixar_marges();
// [NEW] Draw both ships if active and alive
for (uint8_t i = 0; i < 2; i++) {
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) {
ships_[i].draw();
}
}
// [NEW] Draw bullets (allow last shots to be visible)
for (const auto& bullet : bullets_) {
bullet.draw();
}
// [NEW] Draw debris (from last destroyed enemies)
debris_manager_.draw();
floating_score_manager_.draw();
// [EXISTING] Draw completion message and score
dibuixar_missatge_stage(StageSystem::Constants::MISSATGE_LEVEL_COMPLETED);
dibuixar_marcador();
break;
}
}
void GameScene::tocado(uint8_t player_id) {
// Death sequence: 3 phases
// Phase 1: First call (hit_timer_per_player_[player_id] == 0) - trigger explosion
// Phase 2: Animation (0 < itocado_ < 3.0s) - debris animation
// Phase 3: Respawn or game over (itocado_ >= 3.0s) - handled in update()
if (hit_timer_per_player_[player_id] == 0.0F) {
// *** PHASE 1: TRIGGER DEATH ***
// Mark ship as dead (stops rendering and input)
ships_[player_id].markHit();
// Create ship explosion
const Vec2& ship_pos = ships_[player_id].getCenter();
float ship_angle = ships_[player_id].getAngle();
Vec2 vel_nau = ships_[player_id].getVelocityVector();
// Reduir a 80% la velocity heretada per la ship (més realista)
Vec2 vel_nau_80 = {.x = vel_nau.x * 0.8F, .y = vel_nau.y * 0.8F};
debris_manager_.explode(
ships_[player_id].getShape(), // Ship shape (3 lines)
ship_pos, // Center position
ship_angle, // Ship orientation
1.0F, // Normal scale
Defaults::Physics::Debris::VELOCITAT_BASE, // 80 px/s
ships_[player_id].getBrightness(), // Heredar brightness
vel_nau_80, // Heredar 80% velocity
0.0F, // Nave: trayectorias rectas (sin drotacio)
0.0F, // Sin herencia visual (rotación aleatoria)
Defaults::Sound::EXPLOSION2 // Sonido alternativo para la explosión
);
// Start death timer (non-zero to avoid re-triggering)
hit_timer_per_player_[player_id] = 0.001F;
}
// Phase 2 is automatic (debris updates in update())
// Phase 3 is handled in update() when hit_timer_per_player_ >= DEATH_DURATION
}
void GameScene::dibuixar_marges() const {
// Dibuixar rectangle de la zona de joc
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
// Coordenades dels cantons
int x1 = static_cast<int>(zona.x);
int y1 = static_cast<int>(zona.y);
int x2 = static_cast<int>(zona.x + zona.w);
int y2 = static_cast<int>(zona.y + zona.h);
// 4 línies per formar el rectangle
Rendering::linea(sdl_.getRenderer(), x1, y1, x2, y1); // Top
Rendering::linea(sdl_.getRenderer(), x1, y2, x2, y2); // Bottom
Rendering::linea(sdl_.getRenderer(), x1, y1, x1, y2); // Left
Rendering::linea(sdl_.getRenderer(), x2, y1, x2, y2); // Right
}
void GameScene::dibuixar_marcador() {
// Construir text del marcador
std::string text = buildScoreboard();
// Paràmetres de renderització
const float scale = 0.85F;
const float spacing = 0.0F;
// Calcular centre de la zona del marcador
const SDL_FRect& scoreboard = Defaults::Zones::SCOREBOARD;
float centre_x = scoreboard.w / 2.0F;
float centre_y = scoreboard.y + (scoreboard.h / 2.0F);
// Renderitzar centrat
text_.renderCentered(text, {.x = centre_x, .y = centre_y}, scale, spacing);
}
void GameScene::dibuixar_marges_animat(float progress) const {
// Animació seqüencial del rectangle amb efecte de "pinzell"
// Dos pinzells comencen al centre superior i baixen pels laterals
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
// Aplicar easing al progrés global
float eased_progress = Easing::ease_out_quad(progress);
// Coordenades del rectangle complet
int x1 = static_cast<int>(zona.x);
int y1 = static_cast<int>(zona.y);
int x2 = static_cast<int>(zona.x + zona.w);
int y2 = static_cast<int>(zona.y + zona.h);
int cx = (x1 + x2) / 2;
// Dividir en 3 fases de 33% cada una
constexpr float PHASE_1_END = 0.33F;
constexpr float PHASE_2_END = 0.66F;
// --- FASE 1: Línies horitzontals superiors (0-33%) ---
if (eased_progress > 0.0F) {
float phase1_progress = std::min(eased_progress / PHASE_1_END, 1.0F);
// Línia esquerra: creix des del centre cap a l'esquerra
int x1_phase1 = static_cast<int>(cx - ((cx - x1) * phase1_progress));
Rendering::linea(sdl_.getRenderer(), cx, y1, x1_phase1, y1);
// Línia dreta: creix des del centre cap a la dreta
int x2_phase1 = static_cast<int>(cx + ((x2 - cx) * phase1_progress));
Rendering::linea(sdl_.getRenderer(), cx, y1, x2_phase1, y1);
}
// --- FASE 2: Línies verticals laterals (33-66%) ---
if (eased_progress > PHASE_1_END) {
float phase2_progress = std::min((eased_progress - PHASE_1_END) / (PHASE_2_END - PHASE_1_END), 1.0F);
// Línia esquerra: creix des de dalt cap a baix
int y2_phase2 = static_cast<int>(y1 + ((y2 - y1) * phase2_progress));
Rendering::linea(sdl_.getRenderer(), x1, y1, x1, y2_phase2);
// Línia dreta: creix des de dalt cap a baix
Rendering::linea(sdl_.getRenderer(), x2, y1, x2, y2_phase2);
}
// --- FASE 3: Línies horitzontals inferiors (66-100%) ---
if (eased_progress > PHASE_2_END) {
float phase3_progress = (eased_progress - PHASE_2_END) / (1.0F - PHASE_2_END);
// Línia esquerra: creix des de l'esquerra cap al centre
int x_left_phase3 = static_cast<int>(x1 + ((cx - x1) * phase3_progress));
Rendering::linea(sdl_.getRenderer(), x1, y2, x_left_phase3, y2);
// Línia dreta: creix des de la dreta cap al centre
int x_right_phase3 = static_cast<int>(x2 - ((x2 - cx) * phase3_progress));
Rendering::linea(sdl_.getRenderer(), x2, y2, x_right_phase3, y2);
}
}
void GameScene::dibuixar_marcador_animat(float progress) {
// Animació del marcador pujant des de baix amb easing
// Calcular progrés amb easing
float eased_progress = Easing::ease_out_quad(progress);
// Construir text
std::string text = buildScoreboard();
// Paràmetres
const float scale = 0.85F;
const float spacing = 0.0F;
// Calcular centre de la zona del marcador
const SDL_FRect& scoreboard = Defaults::Zones::SCOREBOARD;
float centre_x = scoreboard.w / 2.0F;
float centre_y_final = scoreboard.y + (scoreboard.h / 2.0F);
// Posició Y inicial (offscreen, sota de la pantalla)
auto centre_y_inicial = static_cast<float>(Defaults::Game::HEIGHT);
// Interpolació amb easing
float centre_y_animada = centre_y_inicial + ((centre_y_final - centre_y_inicial) * eased_progress);
// Renderitzar centrat en posició animada
text_.renderCentered(text, {.x = centre_x, .y = centre_y_animada}, scale, spacing);
}
Vec2 GameScene::calcular_posicio_nau_init_hud(float progress, uint8_t player_id) const {
// Animació de la ship pujant des de baix amb easing
// [MODIFICAT] Ambas naves usan ease_out_quad (desfase temporal via INIT/END)
// Aplicar easing (uniforme para ambas naves)
float eased_progress = Easing::ease_out_quad(progress);
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
// Calcular posició final segons player (reutilitza obtenir_punt_spawn)
Vec2 spawn_final = obtenir_punt_spawn(player_id);
float x_final = spawn_final.x;
float y_final = spawn_final.y;
// Y inicial: offscreen, 50px sota la zona de joc
float y_inicial = zona.y + zona.h + 50.0F;
// X no canvia (destí segons player_id)
// Y interpola amb easing
float y_animada = y_inicial + ((y_final - y_inicial) * eased_progress);
return {.x = x_final, .y = y_animada};
}
float GameScene::calcular_progress_rango(float global_progress, float ratio_init, float ratio_end) const {
// Convierte global_progress (0.0→1.0) a element_progress usando ventana [INIT, END]
//
// Casos:
// - global_progress < INIT → 0.0 (no ha empezado)
// - global_progress > END → 1.0 (completado)
// - INIT ≤ global_progress ≤ END → interpola linealmente 0.0→1.0
// Validación de parámetros (evita división por cero)
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;
}
// Normalizar rango [INIT, END] a [0.0, 1.0]
return (global_progress - ratio_init) / (ratio_end - ratio_init);
}
std::string GameScene::buildScoreboard() const {
// Puntuació P1 (6 dígits) - mostrar zeros si inactiu
std::string score_p1;
std::string vides_p1;
if (match_config_.jugador1_actiu) {
score_p1 = std::to_string(score_per_player_[0]);
score_p1 = std::string(6 - std::min(6, static_cast<int>(score_p1.length())), '0') + score_p1;
vides_p1 = (lives_per_player_[0] < 10)
? "0" + std::to_string(lives_per_player_[0])
: std::to_string(lives_per_player_[0]);
} else {
score_p1 = "000000";
vides_p1 = "00";
}
// Nivell (2 dígits)
uint8_t stage_num = stage_manager_->get_stage_actual();
std::string stage_str = (stage_num < 10) ? "0" + std::to_string(stage_num)
: std::to_string(stage_num);
// Puntuació P2 (6 dígits) - mostrar zeros si inactiu
std::string score_p2;
std::string vides_p2;
if (match_config_.jugador2_actiu) {
score_p2 = std::to_string(score_per_player_[1]);
score_p2 = std::string(6 - std::min(6, static_cast<int>(score_p2.length())), '0') + score_p2;
vides_p2 = (lives_per_player_[1] < 10)
? "0" + std::to_string(lives_per_player_[1])
: std::to_string(lives_per_player_[1]);
} else {
score_p2 = "000000";
vides_p2 = "00";
}
// Format: "123456 03 LEVEL 01 654321 02"
// Nota: dos espais entre seccions, mantenir ambdós slots sempre visibles
return score_p1 + " " + vides_p1 + " LEVEL " + stage_str + " " + score_p2 + " " + vides_p2;
}
void GameScene::detectar_col·lisions_bales_enemics() {
// Amplificador per hitbox més generós (115%)
constexpr float AMPLIFIER = Defaults::Game::COLLISION_BULLET_ENEMY_AMPLIFIER;
// Velocitat d'explosió reduïda per efecte suau
constexpr float VELOCITAT_EXPLOSIO = 80.0F; // px/s (en lloc de 80.0f per defecte)
// Iterar per totes les bales i enemics
for (auto& bullet : bullets_) {
for (auto& enemy : enemies_) {
// Comprovar col·lisió utilitzant la interfície genèrica
if (Physics::check_collision(bullet, enemy, AMPLIFIER)) {
// *** COL·LISIÓ DETECTADA ***
const Vec2& pos_enemic = enemy.getCenter();
// 1. Calculate score for enemy type
int points = 0;
switch (enemy.getType()) {
case EnemyType::PENTAGON:
points = Defaults::Enemies::Scoring::PENTAGON_SCORE;
break;
case EnemyType::QUADRAT:
points = Defaults::Enemies::Scoring::QUADRAT_SCORE;
break;
case EnemyType::MOLINILLO:
points = Defaults::Enemies::Scoring::MOLINILLO_SCORE;
break;
}
// 2. Add score to the player who shot it
uint8_t owner_id = bullet.get_owner_id();
score_per_player_[owner_id] += points;
// 3. Create floating score number
floating_score_manager_.crear(points, pos_enemic);
// 4. Destruir enemy (marca com inactiu)
enemy.destruir();
// 2. Crear explosió de fragments
Vec2 vel_enemic = enemy.getVelocityVector();
debris_manager_.explode(
enemy.getShape(), // Forma vectorial del pentàgon
pos_enemic, // Posició central
0.0F, // Angle (enemy té rotació interna)
1.0F, // Escala normal
VELOCITAT_EXPLOSIO, // 50 px/s (explosió suau)
enemy.getBrightness(), // Heredar brightness
vel_enemic, // Heredar velocity
enemy.get_drotacio(), // Heredar velocity angular (trayectorias curvas)
0.0F // Sin herencia visual (rotación aleatoria)
);
// 3. Desactivar bullet
bullet.desactivar();
// 4. Eixir del bucle intern (bullet només destrueix 1 enemy)
break;
}
}
}
}
void GameScene::detectar_col·lisio_naus_enemics() {
// Amplificador per hitbox generós (80%)
constexpr float AMPLIFIER = Defaults::Game::COLLISION_SHIP_ENEMY_AMPLIFIER;
// Check collision for BOTH players
for (uint8_t i = 0; i < 2; i++) {
// Skip collisions if player is dead or invulnerable
if (hit_timer_per_player_[i] > 0.0F) {
continue;
}
if (!ships_[i].isAlive()) {
continue;
}
if (ships_[i].isInvulnerable()) {
continue;
}
// Check collision with all active enemies
for (const auto& enemy : enemies_) {
// Skip collision if enemy is invulnerable
if (enemy.isInvulnerable()) {
continue;
}
// Comprovar col·lisió utilitzant la interfície genèrica
if (Physics::check_collision(ships_[i], enemy, AMPLIFIER)) {
tocado(i); // Trigger death sequence for player i
break; // Only one collision per player per frame
}
}
}
}
void GameScene::detectar_col·lisions_bales_jugadors() {
// Skip if friendly fire disabled
if (!Defaults::Game::FRIENDLY_FIRE_ENABLED) {
return;
}
// Amplificador per hitbox exacte (100%)
constexpr float AMPLIFIER = Defaults::Game::COLLISION_BULLET_PLAYER_AMPLIFIER;
// Check all active bullets
for (auto& bullet : bullets_) {
if (!bullet.esta_activa()) {
continue;
}
// Skip bullets in grace period (prevents instant self-collision)
if (bullet.get_grace_timer() > 0.0F) {
continue;
}
uint8_t bullet_owner = bullet.get_owner_id();
// Check collision with BOTH players
for (uint8_t player_id = 0; player_id < 2; player_id++) {
// Skip if player is dead, invulnerable, or inactive
if (hit_timer_per_player_[player_id] > 0.0F) {
continue;
}
if (!ships_[player_id].isAlive()) {
continue;
}
if (ships_[player_id].isInvulnerable()) {
continue;
}
// Skip inactive players
bool jugador_actiu = (player_id == 0) ? match_config_.jugador1_actiu
: match_config_.jugador2_actiu;
if (!jugador_actiu) {
continue;
}
// Comprovar col·lisió utilitzant la interfície genèrica
if (Physics::check_collision(bullet, ships_[player_id], AMPLIFIER)) {
// *** FRIENDLY FIRE HIT ***
if (bullet_owner == player_id) {
// CASE 1: Self-hit (own bullet)
// Player loses 1 life, no gain
tocado(player_id);
} else {
// CASE 2: Teammate hit
// Victim loses 1 life
tocado(player_id);
// Attacker gains 1 life (no cap)
lives_per_player_[bullet_owner]++;
}
// Play distinct sound
Audio::get()->playSound(Defaults::Sound::FRIENDLY_FIRE_HIT, Audio::Group::GAME);
// Deactivate bullet
bullet.desactivar();
break; // Bullet only hits once per frame
}
}
}
}
// [NEW] Stage system helper methods
void GameScene::dibuixar_missatge_stage(const std::string& message) {
constexpr float escala_base = 1.0F;
constexpr float spacing = 2.0F;
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
const float max_width = play_area.w * Defaults::Game::STAGE_MESSAGE_MAX_WIDTH_RATIO;
// ========== TYPEWRITER EFFECT (PARAMETRIZED) ==========
// Get state-specific timing configuration
float total_time;
float typing_ratio;
if (stage_manager_->get_estat() == StageSystem::EstatStage::LEVEL_START) {
total_time = Defaults::Game::LEVEL_START_DURATION;
typing_ratio = Defaults::Game::LEVEL_START_TYPING_RATIO;
} else { // LEVEL_COMPLETED
total_time = Defaults::Game::LEVEL_COMPLETED_DURATION;
typing_ratio = Defaults::Game::LEVEL_COMPLETED_TYPING_RATIO;
}
// Calculate progress from timer (0.0 at start → 1.0 at end)
float remaining_time = stage_manager_->get_timer_transicio();
float progress = 1.0F - (remaining_time / total_time);
// Determine how many characters to show
size_t visible_chars;
if (typing_ratio > 0.0F && progress < typing_ratio) {
// Typewriter phase: show partial text
float typing_progress = progress / typing_ratio; // Normalize to 0.0-1.0
visible_chars = static_cast<size_t>(message.length() * typing_progress);
if (visible_chars == 0 && progress > 0.0F) {
visible_chars = 1; // Show at least 1 character after first frame
}
} else {
// Display phase: show complete text
// (Either after typing phase, or immediately if typing_ratio == 0.0)
visible_chars = message.length();
}
// Create partial message (substring for typewriter)
std::string partial_message = message.substr(0, visible_chars);
// ===================================================
// Calculate text width at base scale (using FULL message for position calculation)
float text_width_at_base = text_.get_text_width(message, escala_base, spacing);
// Auto-scale if text exceeds max width
float scale = (text_width_at_base <= max_width)
? escala_base
: max_width / text_width_at_base;
// Recalculate dimensions with final scale (using FULL message for centering)
float full_text_width = text_.get_text_width(message, scale, spacing);
float text_height = text_.get_text_height(scale);
// Calculate position as if FULL text was there (for fixed position typewriter)
float x = play_area.x + ((play_area.w - full_text_width) / 2.0F);
float y = play_area.y + (play_area.h * Defaults::Game::STAGE_MESSAGE_Y_RATIO) - (text_height / 2.0F);
// Render only the partial message (typewriter effect)
Vec2 pos = {.x = x, .y = y};
text_.render(partial_message, pos, scale, spacing);
}
// ========================================
// Helper methods for 2-player support
// ========================================
Vec2 GameScene::obtenir_punt_spawn(uint8_t player_id) const {
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
float x_ratio;
if (match_config_.es_un_jugador()) {
// Un sol player: spawn al centre (50%)
x_ratio = 0.5F;
} else {
// Dos jugadors: spawn a posicions separades
x_ratio = (player_id == 0)
? Defaults::Game::P1_SPAWN_X_RATIO // 33%
: Defaults::Game::P2_SPAWN_X_RATIO; // 67%
}
return {
.x = zona.x + (zona.w * x_ratio),
.y = zona.y + (zona.h * Defaults::Game::SPAWN_Y_RATIO)};
}
void GameScene::disparar_bala(uint8_t player_id) {
// Verificar que el player está vivo
if (hit_timer_per_player_[player_id] > 0.0F) {
return;
}
if (!ships_[player_id].isAlive()) {
return;
}
// Calcular posición en la punta de la nave
const Vec2& ship_centre = ships_[player_id].getCenter();
float ship_angle = ships_[player_id].getAngle();
constexpr float LOCAL_TIP_X = 0.0F;
constexpr float LOCAL_TIP_Y = -12.0F;
float cos_a = std::cos(ship_angle);
float sin_a = std::sin(ship_angle);
float tip_x = (LOCAL_TIP_X * cos_a) - (LOCAL_TIP_Y * sin_a) + ship_centre.x;
float tip_y = (LOCAL_TIP_X * sin_a) + (LOCAL_TIP_Y * cos_a) + ship_centre.y;
Vec2 posicio_dispar = {.x = tip_x, .y = tip_y};
// Buscar primera bullet inactiva en el pool del player
int start_idx = player_id * 3; // P1=[0,1,2], P2=[3,4,5]
for (int i = start_idx; i < start_idx + 3; i++) {
if (!bullets_[i].esta_activa()) {
bullets_[i].disparar(posicio_dispar, ship_angle, player_id);
break;
}
}
}
// ==================== CONTINUE & JOIN SYSTEM ====================
void GameScene::check_and_apply_continue_timeout() {
if (continue_counter_ < 0) {
game_over_state_ = GameOverState::GAME_OVER;
game_over_timer_ = Defaults::Game::GAME_OVER_DURATION;
}
}
void GameScene::actualitzar_continue(float delta_time) {
continue_tick_timer_ -= delta_time;
if (continue_tick_timer_ <= 0.0F) {
continue_counter_--;
continue_tick_timer_ = Defaults::Game::CONTINUE_TICK_DURATION;
// Check if timeout reached (counter < 0)
check_and_apply_continue_timeout();
// Play sound only if still in CONTINUE state (not transitioned to GAME_OVER)
if (game_over_state_ == GameOverState::CONTINUE) {
Audio::get()->playSound(Defaults::Sound::CONTINUE, Audio::Group::GAME);
}
}
}
void GameScene::processar_input_continue() {
auto* input = Input::get();
// Check START for both players
bool p1_start = input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
bool p2_start = input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
if (p1_start || p2_start) {
// Check continue limit (skip if infinite continues)
if (!Defaults::Game::INFINITE_CONTINUES && continues_used_ >= Defaults::Game::MAX_CONTINUES) {
// Max continues reached → final game over
game_over_state_ = GameOverState::GAME_OVER;
game_over_timer_ = Defaults::Game::GAME_OVER_DURATION;
return;
}
// Only increment if not infinite
if (!Defaults::Game::INFINITE_CONTINUES) {
continues_used_++;
}
// Determine which player(s) to revive
uint8_t player_to_revive = p1_start ? 0 : 1;
// Reset score and lives (KEEP level and enemies!)
score_per_player_[player_to_revive] = 0;
lives_per_player_[player_to_revive] = Defaults::Game::STARTING_LIVES;
hit_timer_per_player_[player_to_revive] = 0.0F;
// Activate player if not already
if (player_to_revive == 0) {
match_config_.jugador1_actiu = true;
} else {
match_config_.jugador2_actiu = true;
}
// Spawn with invulnerability
Vec2 spawn_pos = obtenir_punt_spawn(player_to_revive);
ships_[player_to_revive].init(&spawn_pos, true);
// Check if other player wants to continue too
if (p1_start && p2_start) {
uint8_t other_player = 1;
score_per_player_[other_player] = 0;
lives_per_player_[other_player] = Defaults::Game::STARTING_LIVES;
hit_timer_per_player_[other_player] = 0.0F;
match_config_.jugador2_actiu = true;
Vec2 spawn_pos2 = obtenir_punt_spawn(other_player);
ships_[other_player].init(&spawn_pos2, true);
}
// Resume game
game_over_state_ = GameOverState::NONE;
continue_counter_ = 0;
continue_tick_timer_ = 0.0F;
// Play continue confirmation sound
Audio::get()->playSound(Defaults::Sound::START, Audio::Group::GAME);
return;
}
// Check THRUST/FIRE to accelerate countdown (DO_NOT_ALLOW_REPEAT to avoid spam)
bool thrust_p1 = input->checkActionPlayer1(InputAction::THRUST, Input::DO_NOT_ALLOW_REPEAT);
bool thrust_p2 = input->checkActionPlayer2(InputAction::THRUST, Input::DO_NOT_ALLOW_REPEAT);
bool fire_p1 = input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT);
bool fire_p2 = input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT);
if (thrust_p1 || thrust_p2 || fire_p1 || fire_p2) {
continue_counter_--;
// Check if timeout reached (counter < 0)
check_and_apply_continue_timeout();
// Play sound only if still in CONTINUE state
if (game_over_state_ == GameOverState::CONTINUE) {
Audio::get()->playSound(Defaults::Sound::CONTINUE, Audio::Group::GAME);
}
// Reset timer to prevent double-decrement
continue_tick_timer_ = Defaults::Game::CONTINUE_TICK_DURATION;
}
}
void GameScene::dibuixar_continue() {
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
constexpr float spacing = 4.0F;
// "CONTINUE" text (using constants)
const std::string continue_text = "CONTINUE";
float escala_continue = Defaults::Game::ContinueScreen::CONTINUE_TEXT_SCALE;
float y_ratio_continue = Defaults::Game::ContinueScreen::CONTINUE_TEXT_Y_RATIO;
float centre_x = play_area.x + (play_area.w / 2.0F);
float centre_y_continue = play_area.y + (play_area.h * y_ratio_continue);
text_.renderCentered(continue_text, {.x = centre_x, .y = centre_y_continue}, escala_continue, spacing);
// Countdown number (using constants)
const std::string counter_str = std::to_string(continue_counter_);
float escala_counter = Defaults::Game::ContinueScreen::COUNTER_TEXT_SCALE;
float y_ratio_counter = Defaults::Game::ContinueScreen::COUNTER_TEXT_Y_RATIO;
float centre_y_counter = play_area.y + (play_area.h * y_ratio_counter);
text_.renderCentered(counter_str, {.x = centre_x, .y = centre_y_counter}, escala_counter, spacing);
// "CONTINUES LEFT" (conditional + using constants)
if (!Defaults::Game::INFINITE_CONTINUES) {
const std::string continues_text = "CONTINUES LEFT: " + std::to_string(Defaults::Game::MAX_CONTINUES - continues_used_);
float escala_info = Defaults::Game::ContinueScreen::INFO_TEXT_SCALE;
float y_ratio_info = Defaults::Game::ContinueScreen::INFO_TEXT_Y_RATIO;
float centre_y_info = play_area.y + (play_area.h * y_ratio_info);
text_.renderCentered(continues_text, {.x = centre_x, .y = centre_y_info}, escala_info, spacing);
}
}
void GameScene::unir_jugador(uint8_t player_id) {
// Activate player
if (player_id == 0) {
match_config_.jugador1_actiu = true;
} else {
match_config_.jugador2_actiu = true;
}
// Reset stats
lives_per_player_[player_id] = Defaults::Game::STARTING_LIVES;
score_per_player_[player_id] = 0;
hit_timer_per_player_[player_id] = 0.0F;
// Spawn with invulnerability
Vec2 spawn_pos = obtenir_punt_spawn(player_id);
ships_[player_id].init(&spawn_pos, true);
// No visual message, just spawn (per user requirement)
std::cout << "[GameScene] Jugador " << (int)(player_id + 1) << " s'ha unit a la match!" << '\n';
}