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

113 lines
5.1 KiB
C++

// escena_joc.hpp - Lògica principal del joc
// © 1999 Visente i Sergi (versió Pascal)
// © 2025 Port a C++20 amb SDL3
#ifndef ESCENA_JOC_HPP
#define ESCENA_JOC_HPP
#include <array>
#include <cstdint>
#include <memory>
#include <string>
#include "core/graphics/vector_text.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "core/system/scene_context.hpp"
#include "core/system/game_config.hpp"
#include "core/types.hpp"
#include "game/constants.hpp"
#include "game/effects/debris_manager.hpp"
#include "game/effects/floating_score_manager.hpp"
#include "game/entities/bullet.hpp"
#include "game/entities/enemy.hpp"
#include "game/entities/ship.hpp"
#include "game/stage_system/stage_config.hpp"
#include "game/stage_system/stage_manager.hpp"
// Game over state machine
enum class GameOverState {
NONE, // Normal gameplay
CONTINUE, // Continue countdown screen (9→0)
GAME_OVER // Final game over (returning to title)
};
// Classe principal del joc (escena)
class GameScene {
public:
explicit GameScene(SDLManager& sdl, SceneManager::SceneContext& context);
~GameScene() = default;
void run(); // Bucle principal de l'escena
void init();
void update(float delta_time);
void draw();
private:
SDLManager& sdl_;
SceneManager::SceneContext& context_;
GameConfig::MatchConfig match_config_; // Configuració de jugadors active
// Efectes visuals
Effects::DebrisManager debris_manager_;
Effects::FloatingScoreManager floating_score_manager_;
// Estat del joc
std::array<Ship, 2> ships_; // [0]=P1, [1]=P2
std::array<Enemy, Constants::MAX_ORNIS> enemies_;
std::array<Bullet, Constants::MAX_BALES * 2> bullets_; // 6 balas: P1=[0,1,2], P2=[3,4,5]
std::array<float, 2> hit_timer_per_player_; // Death timers per player (seconds)
// Lives and game over system
std::array<int, 2> lives_per_player_; // [0]=P1, [1]=P2
GameOverState game_over_state_; // Game over state machine (NONE, CONTINUE, GAME_OVER)
int continue_counter_; // Continue countdown (9→0)
float continue_tick_timer_; // Timer for countdown tick (1.0s)
int continues_used_; // Continues used this game (0-3 max)
float game_over_timer_; // Final GAME OVER timer before title screen
Vec2 death_position_; // Death position (for respawn)
std::array<int, 2> score_per_player_; // [0]=P1, [1]=P2
// Text vectorial
Graphics::VectorText text_;
// [NEW] Stage system
std::unique_ptr<StageSystem::StageSystemConfig> stage_config_;
std::unique_ptr<StageSystem::StageManager> stage_manager_;
// Control de sons d'animació INIT_HUD
bool init_hud_rect_sound_played_; // Flag para evitar repetir sonido del rectángulo
// Funcions privades
void tocado(uint8_t player_id);
void detectar_col·lisions_bales_enemics(); // Col·lisions bullet-enemy
void detectar_col·lisio_naus_enemics(); // Ship-enemy collision detection (plural)
void detectar_col·lisions_bales_jugadors(); // Bullet-player collision detection (friendly fire)
void dibuixar_marges() const; // Dibuixar vores de la zona de joc
void dibuixar_marcador(); // Dibuixar marcador de puntuació
void disparar_bala(uint8_t player_id); // Shoot bullet from player
[[nodiscard]] Vec2 obtenir_punt_spawn(uint8_t player_id) const; // Get spawn position for player
// [NEW] Continue & Join system
void unir_jugador(uint8_t player_id); // Join inactive player mid-game
void processar_input_continue(); // Handle input during continue screen
void actualitzar_continue(float delta_time); // Update continue countdown
void check_and_apply_continue_timeout(); // Check if continue timed out and transition to GAME_OVER
void dibuixar_continue(); // Draw continue screen
// [NEW] Stage system helpers
void dibuixar_missatge_stage(const std::string& message);
// [NEW] Funcions d'animació per INIT_HUD
void dibuixar_marges_animat(float progress) const; // Rectangle amb creixement uniforme
void dibuixar_marcador_animat(float progress); // Marcador que puja des de baix
[[nodiscard]] Vec2 calcular_posicio_nau_init_hud(float progress, uint8_t player_id) const; // Posició animada de la ship
// [NEW] Función helper del sistema de animación INIT_HUD
[[nodiscard]] float calcular_progress_rango(float global_progress, float ratio_init, float ratio_end) const;
// [NEW] Funció helper del marcador
[[nodiscard]] std::string buildScoreboard() const;
};
#endif // ESCENA_JOC_HPP