bbbb8d47ae
Identifier-naming: rename de métodos públicos y cross-file al inglés
(camelBack), traducción de campos y locales en el proceso (TitleShip,
StageManager, SpawnController, ShipAnimator, helpers de PlayArea, etc.).
Refactor por cognitive-complexity (>25): GameScene::draw (59→3) con 9
helpers de estado, PhysicsWorld::resolveBodyCollisions (35→5) extrayendo
resolveBodyPair, Options::load{Window,Physics,Audio}ConfigFromYaml
(32/49/57→5/2/3) con templates readField, TitleScene::update (68→4) con
5 sub-pasos por estado + handleSkipInput/handleStartInput +
triggerExitForJoinedPlayers, DebrisManager::explode (39→3) con
extractSegments/spawnDebris/applyAngularVelocity/applyVisualRotation.
use-anyofallof: bucles → std::ranges::any_of/all_of en Input,
ShipAnimator y SpawnController.
readability-static-accessed-through-instance: Director::run y
VectorText::getTextWidth/Height invocados por clase.
readability-convert-member-functions-to-static: ResourcePack::decryptData.
unused-includes: eliminación de <utility>, <cstdint>, <vector>,
<iostream>, defaults.hpp y otros no usados directamente en headers y
unidades de traducción. Restablecido core/defaults.hpp en title_scene.cpp
(falsa "unused" del header).
Bug fix: eliminado isActive() duplicado en Bullet (redeclaración tras
rename de esta_activa→isActive que chocaba con el override de Entity).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
138 lines
5.9 KiB
C++
138 lines
5.9 KiB
C++
// game_scene.hpp - Lógica principal del juego
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// © 2026 JailDesigner
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#pragma once
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#include <array>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include "core/graphics/vector_text.hpp"
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#include "core/physics/physics_world.hpp"
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#include "core/rendering/sdl_manager.hpp"
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#include "core/system/scene.hpp"
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#include "core/system/scene_context.hpp"
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#include "core/system/game_config.hpp"
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#include "core/types.hpp"
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#include "game/constants.hpp"
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#include "game/effects/debris_manager.hpp"
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#include "game/effects/floating_score_manager.hpp"
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#include "game/entities/bullet.hpp"
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#include "game/entities/enemy.hpp"
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#include "game/entities/ship.hpp"
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#include "game/stage_system/stage_config.hpp"
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#include "game/stage_system/stage_manager.hpp"
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// Game over state machine
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enum class GameOverState : uint8_t {
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NONE, // Normal gameplay
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CONTINUE, // Continue countdown screen (9→0)
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GAME_OVER // Final game over (returning to title)
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};
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// Clase principal del juego (escena)
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class GameScene final : public Scene {
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public:
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explicit GameScene(SDLManager& sdl, SceneManager::SceneContext& context);
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~GameScene() override = default;
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// Scene interface
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void handleEvent(const SDL_Event& event) override;
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void update(float delta_time) override;
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void draw() override;
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[[nodiscard]] auto isFinished() const -> bool override;
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// Inicialización del estado del juego (llamado por Director tras crear la escena).
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void init();
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private:
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SDLManager& sdl_;
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SceneManager::SceneContext& context_;
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GameConfig::MatchConfig match_config_; // Configuración de jugadors active
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// Mundo físico (Fase 5) — integración cinemática + colisiones
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Physics::PhysicsWorld physics_world_;
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// Efectes visuals
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Effects::DebrisManager debris_manager_;
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Effects::FloatingScoreManager floating_score_manager_;
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// Estat del juego
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std::array<Ship, 2> ships_; // [0]=P1, [1]=P2
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std::array<Enemy, Constants::MAX_ORNIS> enemies_;
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// 6 balas: P1=[0,1,2], P2=[3,4,5]. El cast a size_t evita la
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// widening conversion implícita que detecta clang-tidy.
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std::array<Bullet, static_cast<std::size_t>(Constants::MAX_BALES) * 2> bullets_;
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std::array<float, 2> hit_timer_per_player_; // Death timers per player (seconds)
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// Lives and game over system
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std::array<int, 2> lives_per_player_; // [0]=P1, [1]=P2
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GameOverState game_over_state_; // Game over state machine (NONE, CONTINUE, GAME_OVER)
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int continue_counter_; // Continue countdown (9→0)
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float continue_tick_timer_; // Timer for countdown tick (1.0s)
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int continues_used_; // Continues used this game (0-3 max)
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float game_over_timer_; // Final GAME OVER timer before title screen
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Vec2 death_position_; // Death position (for respawn)
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std::array<int, 2> score_per_player_; // [0]=P1, [1]=P2
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// Text vectorial
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Graphics::VectorText text_;
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// [NEW] Stage system
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std::unique_ptr<StageSystem::StageSystemConfig> stage_config_;
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std::unique_ptr<StageSystem::StageManager> stage_manager_;
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// Control de sons de animación INIT_HUD
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bool init_hud_rect_sound_played_{false}; // Flag para evitar repetir sonido del rectángulo
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// Funciones privades
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void tocado(uint8_t player_id);
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void drawMargins() const; // Dibuixar vores de la zona de juego
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void drawScoreboard(); // Dibuixar marcador de puntuación
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void fireBullet(uint8_t player_id); // Shoot bullet from player
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[[nodiscard]] auto getSpawnPoint(uint8_t player_id) const -> Vec2; // Get spawn position for player
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// [NEW] Continue & Join system
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void joinPlayer(uint8_t player_id); // Join inactive player mid-game
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void drawContinue(); // Draw continue screen
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// [NEW] Stage system helpers
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void drawStageMessage(const std::string& message);
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// Helpers de renderitzat (extracció de draw() per reduir complexitat).
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// Cadascun gestiona un bloc concret; draw() només despatxa segons l'estat.
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void drawEnemies() const;
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void drawBullets() const;
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void drawActiveShipsAlive() const;
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void drawContinueState();
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void drawGameOverState();
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void drawInitHudState();
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void drawLevelStartState();
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void drawPlayingState();
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void drawLevelCompletedState();
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// [NEW] Función helper del marcador
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[[nodiscard]] auto buildScoreboard() const -> std::string;
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// Sub-pasos de update() (descompuestos en Fase 9d para reducir
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// complejidad cognitiva; cada uno es responsable de una sección).
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void stepPhysics(float delta_time);
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void stepShootingInput();
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void stepMidGameJoin();
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// Devuelven true si el frame debe salir tras esta sección.
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[[nodiscard]] auto stepContinueScreen(float delta_time) -> bool;
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[[nodiscard]] auto stepGameOver(float delta_time) -> bool;
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// Avanza el death timer / respawn / transición a CONTINUE. Si algún
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// jugador está en secuencia de muerte, también actualiza efectos
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// (enemigos, balas, debris) que siguen vivos en el escenario.
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void stepDeathSequence(float delta_time);
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void stepStageStateMachine(float delta_time);
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void runStageInitHud(float delta_time);
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void runStageLevelStart(float delta_time);
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void runStagePlaying(float delta_time);
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void runStageLevelCompleted(float delta_time);
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// Helper: ejecuta colisiones de gameplay con el Context preparado.
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void runCollisionDetections();
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};
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