174 lines
5.8 KiB
C++
174 lines
5.8 KiB
C++
// ship.cpp - Implementación de la nave del player
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// © 2026 JailDesigner
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#include "game/entities/ship.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <iostream>
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#include <utility>
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#include "core/audio/audio.hpp"
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#include "core/defaults.hpp"
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#include "core/entities/entity.hpp"
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#include "core/graphics/shape_loader.hpp"
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#include "core/input/input.hpp"
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#include "core/input/input_types.hpp"
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#include "core/rendering/shape_renderer.hpp"
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#include "core/types.hpp"
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#include "game/constants.hpp"
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Ship::Ship(Rendering::Renderer* renderer, PlayerConfig config, const char* shape_override)
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: Entity(renderer),
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config_(std::move(config)) {
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brightness_ = Defaults::Brightness::NAU;
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// El shape pot venir del YAML o ser overridden (ex: P2 amb "ship2.shp").
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const std::string SHAPE_PATH = (shape_override != nullptr) ? shape_override : config_.shape.path;
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shape_ = Graphics::ShapeLoader::load(SHAPE_PATH);
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if (!shape_ || !shape_->isValid()) {
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std::cerr << "[Ship] Error: no se ha podido cargar " << SHAPE_PATH << '\n';
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}
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// Radi de col·lisió derivat del cercle circumscrit de la shape * scale * collision_factor.
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const float BOUNDING = (shape_ != nullptr) ? shape_->getBoundingRadius() : 0.0F;
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collision_radius_ = BOUNDING * config_.shape.scale * config_.shape.collision_factor;
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body_.setMass(config_.physics.mass);
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body_.radius = collision_radius_;
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body_.restitution = config_.physics.restitution;
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body_.linear_damping = config_.physics.linear_damping;
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body_.angular_damping = config_.physics.angular_damping;
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}
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void Ship::init(const Vec2* spawn_point, bool activar_invulnerabilitat) {
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if (spawn_point != nullptr) {
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center_ = *spawn_point;
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} else {
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float center_x;
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float center_y;
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Constants::getPlayAreaCenter(center_x, center_y);
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center_ = {.x = center_x, .y = center_y};
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}
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angle_ = 0.0F;
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body_.position = center_;
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body_.angle = angle_;
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body_.velocity = Vec2{};
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body_.angular_velocity = 0.0F;
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body_.clearAccumulators();
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invulnerable_timer_ = activar_invulnerabilitat ? config_.invulnerability.duration : 0.0F;
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is_hit_ = false;
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hurt_timer_ = 0.0F;
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touching_enemy_prev_frame_ = false;
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}
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void Ship::processInput(float delta_time, uint8_t player_id) {
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if (is_hit_) {
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return;
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}
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auto* input = Input::get();
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const bool ROTATE_RIGHT = (player_id == 0)
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? input->checkActionPlayer1(InputAction::RIGHT, Input::ALLOW_REPEAT)
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: input->checkActionPlayer2(InputAction::RIGHT, Input::ALLOW_REPEAT);
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const bool ROTATE_LEFT = (player_id == 0)
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? input->checkActionPlayer1(InputAction::LEFT, Input::ALLOW_REPEAT)
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: input->checkActionPlayer2(InputAction::LEFT, Input::ALLOW_REPEAT);
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const bool THRUST = (player_id == 0)
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? input->checkActionPlayer1(InputAction::THRUST, Input::ALLOW_REPEAT)
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: input->checkActionPlayer2(InputAction::THRUST, Input::ALLOW_REPEAT);
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if (ROTATE_RIGHT) {
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body_.angle += config_.physics.rotation_speed * delta_time;
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}
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if (ROTATE_LEFT) {
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body_.angle -= config_.physics.rotation_speed * delta_time;
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}
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// Thrust: fuerza vectorial en la dirección de la nariz.
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// angle - PI/2 porque angle=0 apunta hacia arriba (eje Y negativo SDL).
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if (THRUST) {
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const float DIR_X = std::cos(body_.angle - (Constants::PI / 2.0F));
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const float DIR_Y = std::sin(body_.angle - (Constants::PI / 2.0F));
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const float MAGNITUDE = body_.mass * config_.physics.acceleration;
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body_.applyForce(Vec2{.x = DIR_X * MAGNITUDE, .y = DIR_Y * MAGNITUDE});
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}
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}
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void Ship::update(float delta_time) {
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if (is_hit_) {
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return;
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}
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if (invulnerable_timer_ > 0.0F) {
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invulnerable_timer_ -= delta_time;
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invulnerable_timer_ = std::max(invulnerable_timer_, 0.0F);
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}
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if (hurt_timer_ > 0.0F) {
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hurt_timer_ -= delta_time;
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hurt_timer_ = std::max(hurt_timer_, 0.0F);
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}
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// Cap de velocidad: el thrust acumula fuerza sin límite; limitamos
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// la magnitud de body_.velocity tras aplicar fuerzas para preservar
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// el feel arcade del MAX_VELOCITY original.
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const float CURRENT_SPEED = body_.velocity.length();
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if (CURRENT_SPEED > config_.physics.max_velocity) {
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body_.velocity = body_.velocity * (config_.physics.max_velocity / CURRENT_SPEED);
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}
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}
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void Ship::postUpdate(float /*delta_time*/) {
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center_ = body_.position;
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angle_ = body_.angle;
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}
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void Ship::draw() const {
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if (is_hit_) {
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return;
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}
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if (isInvulnerable()) {
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const float BLINK_CYCLE = config_.invulnerability.blink_visible + config_.invulnerability.blink_invisible;
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const float TIME_IN_CYCLE = std::fmod(invulnerable_timer_, BLINK_CYCLE);
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if (TIME_IN_CYCLE < config_.invulnerability.blink_invisible) {
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return;
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}
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}
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if (!shape_) {
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return;
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}
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// Efecte visual d'empenta (modulador sobre l'escala base del YAML).
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const float SPEED = getSpeed();
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const float VISUAL_PUSH = SPEED / config_.visual_thrust.push_divisor;
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const float THRUST_MODULATOR = 1.0F + (VISUAL_PUSH / config_.visual_thrust.scale_divisor);
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const float SCALE = config_.shape.scale * THRUST_MODULATOR;
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// Parpelleig daurat mentre està ferida: alterna color normal ↔ color hurt.
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SDL_Color color = config_.colors.normal;
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if (hurt_timer_ > 0.0F) {
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const float CYCLE = 1.0F / config_.hurt.blink_hz;
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const float T = std::fmod(hurt_timer_, CYCLE);
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if (T < (CYCLE / 2.0F)) {
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color = config_.colors.hurt;
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}
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}
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Rendering::renderShape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_, color);
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}
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void Ship::hurt() {
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hurt_timer_ = config_.hurt.duration;
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Audio::get()->playSound(Defaults::Sound::HURT, Audio::Group::GAME);
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}
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