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orni-attack/source/game/scenes/logo_scene.cpp
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// logo_scene.cpp - Implementació de l'escena logo
// © 2026 JailDesigner
#include "logo_scene.hpp"
#include <algorithm>
#include <cfloat>
#include <iostream>
#include <random>
#include <set>
#include "core/audio/audio.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/input/input.hpp"
#include "core/rendering/shape_renderer.hpp"
#include "core/system/scene_context.hpp"
// Using declarations per simplificar el codi
using SceneManager::SceneContext;
using SceneType = SceneContext::SceneType;
using Option = SceneContext::Option;
// Helper: calcular el progrés individual de una letter
// en función del progrés global (efecte seqüencial)
static auto computeLetterProgress(size_t letra_index, size_t num_letras, float global_progress, float threshold) -> float {
if (num_letras == 0) {
return 1.0F;
}
// Calcular time per letter
float duration_per_letra = 1.0F / static_cast<float>(num_letras);
float step = threshold * duration_per_letra;
float start = static_cast<float>(letra_index) * step;
float end = start + duration_per_letra;
// Interpolar progrés
if (global_progress < start) {
return 0.0F; // Aún no ha començat
}
if (global_progress >= end) {
return 1.0F; // Completament apareguda
}
return (global_progress - start) / (end - start);
}
LogoScene::LogoScene(SDLManager& sdl, SceneContext& context)
: sdl_(sdl),
context_(context),
debris_manager_(std::make_unique<Effects::DebrisManager>(sdl.getRenderer())) {
std::cout << "SceneType Logo: Inicialitzant...\n";
// Consumir opciones (LOGO no processa opciones actualment)
auto option = context_.consumeOption();
(void)option; // Suprimir warning
sound_played_.fill(false); // Inicialitzar seguiment de sons
initLetters();
}
LogoScene::~LogoScene() {
// Aturar todos los sons y la música
Audio::get()->stopAllSounds();
std::cout << "SceneType Logo: Sons parados\n";
}
auto LogoScene::isFinished() const -> bool {
return context_.nextScene() != SceneType::LOGO;
}
void LogoScene::handleEvent(const SDL_Event& event) {
// La lógica de skip se decide en update() consultando el estado de Input;
// aquí no hay eventos puntuales que procesar.
(void)event;
}
void LogoScene::initLetters() {
using namespace Graphics;
// Llista de archivos .shp (A repetida para las dues A's)
std::vector<std::string> archivos = {
"logo/letra_j.shp",
"logo/letra_a.shp",
"logo/letra_i.shp",
"logo/letra_l.shp",
"logo/letra_g.shp",
"logo/letra_a.shp",
"logo/letra_m.shp",
"logo/letra_e.shp",
"logo/letra_s.shp"};
// Pas 1: Carregar todas las formes i calcular amplades
float total_width = 0.0F;
for (const auto& file : archivos) {
auto shape = ShapeLoader::load(file);
if (!shape || !shape->isValid()) {
std::cerr << "[LogoScene] Error carregant " << file << '\n';
continue;
}
// Calcular bounding box de la shape (trobar ancho)
float min_x = FLT_MAX;
float max_x = -FLT_MAX;
for (const auto& prim : shape->getPrimitives()) {
for (const auto& point : prim.points) {
min_x = std::min(min_x, point.x);
max_x = std::max(max_x, point.x);
}
}
float width_unscaled = max_x - min_x;
// IMPORTANT: Escalar ancho i offset con FINAL_SCALE
// per que las posicions finals coincideixin con la mida real de las lletres
float width = width_unscaled * FINAL_SCALE;
float center_offset = (shape->getCenter().x - min_x) * FINAL_SCALE;
letters_.push_back({shape,
{.x = 0.0F, .y = 0.0F}, // Posición es calcularà después
width,
center_offset});
total_width += width;
}
// Pas 2: Añadir espaiat entre lletres
total_width += LETTER_SPACING * (letters_.size() - 1);
// Pas 3: Calcular posición inicial (centrat horitzontal)
constexpr auto SCREEN_WIDTH = static_cast<float>(Defaults::Game::WIDTH);
constexpr auto PANTALLA_ALTO = static_cast<float>(Defaults::Game::HEIGHT);
float x_inicial = (SCREEN_WIDTH - total_width) / 2.0F;
float y_centre = PANTALLA_ALTO / 2.0F;
// Pas 4: Assignar posicions a cada letter
float x_actual = x_inicial;
for (auto& letter : letters_) {
// Posicionar el centro de la shape (shape_centre) en pantalla
// Usar center_offset en lloc de ancho/2 perquè shape_centre
// pot no estar exactament al mig del bounding box
letter.position.x = x_actual + letter.center_offset;
letter.position.y = y_centre;
// Avançar para següent letter
x_actual += letter.width + LETTER_SPACING;
}
std::cout << "[LogoScene] " << letters_.size()
<< " lletres carregades, ancho total: " << total_width << " px\n";
}
void LogoScene::changeState(AnimationState nou_estat) {
current_state_ = nou_estat;
temps_current_state_ = 0.0F; // Reset time
// Inicialitzar state de explosión
if (nou_estat == AnimationState::EXPLOSION) {
letter_explosion_index_ = 0;
time_since_last_explosion_ = 0.0F;
// Generar ordre aleatori de explosions
explosion_order_.clear();
for (size_t i = 0; i < letters_.size(); i++) {
explosion_order_.push_back(i);
}
std::random_device rd;
std::mt19937 g(rd());
std::shuffle(explosion_order_.begin(), explosion_order_.end(), g);
} else if (nou_estat == AnimationState::POST_EXPLOSION) {
Audio::get()->playMusic("title.ogg");
}
std::cout << "[LogoScene] Canvi a state: " << static_cast<int>(nou_estat)
<< "\n";
}
auto LogoScene::allLettersComplete() const -> bool {
// Cuando global_progress = 1.0, todas las lletres tenen letra_progress = 1.0
return temps_current_state_ >= DURATION_ZOOM;
}
void LogoScene::updateExplosions(float delta_time) {
time_since_last_explosion_ += delta_time;
// Comprovar si es el moment de explode la següent letter
if (time_since_last_explosion_ >= DELAY_ENTRE_EXPLOSIONS) {
if (letter_explosion_index_ < letters_.size()) {
// Explotar letter actual (en ordre aleatori)
size_t index_actual = explosion_order_[letter_explosion_index_];
const auto& letter = letters_[index_actual];
debris_manager_->explode(
letter.shape, // Forma a explode
letter.position, // Posición
0.0F, // Angle (sin rotación)
FINAL_SCALE, // Escala (lletres a scale final)
SPEED_EXPLOSIO, // Velocidad base
1.0F, // Brightness màxim (per defecte)
{.x = 0.0F, .y = 0.0F} // Sin velocity (per defecte)
);
std::cout << "[LogoScene] Explota letter " << letter_explosion_index_ << "\n";
// Passar a la següent letter
letter_explosion_index_++;
time_since_last_explosion_ = 0.0F;
} else {
// Todas las lletres han explotat, transición a POST_EXPLOSION
changeState(AnimationState::POST_EXPLOSION);
}
}
}
void LogoScene::update(float delta_time) {
temps_current_state_ += delta_time;
switch (current_state_) {
case AnimationState::PRE_ANIMATION:
if (temps_current_state_ >= DURATION_PRE) {
changeState(AnimationState::ANIMATION);
}
break;
case AnimationState::ANIMATION: {
// Reproduir so per cada letter cuando comença a aparèixer
float global_progress = std::min(temps_current_state_ / DURATION_ZOOM, 1.0F);
for (size_t i = 0; i < letters_.size() && i < sound_played_.size(); i++) {
if (!sound_played_[i]) {
float letra_progress = computeLetterProgress(
i,
letters_.size(),
global_progress,
LETTER_THRESHOLD);
// Reproduir so cuando la letter comença a aparèixer (progress > 0)
if (letra_progress > 0.0F) {
Audio::get()->playSound(Defaults::Sound::LOGO, Audio::Group::GAME);
sound_played_[i] = true;
}
}
}
if (allLettersComplete()) {
changeState(AnimationState::POST_ANIMATION);
}
break;
}
case AnimationState::POST_ANIMATION:
if (temps_current_state_ >= DURATION_POST_ANIMATION) {
changeState(AnimationState::EXPLOSION);
}
break;
case AnimationState::EXPLOSION:
updateExplosions(delta_time);
break;
case AnimationState::POST_EXPLOSION:
if (temps_current_state_ >= DURATION_POST_EXPLOSION) {
// Transición a pantalla de título
context_.setNextScene(SceneType::TITLE);
}
break;
}
// Verificar botones de skip (SHOOT P1/P2)
if (checkSkipButtonPressed()) {
context_.setNextScene(SceneType::TITLE, Option::JUMP_TO_TITLE_MAIN);
}
// Actualitzar animaciones de debris
debris_manager_->update(delta_time);
}
void LogoScene::draw() {
// Director ha hecho el clear; aquí solo pintamos lo de la escena.
// PRE_ANIMATION: Solo pantalla negra (no se pinta nada).
if (current_state_ == AnimationState::PRE_ANIMATION) {
return;
}
// ANIMATION o POST_ANIMATION: Dibuixar lletres con animación
if (current_state_ == AnimationState::ANIMATION ||
current_state_ == AnimationState::POST_ANIMATION) {
float global_progress =
(current_state_ == AnimationState::ANIMATION)
? std::min(temps_current_state_ / DURATION_ZOOM, 1.0F)
: 1.0F; // POST: mantenir al 100%
const Vec2 ORIGEN_ZOOM = {.x = ORIGEN_ZOOM_X, .y = ORIGEN_ZOOM_Y};
for (size_t i = 0; i < letters_.size(); i++) {
const auto& letter = letters_[i];
float letra_progress = computeLetterProgress(
i,
letters_.size(),
global_progress,
LETTER_THRESHOLD);
if (letra_progress <= 0.0F) {
continue;
}
Vec2 pos_actual;
pos_actual.x =
ORIGEN_ZOOM.x + ((letter.position.x - ORIGEN_ZOOM.x) * letra_progress);
pos_actual.y =
ORIGEN_ZOOM.y + ((letter.position.y - ORIGEN_ZOOM.y) * letra_progress);
float t = letra_progress;
float ease_factor = 1.0F - ((1.0F - t) * (1.0F - t));
float current_scale =
INITIAL_SCALE + ((FINAL_SCALE - INITIAL_SCALE) * ease_factor);
Rendering::renderShape(
sdl_.getRenderer(),
letter.shape,
pos_actual,
0.0F,
current_scale,
1.0F);
}
}
// EXPLOSION: Dibuixar solo lletres que aún no han explotat
if (current_state_ == AnimationState::EXPLOSION) {
// Crear conjunt de lletres ya explotades
std::set<size_t> explotades;
for (size_t i = 0; i < letter_explosion_index_; i++) {
explotades.insert(explosion_order_[i]);
}
// Dibuixar solo lletres que NO han explotat
for (size_t i = 0; i < letters_.size(); i++) {
if (!explotades.contains(i)) {
const auto& letter = letters_[i];
Rendering::renderShape(
sdl_.getRenderer(),
letter.shape,
letter.position,
0.0F,
FINAL_SCALE,
1.0F);
}
}
}
// POST_EXPLOSION: No draw lletres, solo debris (a baix)
// Siempre draw debris (si n'hay de active)
debris_manager_->draw();
}
auto LogoScene::checkSkipButtonPressed() -> bool {
return Input::get()->checkAnyPlayerAction(ARCADE_BUTTONS);
}