a4942fcbae
GameScene::dibuixar_marges_animat, dibuixar_marcador_animat,
calcular_posicio_nau_init_hud y calcular_progress_rango (4 funciones,
~135 LOC) salen a Systems::InitHud en
source/game/systems/init_hud_animator.{hpp,cpp}.
Las funciones son puras (sin estado interno propio). API libre en
namespace:
- computeRangeProgress(global, init, end): normalizacion de la
ventana de progreso de un elemento dentro del global 0..1.
- computeShipPosition(progress, final_position): interpola Y desde
fuera de pantalla con ease_out_quad.
- drawBordersAnimated(renderer, progress): efecto pincel en 3 fases.
- drawScoreboardAnimated(text, scoreboard_text, progress): texto
subiendo desde abajo.
GameScene inyecta lo que cada funcion necesita por parametro
(spawn point desde obtenir_punt_spawn, scoreboard desde
buildScoreboard). Sin estado mutable compartido.
GameScene.cpp acumulado tras 9a/9b/9c: 1429 -> 1043 LOC.
Smoke test xvfb OK.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
101 lines
3.6 KiB
C++
101 lines
3.6 KiB
C++
// init_hud_animator.cpp - Implementación de la animación inicial del HUD
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#include "game/systems/init_hud_animator.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdint>
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#include <string>
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#include "core/defaults.hpp"
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#include "core/math/easing.hpp"
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#include "core/rendering/line_renderer.hpp"
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namespace Systems::InitHud {
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auto computeRangeProgress(float global_progress,
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float ratio_init,
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float ratio_end) -> float {
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if (ratio_init >= ratio_end) {
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return (global_progress >= ratio_end) ? 1.0F : 0.0F;
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}
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if (global_progress < ratio_init) {
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return 0.0F;
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}
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if (global_progress > ratio_end) {
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return 1.0F;
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}
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return (global_progress - ratio_init) / (ratio_end - ratio_init);
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}
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auto computeShipPosition(float progress, const Vec2& final_position) -> Vec2 {
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const float EASED = Easing::ease_out_quad(progress);
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const SDL_FRect& ZONA = Defaults::Zones::PLAYAREA;
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// Y inicial: 50 px bajo la zona de juego.
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const float Y_INI = ZONA.y + ZONA.h + 50.0F;
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const float Y_ANIM = Y_INI + ((final_position.y - Y_INI) * EASED);
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return Vec2{.x = final_position.x, .y = Y_ANIM};
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}
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void drawBordersAnimated(Rendering::Renderer* renderer, float progress) {
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const SDL_FRect& ZONA = Defaults::Zones::PLAYAREA;
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const float EASED = Easing::ease_out_quad(progress);
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const int X1 = static_cast<int>(ZONA.x);
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const int Y1 = static_cast<int>(ZONA.y);
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const int X2 = static_cast<int>(ZONA.x + ZONA.w);
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const int Y2 = static_cast<int>(ZONA.y + ZONA.h);
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const int CX = (X1 + X2) / 2;
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constexpr float PHASE_1_END = 0.33F;
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constexpr float PHASE_2_END = 0.66F;
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// Fase 1: línea superior crece desde el centro hacia los lados.
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if (EASED > 0.0F) {
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const float P = std::min(EASED / PHASE_1_END, 1.0F);
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const int X_LEFT = static_cast<int>(CX - ((CX - X1) * P));
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const int X_RIGHT = static_cast<int>(CX + ((X2 - CX) * P));
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Rendering::linea(renderer, CX, Y1, X_LEFT, Y1);
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Rendering::linea(renderer, CX, Y1, X_RIGHT, Y1);
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}
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// Fase 2: laterales bajan.
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if (EASED > PHASE_1_END) {
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const float P = std::min((EASED - PHASE_1_END) / (PHASE_2_END - PHASE_1_END), 1.0F);
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const int Y_BOTTOM = static_cast<int>(Y1 + ((Y2 - Y1) * P));
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Rendering::linea(renderer, X1, Y1, X1, Y_BOTTOM);
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Rendering::linea(renderer, X2, Y1, X2, Y_BOTTOM);
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}
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// Fase 3: línea inferior crece desde los lados hacia el centro.
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if (EASED > PHASE_2_END) {
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const float P = (EASED - PHASE_2_END) / (1.0F - PHASE_2_END);
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const int X_LEFT = static_cast<int>(X1 + ((CX - X1) * P));
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const int X_RIGHT = static_cast<int>(X2 - ((X2 - CX) * P));
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Rendering::linea(renderer, X1, Y2, X_LEFT, Y2);
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Rendering::linea(renderer, X2, Y2, X_RIGHT, Y2);
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}
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}
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void drawScoreboardAnimated(Graphics::VectorText& text,
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const std::string& scoreboard_text,
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float progress) {
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const float EASED = Easing::ease_out_quad(progress);
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constexpr float SCALE = 0.85F;
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constexpr float SPACING = 0.0F;
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const SDL_FRect& SCOREBOARD = Defaults::Zones::SCOREBOARD;
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const float CENTRE_X = SCOREBOARD.w / 2.0F;
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const float Y_FINAL = SCOREBOARD.y + (SCOREBOARD.h / 2.0F);
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// Posición inicial: fuera de la pantalla por debajo.
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const auto Y_INI = static_cast<float>(Defaults::Game::HEIGHT);
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const float Y_ANIM = Y_INI + ((Y_FINAL - Y_INI) * EASED);
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text.renderCentered(scoreboard_text,
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Vec2{.x = CENTRE_X, .y = Y_ANIM},
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SCALE, SPACING);
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}
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} // namespace Systems::InitHud
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