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

1160 lines
44 KiB
C++

// game_scene.cpp - Implementació de la lógica del juego
// © 2026 JailDesigner
#include "game_scene.hpp"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstdlib>
#include <ctime>
#include <iostream>
#include "core/audio/audio.hpp"
#include "core/entities/entity_loader.hpp"
#include "core/input/input.hpp"
#include "core/input/input_types.hpp"
#include "core/locale/locale.hpp"
#include "core/system/scene_context.hpp"
#include "core/system/service_menu.hpp"
#include "game/entities/bullet_registry.hpp"
#include "game/entities/enemy_registry.hpp"
#include "game/entities/player_config.hpp"
#include "game/stage_system/stage_loader.hpp"
#include "game/systems/collision_system.hpp"
#include "game/systems/continue_system.hpp"
#include "game/systems/enemy_ai_system.hpp"
#include "game/systems/init_hud_animator.hpp"
// Using declarations per simplificar el codi
using SceneManager::SceneContext;
using SceneType = SceneContext::SceneType;
using Option = SceneContext::Option;
namespace {
// Attract mode: durada fixa de la demo. Amb vides infinites, sempre dura
// això (les morts respawnegen); només input o aquest timeout la tallen.
constexpr float DEMO_DURATION = 35.0F;
// Qualsevol d'aquestes accions trenca la demo i torna al títol.
constexpr std::array<InputAction, 5> DEMO_EXIT_ACTIONS = {
InputAction::LEFT,
InputAction::RIGHT,
InputAction::THRUST,
InputAction::SHOOT,
InputAction::START};
} // namespace
GameScene::GameScene(SDLManager& sdl, SceneContext& context)
: sdl_(sdl),
context_(context),
debris_manager_(sdl.getRenderer()),
firework_manager_(sdl.getRenderer()),
floating_score_manager_(sdl.getRenderer()),
trail_manager_(sdl.getRenderer()),
text_(sdl.getRenderer()),
starfield_parallax_(sdl.getRenderer()),
playfield_(sdl.getRenderer()),
border_(sdl.getRenderer()),
curtain_(sdl.getRenderer()) {
// Recuperar configuración de match des del context
match_config_ = context_.getMatchConfig();
// Debug output de la configuración
std::cout << "[GameScene] Configuración de match - P1: "
<< (match_config_.player1_active ? "ACTIU" : "INACTIU")
<< ", P2: "
<< (match_config_.player2_active ? "ACTIU" : "INACTIU")
<< '\n';
// Consumir opciones (preparació per MODE_DEMO futur)
auto option = context_.consumeOption();
(void)option; // Suprimir warning de variable no usada
// Carregar la configuració del player des de YAML. Sense fallback: si
// falla, abortem (la nau no és construïble sense paràmetres).
auto player_yaml = Entities::EntityLoader::load("player");
if (!player_yaml) {
std::cerr << "[GameScene] FATAL: no s'ha pogut carregar data/entities/player/player.yaml\n";
std::exit(EXIT_FAILURE);
}
auto player_config = PlayerConfig::fromYaml(*player_yaml);
if (!player_config) {
std::cerr << "[GameScene] FATAL: player.yaml mal format\n";
std::exit(EXIT_FAILURE);
}
// Carregar les configuracions dels 3 enemics. Sense fallback: si falla,
// abortem (els enemics no es poden construir sense els seus paràmetres).
if (!EnemyRegistry::loadAll()) {
std::cerr << "[GameScene] FATAL: no s'han pogut carregar els enemics YAML\n";
std::exit(EXIT_FAILURE);
}
// Carregar la configuració de la bala. Cal abans de construir el pool de
// bullets, ja que cada Bullet llegeix el registry al seu ctor.
if (!BulletRegistry::load()) {
std::cerr << "[GameScene] FATAL: no s'ha pogut carregar bullet.yaml\n";
std::exit(EXIT_FAILURE);
}
// Inicialitzar naves: P1 amb el shape del YAML, P2 amb override visual.
ships_[0] = Ship(sdl.getRenderer(), *player_config); // Jugador 1: nau estàndard
ships_[1] = Ship(sdl.getRenderer(), *player_config, "ship/wedge.shp"); // Jugador 2: triangle amb cercle central
// Inicialitzar balas con renderer
std::ranges::fill(bullets_, Bullet(sdl.getRenderer()));
// Inicialitzar enemigos con renderer
std::ranges::fill(enemies_, Enemy(sdl.getRenderer()));
// Inicialitzar generador de números aleatoris
// Basat en el codi Pascal original: line 376
std::srand(static_cast<unsigned>(std::time(nullptr)));
// Configurar el mundo físico con los límites de la zone de juego.
physics_world_.clear();
physics_world_.setBounds(Defaults::Zones::PLAYAREA);
// Connectar els impactes contra les parets al border (bump + flash).
physics_world_.setBoundsHitCallback([this](const Physics::BoundsHit& hit) {
if (hit.impact_speed < Defaults::Border::BUMP_MIN_VELOCITY) {
return;
}
const float STRENGTH = std::min(
1.0F,
hit.impact_speed / Defaults::Border::BUMP_VELOCITY_REFERENCE);
border_.bumpAt(hit.contact_point, STRENGTH);
});
// Fireworks generen una ripple gran al playfield (ona d'aigua centrada al burst).
firework_manager_.setSpawnCallback([this](Vec2 origin) {
playfield_.notifyExplosion(origin);
});
// Explosions properes a una paret també generen bump (falloff lineal amb la distància).
debris_manager_.setExplosionCallback([this](Vec2 center) {
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
const float DIST_LEFT = std::abs(center.x - zone.x);
const float DIST_RIGHT = std::abs((zone.x + zone.w) - center.x);
const float DIST_TOP = std::abs(center.y - zone.y);
const float DIST_BOTTOM = std::abs((zone.y + zone.h) - center.y);
const float MIN_DIST = std::min({DIST_LEFT, DIST_RIGHT, DIST_TOP, DIST_BOTTOM});
if (MIN_DIST > Defaults::Border::EXPLOSION_FALLOFF_PX) {
return;
}
const float FALLOFF = 1.0F - (MIN_DIST / Defaults::Border::EXPLOSION_FALLOFF_PX);
border_.bumpAt(center, Defaults::Border::EXPLOSION_BASE_STRENGTH * FALLOFF);
});
// Load stage configuration
stage_config_ = StageSystem::StageLoader::load("data/stages/stages.yaml");
if (!stage_config_) {
std::cerr << "[GameScene] Error: no s'ha pogut load stages.yaml" << '\n';
// Continue without stage system (will crash, but helps debugging)
}
// Initialize stage manager
stage_manager_ = std::make_unique<StageSystem::StageManager>(stage_config_.get());
if (match_config_.mode == GameConfig::Mode::DEMO) {
// Attract mode: arrencar directament en PLAYING a l'escenari curat
// actual (partida "ja començada") i avançar l'índex perquè la pròxima
// demo mostri un escenari diferent. El nombre de jugadors ja l'ha fixat
// TitleScene al match_config llegint el mateix escenari.
const Systems::Demo::Scenario SC = Systems::Demo::scenario(context_.demoScenarioIndex());
context_.advanceDemoScenario();
stage_manager_->initDemo(SC.stage);
demo_timer_ = DEMO_DURATION;
// Silenciar els SFX durant la demo (la música segueix). Guardem l'estat
// previ per restaurar-lo al destructor sense xafar la preferència de l'usuari.
sound_was_enabled_ = Audio::get()->isSoundEnabled();
Audio::get()->enableSound(false);
// El fons (graella) ha d'aparèixer ja muntat: la demo és una partida en marxa.
playfield_.completeBuild();
// La cortinilla arrenca tapant i cau per destapar la demo (continua el
// moviment iniciat al títol, que va acabar amb la pantalla negra).
curtain_.reveal(Defaults::Game::Curtain::REVEAL_DURATION);
} else {
stage_manager_->init();
}
// Set ship position reference for safe spawn (P1 for now, TODO: dual tracking)
stage_manager_->getWaveRunner().setShipPosition(&ships_[0].getCenter());
// Inicialitzar timers de muerte per player
hit_timer_per_player_[0] = 0.0F;
hit_timer_per_player_[1] = 0.0F;
// Initialize lives and game over state (independent lives per player)
lives_per_player_[0] = Defaults::Game::STARTING_LIVES;
lives_per_player_[1] = Defaults::Game::STARTING_LIVES;
game_over_state_ = GameOverState::NONE;
continue_counter_ = 0;
continue_tick_timer_ = 0.0F;
continues_used_ = 0;
game_over_timer_ = 0.0F;
// Initialize scores (separate per player)
score_per_player_[0] = 0;
score_per_player_[1] = 0;
floating_score_manager_.reset();
// Inicialitzar naves segons configuración (solo jugadors active)
for (uint8_t i = 0; i < 2; i++) {
bool player_active = (i == 0) ? match_config_.player1_active : match_config_.player2_active;
if (player_active) {
// Jugador active: init normalment
Vec2 spawn_pos = getSpawnPoint(i);
ships_[i].init(&spawn_pos, false); // No invulnerability at start
// Registrar el cuerpo físico de la nave en el mundo
physics_world_.addBody(&ships_[i].getBody());
std::cout << "[GameScene] Jugador " << (i + 1) << " inicialitzat\n";
} else {
// Jugador inactiu: marcar como a mort permanent
ships_[i].markHit();
hit_timer_per_player_[i] = Defaults::Game::HIT_TIMER_INACTIVE_PLAYER;
lives_per_player_[i] = 0; // Sin vides
std::cout << "[GameScene] Jugador " << (i + 1) << " inactiu\n";
}
}
// Initialize enemies as inactive (stage system will spawn them).
// Registramos el body al world incluso inactivo: con radius=0 no colisiona
// ni se mueve, y al init() del stage system se activa sin re-registrar.
for (auto& enemy : enemies_) {
enemy.setShips(ships_.data(), &ships_[1]);
physics_world_.addBody(&enemy.getBody());
// DON'T call enemy.init() here - stage system handles spawning
}
// Inicialitzar balas.
// Se registran en el physics_world para integración cinemática.
// Como su body_.radius=0, no colisionan físicamente con nadie (las
// colisiones de gameplay se gestionan en detectar_col·lisions_*).
for (auto& bullet : bullets_) {
bullet.init();
physics_world_.addBody(&bullet.getBody());
}
// Reset flag de sons de animación
init_hud_rect_sound_played_ = false;
}
GameScene::~GameScene() {
// Si la demo havia silenciat els SFX, restaurar l'estat previ en sortir.
if (match_config_.mode == GameConfig::Mode::DEMO) {
Audio::get()->enableSound(sound_was_enabled_);
}
}
auto GameScene::isFinished() const -> bool {
return context_.nextScene() != SceneType::GAME;
}
void GameScene::handleEvent(const SDL_Event& event) {
// GameScene no procesa eventos puntuales SDL: la lógica de input se
// resuelve en update() consultando Input::checkAction.
(void)event;
}
void GameScene::update(float delta_time) {
// Pausa global: mentre el menu de servei esta obert, congelem la lògica
// de joc. El draw() segueix executant-se per a mantenir l'escena visible
// sota el menu.
if (const auto* menu = System::ServiceMenu::get(); menu != nullptr && menu->isOpen()) {
return;
}
// Orquestador delgado: cada paso vive en su propia función para
// mantener update() legible y reducir complejidad cognitiva.
stepPhysics(delta_time);
if (match_config_.mode == GameConfig::Mode::DEMO) {
// Mode demo (attract): salida por input/timeout/muerte + control del pilot.
if (stepDemo(delta_time)) {
return;
}
} else if (game_over_state_ == GameOverState::NONE) {
stepShootingInput();
stepMidGameJoin();
}
if (stepContinueScreen(delta_time)) {
return;
}
if (stepGameOver(delta_time)) {
return;
}
stepDeathSequence(delta_time);
stepStageStateMachine(delta_time);
}
void GameScene::stepPhysics(float delta_time) {
// Las fuerzas aplicadas en el frame N-1 por processInput/AI se integran
// ahora; postUpdate sincroniza los mirrors (center_/angle_) antes de la
// lógica de juego que los lee.
physics_world_.update(delta_time);
for (auto& ship : ships_) {
ship.postUpdate(delta_time);
}
for (auto& enemy : enemies_) {
enemy.postUpdate(delta_time);
}
for (auto& bullet : bullets_) {
bullet.postUpdate(delta_time);
}
trail_manager_.update(delta_time, ships_);
// Starfield: world_velocity = -mitjana_de_naus_actives. Si dues naus van en
// sentits oposats, es cancel·len → estrelles quietes (cap jugador "guanya").
// Si només n'hi ha una activa, segueix la seva velocitat.
Vec2 ship_vel_avg{.x = 0.0F, .y = 0.0F};
int n_active = 0;
for (const auto& ship : ships_) {
if (ship.isActive()) {
const Vec2 V = ship.getVelocityVector();
ship_vel_avg.x += V.x;
ship_vel_avg.y += V.y;
n_active++;
}
}
if (n_active > 0) {
ship_vel_avg.x /= static_cast<float>(n_active);
ship_vel_avg.y /= static_cast<float>(n_active);
}
starfield_parallax_.update(delta_time, Vec2{.x = -ship_vel_avg.x, .y = -ship_vel_avg.y});
playfield_.update(delta_time);
border_.update(delta_time);
// Notificar al playfield que la nau es mou (genera ripples petites a cadència).
for (std::size_t id = 0; id < ships_.size(); id++) {
if (ships_[id].isActive()) {
playfield_.notifyShipMoving(static_cast<std::uint8_t>(id),
ships_[id].getCenter(),
ships_[id].getSpeed(),
delta_time);
}
}
}
void GameScene::stepShootingInput() {
auto* input = Input::get();
if (match_config_.player1_active &&
input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
fireBullet(0);
}
if (match_config_.player2_active &&
input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
fireBullet(1);
}
}
void GameScene::updateShipsControl(float delta_time) {
const bool DEMO = (match_config_.mode == GameConfig::Mode::DEMO);
for (uint8_t i = 0; i < 2; i++) {
const bool ACTIU = (i == 0) ? match_config_.player1_active : match_config_.player2_active;
if (!ACTIU || hit_timer_per_player_[i] != 0.0F) {
continue;
}
// En demo, cada nau activa es mou amb el seu pilot IA (control calculat
// a stepDemo); la resta de casos llegeixen Input com sempre.
if (DEMO) {
ships_[i].applyMovement(demo_ctrls_[i].left, demo_ctrls_[i].right, demo_ctrls_[i].thrust, delta_time);
} else {
ships_[i].processInput(delta_time, i);
}
ships_[i].update(delta_time);
}
}
auto GameScene::stepDemo(float delta_time) -> bool {
curtain_.update(delta_time); // cortinilla que destapa la demo
// Qualsevol input trenca la demo i torna al títol (música intacta).
if (Input::get()->checkAnyPlayerAction(DEMO_EXIT_ACTIONS)) {
context_.setNextScene(SceneType::TITLE, Option::JUMP_TO_TITLE_MAIN);
return true;
}
// Vides infinites: la demo dura sempre el temps fix; en morir, stepDeathSequence
// respawneja (no acaba ni passa per CONTINUE/GAME_OVER).
demo_timer_ -= delta_time;
if (demo_timer_ <= 0.0F) {
endDemo();
return true;
}
// Control de cada nau activa per al frame; el disparo el dispara GameScene.
for (uint8_t i = 0; i < 2; i++) {
const bool ACTIU = (i == 0) ? match_config_.player1_active : match_config_.player2_active;
if (!ACTIU || hit_timer_per_player_[i] != 0.0F) {
demo_ctrls_[i] = {}; // nau inactiva/morta: sense control
continue;
}
demo_ctrls_[i] = demo_pilots_[i].compute(
ships_[i],
enemies_,
bullets_,
Defaults::Zones::PLAYAREA,
delta_time);
if (demo_ctrls_[i].shoot) {
fireBullet(i);
}
}
return false;
}
void GameScene::endDemo() {
// No parem la música: title.ogg segueix sonant durant el cicle atrae.
context_.setNextScene(SceneType::LOGO);
}
void GameScene::stepMidGameJoin() {
// Permitir join solo durante PLAYING.
if (stage_manager_->getState() != StageSystem::EstatStage::PLAYING) {
return;
}
// Solo se permite join si hay al menos un jugador vivo (no se puede
// hacer join en pantalla vacía).
const bool ALGU_VIU =
(match_config_.player1_active && hit_timer_per_player_[0] != Defaults::Game::HIT_TIMER_INACTIVE_PLAYER) ||
(match_config_.player2_active && hit_timer_per_player_[1] != Defaults::Game::HIT_TIMER_INACTIVE_PLAYER);
if (!ALGU_VIU) {
return;
}
auto* input = Input::get();
for (uint8_t pid = 0; pid < 2; pid++) {
const bool ACTIU = (pid == 0) ? match_config_.player1_active
: match_config_.player2_active;
const bool MUERTO_SIN_VIDAS = hit_timer_per_player_[pid] == Defaults::Game::HIT_TIMER_INACTIVE_PLAYER;
if (ACTIU && !MUERTO_SIN_VIDAS) {
continue; // jugador ya está jugando
}
const bool START_PRESSED = (pid == 0)
? input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT)
: input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
if (START_PRESSED) {
joinPlayer(pid);
}
}
}
auto GameScene::stepContinueScreen(float delta_time) -> bool {
if (game_over_state_ != GameOverState::CONTINUE) {
return false;
}
Systems::ContinueScreen::Context cont_ctx{
.state = game_over_state_,
.counter = continue_counter_,
.tick_timer = continue_tick_timer_,
.continues_used = continues_used_,
.game_over_timer = game_over_timer_,
.lives_per_player = lives_per_player_,
.score_per_player = score_per_player_,
.hit_timer_per_player = hit_timer_per_player_,
.ships = ships_,
.match_config = match_config_,
.get_spawn_point = [this](uint8_t pid) { return getSpawnPoint(pid); },
};
Systems::ContinueScreen::update(cont_ctx, delta_time);
Systems::ContinueScreen::processInput(cont_ctx);
// Enemies, bullets y efectos siguen moviéndose en background.
for (auto& enemy : enemies_) {
Systems::EnemyAi::move(enemy, delta_time);
enemy.update(delta_time);
}
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
Systems::Collision::desactivateOutOfBoundsBullets(bullets_, debris_manager_);
debris_manager_.update(delta_time);
firework_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
return true;
}
auto GameScene::stepGameOver(float delta_time) -> bool {
if (game_over_state_ != GameOverState::GAME_OVER) {
return false;
}
game_over_timer_ -= delta_time;
if (game_over_timer_ <= 0.0F) {
Audio::get()->stopMusic();
context_.setNextScene(SceneType::LOGO);
return true;
}
// Enemies, bullets y efectos siguen moviéndose como fondo.
for (auto& enemy : enemies_) {
Systems::EnemyAi::move(enemy, delta_time);
enemy.update(delta_time);
}
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
Systems::Collision::desactivateOutOfBoundsBullets(bullets_, debris_manager_);
debris_manager_.update(delta_time);
firework_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
return true;
}
void GameScene::stepDeathSequence(float delta_time) {
bool algun_mort = false;
for (uint8_t i = 0; i < 2; i++) {
if (hit_timer_per_player_[i] <= 0.0F || hit_timer_per_player_[i] >= Defaults::Game::HIT_TIMER_INACTIVE_PLAYER) {
continue;
}
algun_mort = true;
hit_timer_per_player_[i] += delta_time;
if (hit_timer_per_player_[i] < Defaults::Game::DEATH_DURATION) {
continue;
}
// *** PHASE 3: RESPAWN OR GAME OVER ***
// Mode demo: vides infinites. Respawn sempre, sense decrementar vides ni
// passar mai per CONTINUE/GAME_OVER — la demo dura el seu temps fix.
if (match_config_.mode == GameConfig::Mode::DEMO) {
Vec2 spawn_pos = getSpawnPoint(i);
ships_[i].init(&spawn_pos, /*activar_invulnerabilitat=*/true);
hit_timer_per_player_[i] = 0.0F;
continue;
}
lives_per_player_[i]--;
if (lives_per_player_[i] > 0) {
Vec2 spawn_pos = getSpawnPoint(i);
ships_[i].init(&spawn_pos, /*activar_invulnerabilitat=*/true);
hit_timer_per_player_[i] = 0.0F;
continue;
}
// Sin vidas: marcar definitivamente muerto y comprobar transición a CONTINUE.
hit_timer_per_player_[i] = Defaults::Game::HIT_TIMER_INACTIVE_PLAYER;
const bool P1_DEAD = !match_config_.player1_active || lives_per_player_[0] <= 0;
const bool P2_DEAD = !match_config_.player2_active || lives_per_player_[1] <= 0;
if (P1_DEAD && P2_DEAD) {
game_over_state_ = GameOverState::CONTINUE;
continue_counter_ = Defaults::Game::CONTINUE_COUNT_START;
continue_tick_timer_ = Defaults::Game::CONTINUE_TICK_DURATION;
}
}
// Si hay algún muerto, los enemigos/balas/efectos siguen actualizándose
// aunque otros jugadores aún jueguen.
if (algun_mort) {
for (auto& enemy : enemies_) {
Systems::EnemyAi::move(enemy, delta_time);
enemy.update(delta_time);
}
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
debris_manager_.update(delta_time);
firework_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
}
// El bool 'algun_mort' es puramente interno: no aporta nada al caller
// (la stage state machine sigue corriendo aunque haya jugadores muriendo),
// así que la función no devuelve nada.
}
void GameScene::stepStageStateMachine(float delta_time) {
const StageSystem::EstatStage STATE = stage_manager_->getState();
switch (STATE) {
case StageSystem::EstatStage::INIT_HUD:
runStageInitHud(delta_time);
break;
case StageSystem::EstatStage::LEVEL_START:
runStageLevelStart(delta_time);
break;
case StageSystem::EstatStage::PLAYING:
runStagePlaying(delta_time);
break;
case StageSystem::EstatStage::LEVEL_COMPLETED:
runStageLevelCompleted(delta_time);
break;
}
}
void GameScene::runStageInitHud(float delta_time) {
// Update stage manager timer (puede cambiar el state).
stage_manager_->update(delta_time);
// Si el state cambió, salir para no usar el timer del nuevo state.
if (stage_manager_->getState() != StageSystem::EstatStage::INIT_HUD) {
return;
}
float global_progress = 1.0F - (stage_manager_->getTransitionTimer() / Defaults::Game::INIT_HUD_DURATION);
global_progress = std::min(1.0F, global_progress);
const float SHIP1_P = Systems::InitHud::computeRangeProgress(
global_progress,
Defaults::Game::INIT_HUD_SHIP1_RATIO_INIT,
Defaults::Game::INIT_HUD_SHIP1_RATIO_END);
const float SHIP2_P = Systems::InitHud::computeRangeProgress(
global_progress,
Defaults::Game::INIT_HUD_SHIP2_RATIO_INIT,
Defaults::Game::INIT_HUD_SHIP2_RATIO_END);
if (match_config_.player1_active && SHIP1_P < 1.0F) {
ships_[0].setCenter(Systems::InitHud::computeShipPosition(SHIP1_P, getSpawnPoint(0)));
}
if (match_config_.player2_active && SHIP2_P < 1.0F) {
ships_[1].setCenter(Systems::InitHud::computeShipPosition(SHIP2_P, getSpawnPoint(1)));
}
}
void GameScene::runStageLevelStart(float delta_time) {
stage_manager_->update(delta_time);
// Ambas naves pueden moverse y disparar durante el intro.
updateShipsControl(delta_time);
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
Systems::Collision::desactivateOutOfBoundsBullets(bullets_, debris_manager_);
debris_manager_.update(delta_time);
firework_manager_.update(delta_time);
}
void GameScene::runStagePlaying(float delta_time) {
const bool PAUSE_SPAWN = (hit_timer_per_player_[0] > 0.0F && hit_timer_per_player_[1] > 0.0F);
stage_manager_->getWaveRunner().update(delta_time, enemies_, PAUSE_SPAWN);
// Stage completado: cuando al menos un jugador está vivo y todas las onades emeses y arena buida.
const bool ALGU_VIU = (hit_timer_per_player_[0] == 0.0F || hit_timer_per_player_[1] == 0.0F);
if (ALGU_VIU && stage_manager_->getWaveRunner().stageComplete(enemies_)) {
stage_manager_->markStageCompleted();
Audio::get()->playSound(Defaults::Sound::GOOD_JOB_COMMANDER, Audio::Group::GAME);
return;
}
// Gameplay normal: ships activos + entidades + colisiones + efectos.
updateShipsControl(delta_time);
auto ai_ctx = buildCollisionContext();
for (std::size_t i = 0; i < enemies_.size(); ++i) {
Systems::EnemyAi::tick(ai_ctx, enemies_[i], i, delta_time);
enemies_[i].update(delta_time);
}
// Col·lisions primer, després desactivació per fora-de-zone: així una bala que
// el mateix frame xoca amb un enemic i alhora surt del PLAYAREA es compta com a
// impacte abans no se la trenqui per sortir.
runCollisionDetections();
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
Systems::Collision::desactivateOutOfBoundsBullets(bullets_, debris_manager_);
debris_manager_.update(delta_time);
firework_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
}
void GameScene::runStageLevelCompleted(float delta_time) {
stage_manager_->update(delta_time);
updateShipsControl(delta_time);
for (auto& bullet : bullets_) {
bullet.update(delta_time);
}
Systems::Collision::desactivateOutOfBoundsBullets(bullets_, debris_manager_);
debris_manager_.update(delta_time);
firework_manager_.update(delta_time);
floating_score_manager_.update(delta_time);
}
auto GameScene::buildCollisionContext() -> Systems::Collision::Context {
return Systems::Collision::Context{
.ships = ships_,
.enemies = enemies_,
.bullets = bullets_,
.hit_timer_per_player = hit_timer_per_player_,
.score_per_player = score_per_player_,
.lives_per_player = lives_per_player_,
.debris_manager = debris_manager_,
.firework_manager = firework_manager_,
.floating_score_manager = floating_score_manager_,
.match_config = match_config_,
.on_player_hit = [this](uint8_t pid, const Vec2& bv) { tocado(pid, bv); },
};
}
void GameScene::runCollisionDetections() {
auto col_ctx = buildCollisionContext();
Systems::Collision::detectAll(col_ctx);
}
void GameScene::draw() {
if (game_over_state_ == GameOverState::CONTINUE) {
drawContinueState();
return;
}
if (game_over_state_ == GameOverState::GAME_OVER) {
drawGameOverState();
return;
}
switch (stage_manager_->getState()) {
case StageSystem::EstatStage::INIT_HUD:
drawInitHudState();
break;
case StageSystem::EstatStage::LEVEL_START:
drawLevelStartState();
break;
case StageSystem::EstatStage::PLAYING:
drawPlayingState();
break;
case StageSystem::EstatStage::LEVEL_COMPLETED:
drawLevelCompletedState();
break;
}
// Cortinilla d'entrada de la demo: per damunt de tot. No-op fora del mode
// DEMO (curtain_ mai s'arrenca) i quan ja ha sortit per baix.
curtain_.draw();
}
void GameScene::drawEnemies() const {
for (const auto& enemy : enemies_) {
enemy.draw();
}
}
void GameScene::drawBullets() const {
for (const auto& bullet : bullets_) {
bullet.draw();
}
}
void GameScene::drawActiveShipsAlive() const {
for (uint8_t i = 0; i < 2; i++) {
bool player_active = (i == 0) ? match_config_.player1_active : match_config_.player2_active;
if (player_active && hit_timer_per_player_[i] == 0.0F) {
ships_[i].draw();
}
}
}
void GameScene::drawContinueState() {
starfield_parallax_.draw();
border_.draw();
drawEnemies();
drawBullets();
debris_manager_.draw();
firework_manager_.draw();
floating_score_manager_.draw();
drawScoreboard();
drawContinue();
}
void GameScene::drawGameOverState() {
starfield_parallax_.draw();
border_.draw();
drawEnemies();
drawBullets();
debris_manager_.draw();
firework_manager_.draw();
floating_score_manager_.draw();
const std::string GAME_OVER_TEXT = Locale::get().text("game_screen.game_over");
constexpr float SCALE = Defaults::Game::GameOverScreen::TEXT_SCALE;
constexpr float SPACING = Defaults::Game::GameOverScreen::TEXT_SPACING;
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
float center_x = play_area.x + (play_area.w / 2.0F);
float center_y = play_area.y + (play_area.h / 2.0F);
text_.renderCentered(GAME_OVER_TEXT, {.x = center_x, .y = center_y}, SCALE, SPACING);
drawScoreboard();
}
void GameScene::drawInitHudState() {
float timer = stage_manager_->getTransitionTimer();
float total_time = Defaults::Game::INIT_HUD_DURATION;
float global_progress = 1.0F - (timer / total_time);
float rect_progress = Systems::InitHud::computeRangeProgress(
global_progress,
Defaults::Game::INIT_HUD_RECT_RATIO_INIT,
Defaults::Game::INIT_HUD_RECT_RATIO_END);
float score_progress = Systems::InitHud::computeRangeProgress(
global_progress,
Defaults::Game::INIT_HUD_SCORE_RATIO_INIT,
Defaults::Game::INIT_HUD_SCORE_RATIO_END);
float ship1_progress = Systems::InitHud::computeRangeProgress(
global_progress,
Defaults::Game::INIT_HUD_SHIP1_RATIO_INIT,
Defaults::Game::INIT_HUD_SHIP1_RATIO_END);
float ship2_progress = Systems::InitHud::computeRangeProgress(
global_progress,
Defaults::Game::INIT_HUD_SHIP2_RATIO_INIT,
Defaults::Game::INIT_HUD_SHIP2_RATIO_END);
// Capa de fons més profunda: estrelles 2D (apareixen senceres des del frame 0).
starfield_parallax_.draw();
// Graella de fons al darrere (timer intern propi, cobreix tot l'INIT_HUD).
playfield_.draw();
if (rect_progress > 0.0F) {
if (!init_hud_rect_sound_played_) {
Audio::get()->playSound(Defaults::Sound::INIT_HUD, Audio::Group::GAME);
init_hud_rect_sound_played_ = true;
}
Systems::InitHud::drawBordersAnimated(sdl_.getRenderer(), rect_progress);
}
if (score_progress > 0.0F) {
Systems::InitHud::drawScoreboardAnimated(text_, buildScoreboardSegments(), score_progress);
}
if (ship1_progress > 0.0F && match_config_.player1_active && ships_[0].isActive()) {
ships_[0].draw();
}
if (ship2_progress > 0.0F && match_config_.player2_active && ships_[1].isActive()) {
ships_[1].draw();
}
}
void GameScene::drawLevelStartState() {
starfield_parallax_.draw();
playfield_.draw();
border_.draw();
trail_manager_.draw();
drawActiveShipsAlive();
drawBullets();
debris_manager_.draw();
firework_manager_.draw();
floating_score_manager_.draw();
drawStageMessage(stage_manager_->getLevelStartMessage());
drawScoreboard();
}
void GameScene::drawPlayingState() {
starfield_parallax_.draw();
playfield_.draw();
border_.draw();
trail_manager_.draw();
drawActiveShipsAlive();
drawEnemies();
drawBullets();
debris_manager_.draw();
firework_manager_.draw();
floating_score_manager_.draw();
drawScoreboard();
}
void GameScene::drawLevelCompletedState() {
starfield_parallax_.draw();
playfield_.draw();
border_.draw();
trail_manager_.draw();
drawActiveShipsAlive();
drawBullets();
debris_manager_.draw();
firework_manager_.draw();
floating_score_manager_.draw();
drawStageMessage(Locale::get().text("stage.completed"));
drawScoreboard();
}
void GameScene::tocado(uint8_t player_id, const Vec2& bullet_velocity) {
// Death sequence: 3 phases
// Phase 1: First call (hit_timer_per_player_[player_id] == 0) - trigger explosion
// Phase 2: Animation (0 < itocado_ < 3.0s) - debris animation
// Phase 3: Respawn or game over (itocado_ >= 3.0s) - handled in update()
if (hit_timer_per_player_[player_id] == 0.0F) {
// *** PHASE 1: TRIGGER DEATH ***
// Capturar velocitat ABANS del markHit (que la reseteja a zero).
// Sense això, els debris no hereten cap inèrcia de la nau.
const Vec2 SHIP_VEL_PRE_DEATH = ships_[player_id].getVelocityVector();
const Vec2 SHIP_POS = ships_[player_id].getCenter();
const float SHIP_ANGLE = ships_[player_id].getAngle();
const float SHIP_BRIGHT = ships_[player_id].getBrightness();
// Mark ship as dead (stops rendering and input)
ships_[player_id].markHit();
const Vec2 INHERITED_VEL = SHIP_VEL_PRE_DEATH *
Defaults::Physics::Debris::SHIP_VELOCITY_INHERITANCE;
// Mateixa dispersió i efecte que els debris d'enemic (lifetime,
// friction, segment_multiplier alineats); només canvien sound i color.
// bullet_velocity arriba a explode() com a impuls extra independent
// de la inèrcia del cos del ship — els trossos volen amb la força
// de la bala encara que el ship estiga quiet.
debris_manager_.explode(
ships_[player_id].getShape(),
SHIP_POS,
SHIP_ANGLE,
1.0F,
Defaults::Physics::Debris::SPEED_BASE,
SHIP_BRIGHT,
INHERITED_VEL,
0.0F, // sense herència angular
0.0F, // sin herencia visual
Defaults::Sound::PLAYER_EXPLOSION,
ships_[player_id].getConfig().colors.normal,
Defaults::Physics::Debris::ENEMY_LIFETIME,
Defaults::Physics::Debris::ENEMY_FRICTION,
Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER,
bullet_velocity);
// Start death timer (non-zero to avoid re-triggering)
hit_timer_per_player_[player_id] = Defaults::Game::HIT_TIMER_TRIGGER_DEATH;
}
// Phase 2 is automatic (debris updates in update())
// Phase 3 is handled in update() when hit_timer_per_player_ >= DEATH_DURATION
}
void GameScene::drawScoreboard() {
const float SCALE = Defaults::Hud::SCOREBOARD_TEXT_SCALE;
const float SPACING = Defaults::Hud::SCOREBOARD_TEXT_SPACING;
const SDL_FRect& scoreboard_zone = Defaults::Zones::SCOREBOARD;
const Vec2 CENTER = {
.x = scoreboard_zone.w / 2.0F,
.y = scoreboard_zone.y + (scoreboard_zone.h / 2.0F),
};
// En mode demo (attract) el marcador no té sentit: substituïm puntuacions i
// vides per un rètol que indica que és una demo i convida a jugar.
if (match_config_.mode == GameConfig::Mode::DEMO) {
text_.renderCentered(Locale::get().text("demo.banner"), CENTER, SCALE, SPACING);
return;
}
Systems::InitHud::drawScoreboardSegmentsAt(text_, buildScoreboardSegments(), CENTER, SCALE, SPACING);
}
auto GameScene::buildScoreboardSegments() const -> Systems::InitHud::ScoreboardSegments {
Systems::InitHud::ScoreboardSegments out;
// Puntuació P1 (6 dígits) - zeros si inactiu
if (match_config_.player1_active) {
std::string s = std::to_string(score_per_player_[0]);
out.score_p1 = std::string(6 - std::min(6, static_cast<int>(s.length())), '0') + s;
out.lives_p1 = (lives_per_player_[0] < 10)
? "0" + std::to_string(lives_per_player_[0])
: std::to_string(lives_per_player_[0]);
} else {
out.score_p1 = "000000";
out.lives_p1 = "00";
}
// Nivell (2 dígits) amb label localitzat
const uint8_t STAGE_NUM = stage_manager_->getCurrentStage();
const std::string STAGE_STR = (STAGE_NUM < 10) ? "0" + std::to_string(STAGE_NUM)
: std::to_string(STAGE_NUM);
out.level = Locale::get().text("hud.level") + STAGE_STR;
// Puntuació P2 (6 dígits) - zeros si inactiu
if (match_config_.player2_active) {
std::string s = std::to_string(score_per_player_[1]);
out.score_p2 = std::string(6 - std::min(6, static_cast<int>(s.length())), '0') + s;
out.lives_p2 = (lives_per_player_[1] < 10)
? "0" + std::to_string(lives_per_player_[1])
: std::to_string(lives_per_player_[1]);
} else {
out.score_p2 = "000000";
out.lives_p2 = "00";
}
return out;
}
// [NEW] Stage system helper methods
void GameScene::drawStageMessage(const std::string& message) {
constexpr float BASE_SCALE = 1.0F;
constexpr float SPACING = 2.0F;
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
const float MAX_WIDTH = play_area.w * Defaults::Game::STAGE_MESSAGE_MAX_WIDTH_RATIO;
// ========== TYPEWRITER EFFECT (PARAMETRIZED) ==========
// Get state-specific timing configuration
float total_time;
float typing_ratio;
if (stage_manager_->getState() == StageSystem::EstatStage::LEVEL_START) {
total_time = Defaults::Game::LEVEL_START_DURATION;
typing_ratio = Defaults::Game::LEVEL_START_TYPING_RATIO;
} else { // LEVEL_COMPLETED
total_time = Defaults::Game::LEVEL_COMPLETED_DURATION;
typing_ratio = Defaults::Game::LEVEL_COMPLETED_TYPING_RATIO;
}
// Calculate progress from timer (0.0 at start → 1.0 at end)
float remaining_time = stage_manager_->getTransitionTimer();
float progress = 1.0F - (remaining_time / total_time);
// Determine how many characters to show
size_t visible_chars;
if (typing_ratio > 0.0F && progress < typing_ratio) {
// Typewriter phase: show partial text
float typing_progress = progress / typing_ratio; // Normalize to 0.0-1.0
visible_chars = static_cast<size_t>(message.length() * typing_progress);
if (visible_chars == 0 && progress > 0.0F) {
visible_chars = 1; // Show at least 1 character after first frame
}
} else {
// Display phase: show complete text
// (Either after typing phase, or immediately if typing_ratio == 0.0)
visible_chars = message.length();
}
// Create partial message (substring for typewriter)
std::string partial_message = message.substr(0, visible_chars);
// ===================================================
// Calculate text width at base scale (using FULL message for position calculation)
float text_width_at_base = Graphics::VectorText::getTextWidth(message, BASE_SCALE, SPACING);
// Auto-scale if text exceeds max width
float scale = (text_width_at_base <= MAX_WIDTH)
? BASE_SCALE
: MAX_WIDTH / text_width_at_base;
// Recalculate dimensions with final scale (using FULL message for centering)
float full_text_width = Graphics::VectorText::getTextWidth(message, scale, SPACING);
float text_height = Graphics::VectorText::getTextHeight(scale);
// Calculate position as if FULL text was there (for fixed position typewriter)
float x = play_area.x + ((play_area.w - full_text_width) / 2.0F);
float y = play_area.y + (play_area.h * Defaults::Game::STAGE_MESSAGE_Y_RATIO) - (text_height / 2.0F);
// Render only the partial message (typewriter effect) amb el color
// ambre neon del "PRESS START" del títol — unifica el feel dels missatges.
Vec2 pos = {.x = x, .y = y};
text_.render(partial_message, pos, scale, SPACING, 1.0F, Defaults::Title::Colors::PRESS_START);
}
// ========================================
// Helper methods for 2-player support
// ========================================
auto GameScene::getSpawnPoint(uint8_t player_id) const -> Vec2 {
const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
float x_ratio;
if (match_config_.isSinglePlayer()) {
// Un sol player: spawn al centro (50%)
x_ratio = 0.5F;
} else {
// Dos jugadors: spawn a posicions separades
x_ratio = (player_id == 0)
? Defaults::Game::P1_SPAWN_X_RATIO // 33%
: Defaults::Game::P2_SPAWN_X_RATIO; // 67%
}
return {
.x = zone.x + (zone.w * x_ratio),
.y = zone.y + (zone.h * Defaults::Game::SPAWN_Y_RATIO)};
}
void GameScene::fireBullet(uint8_t player_id) {
// Verificar que el player está vivo
if (hit_timer_per_player_[player_id] > 0.0F) {
return;
}
if (!ships_[player_id].isActive()) {
return;
}
// Calcular posición en la punta de la nave
const Vec2& ship_centre = ships_[player_id].getCenter();
float ship_angle = ships_[player_id].getAngle();
constexpr float LOCAL_TIP_X = Defaults::Hud::Tips::LOCAL_X;
constexpr float LOCAL_TIP_Y = Defaults::Hud::Tips::LOCAL_Y;
float cos_a = std::cos(ship_angle);
float sin_a = std::sin(ship_angle);
float tip_x = (LOCAL_TIP_X * cos_a) - (LOCAL_TIP_Y * sin_a) + ship_centre.x;
float tip_y = (LOCAL_TIP_X * sin_a) + (LOCAL_TIP_Y * cos_a) + ship_centre.y;
Vec2 fire_position = {.x = tip_x, .y = tip_y};
// Buscar primera bullet inactiva en el pool del player.
// El pool global té MAX_BULLETS slots per jugador (P1=[0..MAX-1], P2=[MAX..2*MAX-1]).
constexpr int SLOTS_PER_PLAYER = Defaults::Entities::MAX_BULLETS;
const int START_IDX = player_id * SLOTS_PER_PLAYER;
for (int i = START_IDX; i < START_IDX + SLOTS_PER_PLAYER; i++) {
if (!bullets_[i].isActive()) {
bullets_[i].fire(fire_position, ship_angle, player_id, ships_[player_id].getConfig().weapon.bullet_speed);
break;
}
}
}
void GameScene::drawContinue() {
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
constexpr float SPACING = 4.0F;
// "CONTINUE" text (using constants)
const std::string CONTINUE_TEXT = Locale::get().text("game_screen.continue");
float escala_continue = Defaults::Game::ContinueScreen::CONTINUE_TEXT_SCALE;
float y_ratio_continue = Defaults::Game::ContinueScreen::CONTINUE_TEXT_Y_RATIO;
float center_x = play_area.x + (play_area.w / 2.0F);
float centre_y_continue = play_area.y + (play_area.h * y_ratio_continue);
text_.renderCentered(CONTINUE_TEXT, {.x = center_x, .y = centre_y_continue}, escala_continue, SPACING);
// Countdown number (using constants)
const std::string COUNTER_STR = std::to_string(continue_counter_);
float escala_counter = Defaults::Game::ContinueScreen::COUNTER_TEXT_SCALE;
float y_ratio_counter = Defaults::Game::ContinueScreen::COUNTER_TEXT_Y_RATIO;
float centre_y_counter = play_area.y + (play_area.h * y_ratio_counter);
text_.renderCentered(COUNTER_STR, {.x = center_x, .y = centre_y_counter}, escala_counter, SPACING);
// "CONTINUES LEFT" (conditional + using constants)
if (!Defaults::Game::INFINITE_CONTINUES) {
const std::string CONTINUES_TEXT = localeSubstitute(
Locale::get().text("game_screen.continues_left"),
"{n}",
std::to_string(Defaults::Game::MAX_CONTINUES - continues_used_));
float escala_info = Defaults::Game::ContinueScreen::INFO_TEXT_SCALE;
float y_ratio_info = Defaults::Game::ContinueScreen::INFO_TEXT_Y_RATIO;
float centre_y_info = play_area.y + (play_area.h * y_ratio_info);
text_.renderCentered(CONTINUES_TEXT, {.x = center_x, .y = centre_y_info}, escala_info, SPACING);
}
}
void GameScene::joinPlayer(uint8_t player_id) {
// Activate player
if (player_id == 0) {
match_config_.player1_active = true;
} else {
match_config_.player2_active = true;
}
// Reset stats
lives_per_player_[player_id] = Defaults::Game::STARTING_LIVES;
score_per_player_[player_id] = 0;
hit_timer_per_player_[player_id] = 0.0F;
// Spawn with invulnerability
Vec2 spawn_pos = getSpawnPoint(player_id);
ships_[player_id].init(&spawn_pos, true);
// Registrar el cos físic al món. Si el jugador començà inactiu, el
// constructor no l'havia afegit; sense això, applyForce s'acumula
// però mai s'integra → la nau no es desplaça.
physics_world_.addBody(&ships_[player_id].getBody());
std::cout << "[GameScene] Jugador " << (int)(player_id + 1) << " s'ha unit a la match!" << '\n';
}