efbf2457a1
Primera tanda mecánica sobre el lint pendiente. Arregla la causa raíz, no
silencia diagnósticos. Detalle por categoría:
- Uninit members (cppcheck warnings) → inicializadores en declaración:
Bullet (esta_, owner_id_, grace_timer_), Enemy (drotacio_, rotacio_,
esta_, type_, tracking_timer_, ship_position_, tracking_strength_,
direction_change_timer_, timer_invulnerabilitat_), Ship (is_hit_,
invulnerable_timer_), Shape (escala_defecte_) y TitleShip (todos los
miembros del struct, que viven dentro de un std::array<,2>).
- returnByReference (cppcheck performance) → return const T&:
Shape::getName, ResourceLoader::getBasePath. De paso, Shape::get_nom
se renombra a getName y get_num_primitives a getNumPrimitives para
cumplir la convención camelBack del proyecto (lint del .clang-tidy).
- useInitializationList (cppcheck performance) →
Starfield::shape_estrella_ pasa a la lista de inicialización (reordenada
según la declaración para no disparar -Wreorder-ctor).
- noExplicitConstructor (cppcheck style) → explicit en ctores de 1 arg:
Bullet(Renderer*), Enemy(Renderer*), Ship(Renderer*,...) y VectorText(Renderer*).
- variableScope (cppcheck style) → en vector_text.cpp se elimina la
variable 'c' intermedia y se usa el literal '\\xA9' directamente en el
único punto donde se necesita.
- constParameterReference (cppcheck style) → drawScoreboardAnimated pasa
el VectorText por const ref (la API render/renderCentered es const).
- Warnings preexistentes del compilador (resueltos de paso):
- stage_config.hpp: stage_id <= 255 sobre uint8_t era siempre true; se
elimina la comparación redundante y se explica con comentario.
- director.cpp: 'struct stat st = {.st_dev = 0};' disparaba
-Wmissing-field-initializers; pasa a 'struct stat st{};' (zero-init
completo, robusto a las variantes específicas del SO).
- game_scene.cpp: stepDeathSequence devolvía un bool [[nodiscard]] que
el caller ignoraba; el valor era puramente interno. Cambiada la
firma a void.
- cppcheck: añadido --suppress=useStlAlgorithm. Las 26 sugerencias
'Consider using std::any_of/find_if/count_if' son cosméticas y no
aportan claridad sobre las raw loops actuales.
- .clang-tidy de source/core/audio/ eliminado: deshabilitaba todos los
checks en ese subdirectorio por dependencia de jail_audio.hpp, pero
impedía ejecutar 'make tidy' (clang-tidy aborta con "no checks
enabled" al primer archivo del directorio). El proyecto pasa a usar
el mismo patrón de CCAE: solo source/external/ y source/legacy/
quedan fuera del lint.
- lint-reports/ añadido a .gitignore. Carpeta donde 'make tidy' y
'make cppcheck' vuelcan su salida completa para inspección posterior.
Build limpio, cero warnings activos.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
967 lines
36 KiB
C++
967 lines
36 KiB
C++
// game_scene.cpp - Implementació de la lógica del juego
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// © 2026 JailDesigner
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#include "game_scene.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include <ctime>
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#include <iostream>
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#include <vector>
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#include "core/audio/audio.hpp"
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#include "core/entities/entity.hpp"
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#include "core/input/input.hpp"
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#include "core/math/easing.hpp"
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#include "core/physics/collision.hpp"
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#include "core/rendering/line_renderer.hpp"
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#include "core/system/scene_context.hpp"
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#include "game/stage_system/stage_loader.hpp"
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#include "game/systems/collision_system.hpp"
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#include "game/systems/continue_system.hpp"
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#include "game/systems/init_hud_animator.hpp"
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// Using declarations per simplificar el codi
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using SceneManager::SceneContext;
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using SceneType = SceneContext::SceneType;
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using Option = SceneContext::Option;
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GameScene::GameScene(SDLManager& sdl, SceneContext& context)
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: sdl_(sdl),
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context_(context),
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debris_manager_(sdl.getRenderer()),
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floating_score_manager_(sdl.getRenderer()),
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text_(sdl.getRenderer()),
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init_hud_rect_sound_played_(false) {
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// Recuperar configuración de match des del context
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match_config_ = context_.getMatchConfig();
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// Debug output de la configuración
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std::cout << "[GameScene] Configuración de match - P1: "
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<< (match_config_.jugador1_actiu ? "ACTIU" : "INACTIU")
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<< ", P2: "
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<< (match_config_.jugador2_actiu ? "ACTIU" : "INACTIU")
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<< '\n';
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// Consumir opciones (preparació per MODE_DEMO futur)
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auto option = context_.consumeOption();
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(void)option; // Suprimir warning de variable no usada
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// Inicialitzar naves con renderer (P1=ship.shp, P2=ship2.shp)
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ships_[0] = Ship(sdl.getRenderer(), "ship.shp"); // Jugador 1: nave estàndar
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ships_[1] = Ship(sdl.getRenderer(), "ship2.shp"); // Jugador 2: interceptor con ales
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// Inicialitzar balas con renderer
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for (auto& bullet : bullets_) {
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bullet = Bullet(sdl.getRenderer());
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}
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// Inicialitzar enemigos con renderer
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for (auto& enemy : enemies_) {
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enemy = Enemy(sdl.getRenderer());
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}
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// El resto del estado del juego (física, stages, naves, vidas, puntuación)
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// se inicializa en init(), que se llama al final del constructor para que
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// la escena esté lista en cuanto el Director la haya construido.
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init();
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}
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auto GameScene::isFinished() const -> bool {
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return context_.nextScene() != SceneType::GAME;
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}
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void GameScene::handleEvent(const SDL_Event& event) {
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// GameScene no procesa eventos puntuales SDL: la lógica de input se
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// resuelve en update() consultando Input::checkAction.
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(void)event;
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}
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void GameScene::init() {
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// Inicialitzar generador de números aleatoris
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// Basat en el codi Pascal original: line 376
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std::srand(static_cast<unsigned>(std::time(nullptr)));
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// Configurar el mundo físico con los límites de la zona de juego.
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// Las entidades se registrarán cada una al inicializarse (Fase 6c-e).
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physics_world_.clear();
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physics_world_.setBounds(Defaults::Zones::PLAYAREA);
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// [NEW] Load stage configuration (only once)
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if (!stage_config_) {
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stage_config_ = StageSystem::StageLoader::load("data/stages/stages.yaml");
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if (!stage_config_) {
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std::cerr << "[GameScene] Error: no s'ha pogut load stages.yaml" << '\n';
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// Continue without stage system (will crash, but helps debugging)
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}
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}
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// [NEW] Initialize stage manager
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stage_manager_ = std::make_unique<StageSystem::StageManager>(stage_config_.get());
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stage_manager_->init();
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// [NEW] Set ship position reference for safe spawn (P1 for now, TODO: dual tracking)
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stage_manager_->getSpawnController().setShipPosition(&ships_[0].getCenter());
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// Inicialitzar timers de muerte per player
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hit_timer_per_player_[0] = 0.0F;
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hit_timer_per_player_[1] = 0.0F;
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// Initialize lives and game over state (independent lives per player)
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lives_per_player_[0] = Defaults::Game::STARTING_LIVES;
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lives_per_player_[1] = Defaults::Game::STARTING_LIVES;
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game_over_state_ = GameOverState::NONE;
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continue_counter_ = 0;
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continue_tick_timer_ = 0.0F;
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continues_used_ = 0;
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game_over_timer_ = 0.0F;
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// Initialize scores (separate per player)
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score_per_player_[0] = 0;
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score_per_player_[1] = 0;
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floating_score_manager_.reset();
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// DEPRECATED: spawn_position_ ya no s'usa, es calcula dinàmicament con obtenir_punt_spawn(player_id)
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// const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
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// spawn_position_.x = zona.x + zona.w * 0.5f;
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// spawn_position_.y = zona.y + zona.h * Defaults::Game::INIT_HUD_SHIP_START_Y_RATIO;
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// Inicialitzar naves segons configuración (solo jugadors active)
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for (uint8_t i = 0; i < 2; i++) {
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bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
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if (jugador_actiu) {
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// Jugador active: init normalment
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Vec2 spawn_pos = obtenir_punt_spawn(i);
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ships_[i].init(&spawn_pos, false); // No invulnerability at start
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// Registrar el cuerpo físico de la nave en el mundo (Fase 6c)
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physics_world_.addBody(&ships_[i].getBody());
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std::cout << "[GameScene] Jugador " << (i + 1) << " inicialitzat\n";
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} else {
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// Jugador inactiu: marcar como a mort permanent
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ships_[i].markHit();
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hit_timer_per_player_[i] = 999.0F; // Valor sentinella (permanent inactiu)
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lives_per_player_[i] = 0; // Sin vides
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std::cout << "[GameScene] Jugador " << (i + 1) << " inactiu\n";
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}
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}
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// [MODIFIED] Initialize enemies as inactive (stage system will spawn them).
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// Registramos el body al world incluso inactivo: con radius=0 no colisiona
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// ni se mueve, y al init() del stage system se activa sin re-registrar.
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for (auto& enemy : enemies_) {
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enemy = Enemy(sdl_.getRenderer());
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enemy.setShipPosition(&ships_[0].getCenter()); // Set ship reference (P1 for now)
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physics_world_.addBody(&enemy.getBody());
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// DON'T call enemy.init() here - stage system handles spawning
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}
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// Inicialitzar balas (now 6 instead of 3).
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// Se registran en el physics_world para integración cinemática.
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// Como su body_.radius=0, no colisionan físicamente con nadie (las
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// colisiones de gameplay se gestionan en detectar_col·lisions_*).
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for (auto& bullet : bullets_) {
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bullet.init();
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physics_world_.addBody(&bullet.getBody());
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}
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// [ELIMINAT] Iniciar música de juego (ara es gestiona en stage_manager)
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// La música s'inicia cuando es transiciona de INIT_HUD a LEVEL_START
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// Audio::get()->playMusic("game.ogg");
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// Reset flag de sons de animación
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init_hud_rect_sound_played_ = false;
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}
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void GameScene::update(float delta_time) {
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// Orquestador delgado: cada paso vive en su propia función para
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// mantener update() legible y reducir complejidad cognitiva.
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stepPhysics(delta_time);
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if (game_over_state_ == GameOverState::NONE) {
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stepShootingInput();
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stepMidGameJoin();
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}
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if (stepContinueScreen(delta_time)) {
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return;
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}
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if (stepGameOver(delta_time)) {
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return;
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}
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stepDeathSequence(delta_time);
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stepStageStateMachine(delta_time);
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}
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void GameScene::stepPhysics(float delta_time) {
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// Las fuerzas aplicadas en el frame N-1 por processInput/AI se integran
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// ahora; postUpdate sincroniza los mirrors (center_/angle_) antes de la
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// lógica de juego que los lee.
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physics_world_.update(delta_time);
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for (auto& ship : ships_) {
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ship.postUpdate(delta_time);
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}
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for (auto& enemy : enemies_) {
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enemy.postUpdate(delta_time);
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}
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for (auto& bullet : bullets_) {
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bullet.postUpdate(delta_time);
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}
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}
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void GameScene::stepShootingInput() {
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auto* input = Input::get();
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if (match_config_.jugador1_actiu &&
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input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
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disparar_bala(0);
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}
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if (match_config_.jugador2_actiu &&
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input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
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disparar_bala(1);
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}
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}
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void GameScene::stepMidGameJoin() {
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// Permitir join solo durante PLAYING.
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if (stage_manager_->get_estat() != StageSystem::EstatStage::PLAYING) {
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return;
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}
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// Solo se permite join si hay al menos un jugador vivo (no se puede
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// hacer join en pantalla vacía).
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const bool ALGU_VIU =
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(match_config_.jugador1_actiu && hit_timer_per_player_[0] != 999.0F) ||
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(match_config_.jugador2_actiu && hit_timer_per_player_[1] != 999.0F);
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if (!ALGU_VIU) {
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return;
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}
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auto* input = Input::get();
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for (uint8_t pid = 0; pid < 2; pid++) {
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const bool ACTIU = (pid == 0) ? match_config_.jugador1_actiu
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: match_config_.jugador2_actiu;
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const bool MUERTO_SIN_VIDAS = hit_timer_per_player_[pid] == 999.0F;
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if (ACTIU && !MUERTO_SIN_VIDAS) {
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continue; // jugador ya está jugando
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}
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const bool START_PRESSED = (pid == 0)
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? input->checkActionPlayer1(InputAction::START, Input::DO_NOT_ALLOW_REPEAT)
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: input->checkActionPlayer2(InputAction::START, Input::DO_NOT_ALLOW_REPEAT);
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if (START_PRESSED) {
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unir_jugador(pid);
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}
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}
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}
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auto GameScene::stepContinueScreen(float delta_time) -> bool {
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if (game_over_state_ != GameOverState::CONTINUE) {
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return false;
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}
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Systems::ContinueScreen::Context cont_ctx{
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.state = game_over_state_,
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.counter = continue_counter_,
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.tick_timer = continue_tick_timer_,
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.continues_used = continues_used_,
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.game_over_timer = game_over_timer_,
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.lives_per_player = lives_per_player_,
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.score_per_player = score_per_player_,
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.hit_timer_per_player = hit_timer_per_player_,
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.ships = ships_,
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.match_config = match_config_,
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.get_spawn_point = [this](uint8_t pid) { return obtenir_punt_spawn(pid); },
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};
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Systems::ContinueScreen::update(cont_ctx, delta_time);
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Systems::ContinueScreen::processInput(cont_ctx);
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// Enemies, bullets y efectos siguen moviéndose en background.
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for (auto& enemy : enemies_) {
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enemy.update(delta_time);
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}
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for (auto& bullet : bullets_) {
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bullet.update(delta_time);
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}
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debris_manager_.update(delta_time);
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floating_score_manager_.update(delta_time);
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return true;
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}
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auto GameScene::stepGameOver(float delta_time) -> bool {
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if (game_over_state_ != GameOverState::GAME_OVER) {
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return false;
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}
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game_over_timer_ -= delta_time;
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if (game_over_timer_ <= 0.0F) {
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Audio::get()->stopMusic();
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context_.setNextScene(SceneType::TITLE);
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return true;
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}
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// Enemies, bullets y efectos siguen moviéndose como fondo.
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for (auto& enemy : enemies_) {
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enemy.update(delta_time);
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}
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for (auto& bullet : bullets_) {
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bullet.update(delta_time);
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}
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debris_manager_.update(delta_time);
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floating_score_manager_.update(delta_time);
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return true;
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}
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void GameScene::stepDeathSequence(float delta_time) {
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bool algun_mort = false;
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for (uint8_t i = 0; i < 2; i++) {
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if (hit_timer_per_player_[i] <= 0.0F || hit_timer_per_player_[i] >= 999.0F) {
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continue;
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}
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algun_mort = true;
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hit_timer_per_player_[i] += delta_time;
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if (hit_timer_per_player_[i] < Defaults::Game::DEATH_DURATION) {
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continue;
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}
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// *** PHASE 3: RESPAWN OR GAME OVER ***
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lives_per_player_[i]--;
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if (lives_per_player_[i] > 0) {
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Vec2 spawn_pos = obtenir_punt_spawn(i);
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ships_[i].init(&spawn_pos, /*activar_invulnerabilitat=*/true);
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hit_timer_per_player_[i] = 0.0F;
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continue;
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}
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// Sin vidas: marcar definitivamente muerto y comprobar transición a CONTINUE.
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hit_timer_per_player_[i] = 999.0F;
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const bool P1_DEAD = !match_config_.jugador1_actiu || lives_per_player_[0] <= 0;
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const bool P2_DEAD = !match_config_.jugador2_actiu || lives_per_player_[1] <= 0;
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if (P1_DEAD && P2_DEAD) {
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game_over_state_ = GameOverState::CONTINUE;
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continue_counter_ = Defaults::Game::CONTINUE_COUNT_START;
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continue_tick_timer_ = Defaults::Game::CONTINUE_TICK_DURATION;
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}
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}
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// Si hay algún muerto, los enemigos/balas/efectos siguen actualizándose
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// aunque otros jugadores aún jueguen.
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if (algun_mort) {
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for (auto& enemy : enemies_) {
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enemy.update(delta_time);
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}
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for (auto& bullet : bullets_) {
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bullet.update(delta_time);
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}
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debris_manager_.update(delta_time);
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floating_score_manager_.update(delta_time);
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}
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// El bool 'algun_mort' es puramente interno: no aporta nada al caller
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// (la stage state machine sigue corriendo aunque haya jugadores muriendo),
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// así que la función no devuelve nada.
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}
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void GameScene::stepStageStateMachine(float delta_time) {
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const StageSystem::EstatStage STATE = stage_manager_->get_estat();
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switch (STATE) {
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case StageSystem::EstatStage::INIT_HUD:
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runStageInitHud(delta_time);
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break;
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case StageSystem::EstatStage::LEVEL_START:
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runStageLevelStart(delta_time);
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break;
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case StageSystem::EstatStage::PLAYING:
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runStagePlaying(delta_time);
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break;
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case StageSystem::EstatStage::LEVEL_COMPLETED:
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runStageLevelCompleted(delta_time);
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break;
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}
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}
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void GameScene::runStageInitHud(float delta_time) {
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// Update stage manager timer (puede cambiar el state).
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stage_manager_->update(delta_time);
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// Si el state cambió, salir para no usar el timer del nuevo state.
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if (stage_manager_->get_estat() != StageSystem::EstatStage::INIT_HUD) {
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return;
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}
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float global_progress = 1.0F - (stage_manager_->get_timer_transicio() / Defaults::Game::INIT_HUD_DURATION);
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global_progress = std::min(1.0F, global_progress);
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const float SHIP1_P = Systems::InitHud::computeRangeProgress(
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global_progress,
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Defaults::Game::INIT_HUD_SHIP1_RATIO_INIT,
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Defaults::Game::INIT_HUD_SHIP1_RATIO_END);
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const float SHIP2_P = Systems::InitHud::computeRangeProgress(
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global_progress,
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Defaults::Game::INIT_HUD_SHIP2_RATIO_INIT,
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|
Defaults::Game::INIT_HUD_SHIP2_RATIO_END);
|
|
|
|
if (match_config_.jugador1_actiu && SHIP1_P < 1.0F) {
|
|
ships_[0].setCenter(Systems::InitHud::computeShipPosition(SHIP1_P, obtenir_punt_spawn(0)));
|
|
}
|
|
if (match_config_.jugador2_actiu && SHIP2_P < 1.0F) {
|
|
ships_[1].setCenter(Systems::InitHud::computeShipPosition(SHIP2_P, obtenir_punt_spawn(1)));
|
|
}
|
|
}
|
|
|
|
void GameScene::runStageLevelStart(float delta_time) {
|
|
stage_manager_->update(delta_time);
|
|
|
|
// Ambas naves pueden moverse y disparar durante el intro.
|
|
for (uint8_t i = 0; i < 2; i++) {
|
|
const bool ACTIU = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
|
|
if (ACTIU && hit_timer_per_player_[i] == 0.0F) {
|
|
ships_[i].processInput(delta_time, i);
|
|
ships_[i].update(delta_time);
|
|
}
|
|
}
|
|
for (auto& bullet : bullets_) {
|
|
bullet.update(delta_time);
|
|
}
|
|
debris_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_->getSpawnController().update(delta_time, enemies_, PAUSE_SPAWN);
|
|
|
|
// Stage completado: cuando al menos un jugador está vivo y todos los enemies muertos.
|
|
const bool ALGU_VIU = (hit_timer_per_player_[0] == 0.0F || hit_timer_per_player_[1] == 0.0F);
|
|
if (ALGU_VIU && stage_manager_->getSpawnController().tots_enemics_destruits(enemies_)) {
|
|
stage_manager_->stage_completat();
|
|
Audio::get()->playSound(Defaults::Sound::GOOD_JOB_COMMANDER, Audio::Group::GAME);
|
|
return;
|
|
}
|
|
|
|
// Gameplay normal: ships activos + entidades + colisiones + efectos.
|
|
for (uint8_t i = 0; i < 2; i++) {
|
|
const bool ACTIU = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
|
|
if (ACTIU && hit_timer_per_player_[i] == 0.0F) {
|
|
ships_[i].processInput(delta_time, i);
|
|
ships_[i].update(delta_time);
|
|
}
|
|
}
|
|
for (auto& enemy : enemies_) {
|
|
enemy.update(delta_time);
|
|
}
|
|
for (auto& bullet : bullets_) {
|
|
bullet.update(delta_time);
|
|
}
|
|
|
|
runCollisionDetections();
|
|
debris_manager_.update(delta_time);
|
|
floating_score_manager_.update(delta_time);
|
|
}
|
|
|
|
void GameScene::runStageLevelCompleted(float delta_time) {
|
|
stage_manager_->update(delta_time);
|
|
for (uint8_t i = 0; i < 2; i++) {
|
|
const bool ACTIU = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
|
|
if (ACTIU && hit_timer_per_player_[i] == 0.0F) {
|
|
ships_[i].processInput(delta_time, i);
|
|
ships_[i].update(delta_time);
|
|
}
|
|
}
|
|
for (auto& bullet : bullets_) {
|
|
bullet.update(delta_time);
|
|
}
|
|
debris_manager_.update(delta_time);
|
|
floating_score_manager_.update(delta_time);
|
|
}
|
|
|
|
void GameScene::runCollisionDetections() {
|
|
Systems::Collision::Context col_ctx{
|
|
.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_,
|
|
.floating_score_manager = floating_score_manager_,
|
|
.match_config = match_config_,
|
|
.on_player_hit = [this](uint8_t pid) { tocado(pid); },
|
|
};
|
|
Systems::Collision::detectAll(col_ctx);
|
|
}
|
|
|
|
void GameScene::draw() {
|
|
// Handle CONTINUE screen
|
|
if (game_over_state_ == GameOverState::CONTINUE) {
|
|
// Draw game background elements first
|
|
dibuixar_marges();
|
|
|
|
for (const auto& enemy : enemies_) {
|
|
enemy.draw();
|
|
}
|
|
|
|
for (const auto& bullet : bullets_) {
|
|
bullet.draw();
|
|
}
|
|
|
|
debris_manager_.draw();
|
|
floating_score_manager_.draw();
|
|
dibuixar_marcador();
|
|
|
|
// Draw CONTINUE screen overlay
|
|
dibuixar_continue();
|
|
return;
|
|
}
|
|
|
|
// Handle final GAME OVER state
|
|
if (game_over_state_ == GameOverState::GAME_OVER) {
|
|
// Game over: draw enemies, bullets, debris, and "GAME OVER" text
|
|
dibuixar_marges();
|
|
|
|
for (const auto& enemy : enemies_) {
|
|
enemy.draw();
|
|
}
|
|
|
|
for (const auto& bullet : bullets_) {
|
|
bullet.draw();
|
|
}
|
|
|
|
debris_manager_.draw();
|
|
floating_score_manager_.draw();
|
|
|
|
// Draw centered "GAME OVER" text
|
|
const std::string game_over_text = "GAME OVER";
|
|
constexpr float scale = Defaults::Game::GameOverScreen::TEXT_SCALE;
|
|
constexpr float spacing = Defaults::Game::GameOverScreen::TEXT_SPACING;
|
|
|
|
// Calcular centro de l'àrea de juego usant constants
|
|
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
|
|
float centre_x = play_area.x + (play_area.w / 2.0F);
|
|
float centre_y = play_area.y + (play_area.h / 2.0F);
|
|
|
|
text_.renderCentered(game_over_text, {.x = centre_x, .y = centre_y}, scale, spacing);
|
|
|
|
dibuixar_marcador();
|
|
return;
|
|
}
|
|
|
|
// [NEW] Stage state rendering
|
|
StageSystem::EstatStage state = stage_manager_->get_estat();
|
|
|
|
switch (state) {
|
|
case StageSystem::EstatStage::INIT_HUD: {
|
|
// Calcular progrés de cada animación independent
|
|
float timer = stage_manager_->get_timer_transicio();
|
|
float total_time = Defaults::Game::INIT_HUD_DURATION;
|
|
float global_progress = 1.0F - (timer / total_time);
|
|
|
|
// [NEW] Calcular progress independiente para cada elemento
|
|
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);
|
|
|
|
// Dibuixar elements animats
|
|
if (rect_progress > 0.0F) {
|
|
// [NOU] Reproduir so cuando comença l'animación del rectangle
|
|
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_, buildScoreboard(), score_progress);
|
|
}
|
|
|
|
// [MODIFICAT] Dibuixar naves con progress independent
|
|
if (ship1_progress > 0.0F && match_config_.jugador1_actiu && !ships_[0].isHit()) {
|
|
ships_[0].draw();
|
|
}
|
|
|
|
if (ship2_progress > 0.0F && match_config_.jugador2_actiu && !ships_[1].isHit()) {
|
|
ships_[1].draw();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case StageSystem::EstatStage::LEVEL_START:
|
|
dibuixar_marges();
|
|
// [NEW] Draw both ships if active and alive
|
|
for (uint8_t i = 0; i < 2; i++) {
|
|
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
|
|
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) {
|
|
ships_[i].draw();
|
|
}
|
|
}
|
|
|
|
// [NEW] Draw bullets
|
|
for (const auto& bullet : bullets_) {
|
|
bullet.draw();
|
|
}
|
|
|
|
// [NEW] Draw debris
|
|
debris_manager_.draw();
|
|
floating_score_manager_.draw();
|
|
|
|
// [EXISTING] Draw intro message and score
|
|
dibuixar_missatge_stage(stage_manager_->get_missatge_level_start());
|
|
dibuixar_marcador();
|
|
break;
|
|
|
|
case StageSystem::EstatStage::PLAYING:
|
|
dibuixar_marges();
|
|
|
|
// [EXISTING] Normal rendering - active ships
|
|
for (uint8_t i = 0; i < 2; i++) {
|
|
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
|
|
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) {
|
|
ships_[i].draw();
|
|
}
|
|
}
|
|
|
|
for (const auto& enemy : enemies_) {
|
|
enemy.draw();
|
|
}
|
|
|
|
for (const auto& bullet : bullets_) {
|
|
bullet.draw();
|
|
}
|
|
|
|
debris_manager_.draw();
|
|
floating_score_manager_.draw();
|
|
dibuixar_marcador();
|
|
break;
|
|
|
|
case StageSystem::EstatStage::LEVEL_COMPLETED:
|
|
dibuixar_marges();
|
|
// [NEW] Draw both ships if active and alive
|
|
for (uint8_t i = 0; i < 2; i++) {
|
|
bool jugador_actiu = (i == 0) ? match_config_.jugador1_actiu : match_config_.jugador2_actiu;
|
|
if (jugador_actiu && hit_timer_per_player_[i] == 0.0F) {
|
|
ships_[i].draw();
|
|
}
|
|
}
|
|
|
|
// [NEW] Draw bullets (allow last shots to be visible)
|
|
for (const auto& bullet : bullets_) {
|
|
bullet.draw();
|
|
}
|
|
|
|
// [NEW] Draw debris (from last destroyed enemies)
|
|
debris_manager_.draw();
|
|
floating_score_manager_.draw();
|
|
|
|
// [EXISTING] Draw completion message and score
|
|
dibuixar_missatge_stage(StageSystem::Constants::MISSATGE_LEVEL_COMPLETED);
|
|
dibuixar_marcador();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GameScene::tocado(uint8_t player_id) {
|
|
// 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 ***
|
|
|
|
// Mark ship as dead (stops rendering and input)
|
|
ships_[player_id].markHit();
|
|
|
|
// Create ship explosion
|
|
const Vec2& ship_pos = ships_[player_id].getCenter();
|
|
float ship_angle = ships_[player_id].getAngle();
|
|
Vec2 vel_nau = ships_[player_id].getVelocityVector();
|
|
// Reduir a 80% la velocity heretada per la ship (més realista)
|
|
Vec2 vel_nau_80 = {.x = vel_nau.x * 0.8F, .y = vel_nau.y * 0.8F};
|
|
|
|
debris_manager_.explode(
|
|
ships_[player_id].getShape(), // Ship shape (3 lines)
|
|
ship_pos, // Center position
|
|
ship_angle, // Ship orientation
|
|
1.0F, // Normal scale
|
|
Defaults::Physics::Debris::VELOCITAT_BASE, // 80 px/s
|
|
ships_[player_id].getBrightness(), // Heredar brightness
|
|
vel_nau_80, // Heredar 80% velocity
|
|
0.0F, // Nave: trayectorias rectas (sin drotacio)
|
|
0.0F, // Sin herencia visual (rotación aleatoria)
|
|
Defaults::Sound::EXPLOSION2, // Sonido alternativo para la explosión
|
|
Defaults::Palette::SHIP // Debris hereda color de la nave
|
|
);
|
|
|
|
// Start death timer (non-zero to avoid re-triggering)
|
|
hit_timer_per_player_[player_id] = 0.001F;
|
|
}
|
|
// Phase 2 is automatic (debris updates in update())
|
|
// Phase 3 is handled in update() when hit_timer_per_player_ >= DEATH_DURATION
|
|
}
|
|
|
|
void GameScene::dibuixar_marges() const {
|
|
// Dibuixar rectangle de la zona de juego
|
|
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
|
|
|
|
// Coordenades dels cantons
|
|
int x1 = static_cast<int>(zona.x);
|
|
int y1 = static_cast<int>(zona.y);
|
|
int x2 = static_cast<int>(zona.x + zona.w);
|
|
int y2 = static_cast<int>(zona.y + zona.h);
|
|
|
|
// 4 línies per formar el rectangle
|
|
Rendering::linea(sdl_.getRenderer(), x1, y1, x2, y1); // Top
|
|
Rendering::linea(sdl_.getRenderer(), x1, y2, x2, y2); // Bottom
|
|
Rendering::linea(sdl_.getRenderer(), x1, y1, x1, y2); // Left
|
|
Rendering::linea(sdl_.getRenderer(), x2, y1, x2, y2); // Right
|
|
}
|
|
|
|
void GameScene::dibuixar_marcador() {
|
|
// Construir text del marcador
|
|
std::string text = buildScoreboard();
|
|
|
|
// Parámetros de renderització
|
|
const float scale = 0.85F;
|
|
const float spacing = 0.0F;
|
|
|
|
// Calcular centro de la zona del marcador
|
|
const SDL_FRect& scoreboard = Defaults::Zones::SCOREBOARD;
|
|
float centre_x = scoreboard.w / 2.0F;
|
|
float centre_y = scoreboard.y + (scoreboard.h / 2.0F);
|
|
|
|
// Renderizar centrat
|
|
text_.renderCentered(text, {.x = centre_x, .y = centre_y}, scale, spacing);
|
|
}
|
|
|
|
std::string GameScene::buildScoreboard() const {
|
|
// Puntuación P1 (6 dígits) - mostrar zeros si inactiu
|
|
std::string score_p1;
|
|
std::string vides_p1;
|
|
if (match_config_.jugador1_actiu) {
|
|
score_p1 = std::to_string(score_per_player_[0]);
|
|
score_p1 = std::string(6 - std::min(6, static_cast<int>(score_p1.length())), '0') + score_p1;
|
|
vides_p1 = (lives_per_player_[0] < 10)
|
|
? "0" + std::to_string(lives_per_player_[0])
|
|
: std::to_string(lives_per_player_[0]);
|
|
} else {
|
|
score_p1 = "000000";
|
|
vides_p1 = "00";
|
|
}
|
|
|
|
// Nivel (2 dígits)
|
|
uint8_t stage_num = stage_manager_->get_stage_actual();
|
|
std::string stage_str = (stage_num < 10) ? "0" + std::to_string(stage_num)
|
|
: std::to_string(stage_num);
|
|
|
|
// Puntuación P2 (6 dígits) - mostrar zeros si inactiu
|
|
std::string score_p2;
|
|
std::string vides_p2;
|
|
if (match_config_.jugador2_actiu) {
|
|
score_p2 = std::to_string(score_per_player_[1]);
|
|
score_p2 = std::string(6 - std::min(6, static_cast<int>(score_p2.length())), '0') + score_p2;
|
|
vides_p2 = (lives_per_player_[1] < 10)
|
|
? "0" + std::to_string(lives_per_player_[1])
|
|
: std::to_string(lives_per_player_[1]);
|
|
} else {
|
|
score_p2 = "000000";
|
|
vides_p2 = "00";
|
|
}
|
|
|
|
// Format: "123456 03 LEVEL 01 654321 02"
|
|
// Nota: dos espais entre seccions, mantenir ambdós slots siempre visibles
|
|
return score_p1 + " " + vides_p1 + " LEVEL " + stage_str + " " + score_p2 + " " + vides_p2;
|
|
}
|
|
|
|
// [NEW] Stage system helper methods
|
|
|
|
void GameScene::dibuixar_missatge_stage(const std::string& message) {
|
|
constexpr float escala_base = 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_->get_estat() == 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_->get_timer_transicio();
|
|
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 = text_.get_text_width(message, escala_base, spacing);
|
|
|
|
// Auto-scale if text exceeds max width
|
|
float scale = (text_width_at_base <= max_width)
|
|
? escala_base
|
|
: max_width / text_width_at_base;
|
|
|
|
// Recalculate dimensions with final scale (using FULL message for centering)
|
|
float full_text_width = text_.get_text_width(message, scale, spacing);
|
|
float text_height = text_.get_text_height(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)
|
|
Vec2 pos = {.x = x, .y = y};
|
|
text_.render(partial_message, pos, scale, spacing);
|
|
}
|
|
|
|
// ========================================
|
|
// Helper methods for 2-player support
|
|
// ========================================
|
|
|
|
Vec2 GameScene::obtenir_punt_spawn(uint8_t player_id) const {
|
|
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
|
|
|
|
float x_ratio;
|
|
if (match_config_.es_un_jugador()) {
|
|
// 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 = zona.x + (zona.w * x_ratio),
|
|
.y = zona.y + (zona.h * Defaults::Game::SPAWN_Y_RATIO)};
|
|
}
|
|
|
|
void GameScene::disparar_bala(uint8_t player_id) {
|
|
// Verificar que el player está vivo
|
|
if (hit_timer_per_player_[player_id] > 0.0F) {
|
|
return;
|
|
}
|
|
if (!ships_[player_id].isAlive()) {
|
|
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 = 0.0F;
|
|
constexpr float LOCAL_TIP_Y = -12.0F;
|
|
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 posicio_dispar = {.x = tip_x, .y = tip_y};
|
|
|
|
// Buscar primera bullet inactiva en el pool del player
|
|
int start_idx = player_id * 3; // P1=[0,1,2], P2=[3,4,5]
|
|
for (int i = start_idx; i < start_idx + 3; i++) {
|
|
if (!bullets_[i].esta_activa()) {
|
|
bullets_[i].disparar(posicio_dispar, ship_angle, player_id);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameScene::dibuixar_continue() {
|
|
const SDL_FRect& play_area = Defaults::Zones::PLAYAREA;
|
|
constexpr float spacing = 4.0F;
|
|
|
|
// "CONTINUE" text (using constants)
|
|
const std::string continue_text = "CONTINUE";
|
|
float escala_continue = Defaults::Game::ContinueScreen::CONTINUE_TEXT_SCALE;
|
|
float y_ratio_continue = Defaults::Game::ContinueScreen::CONTINUE_TEXT_Y_RATIO;
|
|
|
|
float centre_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 = centre_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 = centre_x, .y = centre_y_counter}, escala_counter, spacing);
|
|
|
|
// "CONTINUES LEFT" (conditional + using constants)
|
|
if (!Defaults::Game::INFINITE_CONTINUES) {
|
|
const std::string continues_text = "CONTINUES LEFT: " + 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 = centre_x, .y = centre_y_info}, escala_info, spacing);
|
|
}
|
|
}
|
|
|
|
void GameScene::unir_jugador(uint8_t player_id) {
|
|
// Activate player
|
|
if (player_id == 0) {
|
|
match_config_.jugador1_actiu = true;
|
|
} else {
|
|
match_config_.jugador2_actiu = 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 = obtenir_punt_spawn(player_id);
|
|
ships_[player_id].init(&spawn_pos, true);
|
|
|
|
// No visual message, just spawn (per user requirement)
|
|
|
|
std::cout << "[GameScene] Jugador " << (int)(player_id + 1) << " s'ha unit a la match!" << '\n';
|
|
}
|