Files
orni-attack/source/game/title/ship_animator.cpp
T
JailDesigner bbbb8d47ae Lint: rename públicos al inglés + refactor cognitive-complexity + unused-includes
Identifier-naming: rename de métodos públicos y cross-file al inglés
(camelBack), traducción de campos y locales en el proceso (TitleShip,
StageManager, SpawnController, ShipAnimator, helpers de PlayArea, etc.).

Refactor por cognitive-complexity (>25): GameScene::draw (59→3) con 9
helpers de estado, PhysicsWorld::resolveBodyCollisions (35→5) extrayendo
resolveBodyPair, Options::load{Window,Physics,Audio}ConfigFromYaml
(32/49/57→5/2/3) con templates readField, TitleScene::update (68→4) con
5 sub-pasos por estado + handleSkipInput/handleStartInput +
triggerExitForJoinedPlayers, DebrisManager::explode (39→3) con
extractSegments/spawnDebris/applyAngularVelocity/applyVisualRotation.

use-anyofallof: bucles → std::ranges::any_of/all_of en Input,
ShipAnimator y SpawnController.

readability-static-accessed-through-instance: Director::run y
VectorText::getTextWidth/Height invocados por clase.

readability-convert-member-functions-to-static: ResourcePack::decryptData.

unused-includes: eliminación de <utility>, <cstdint>, <vector>,
<iostream>, defaults.hpp y otros no usados directamente en headers y
unidades de traducción. Restablecido core/defaults.hpp en title_scene.cpp
(falsa "unused" del header).

Bug fix: eliminado isActive() duplicado en Bullet (redeclaración tras
rename de esta_activa→isActive que chocaba con el override de Entity).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 13:41:33 +02:00

328 lines
11 KiB
C++

// ship_animator.cpp - Implementació del sistema de animación de naves
// © 2026 JailDesigner
#include "ship_animator.hpp"
#include <algorithm>
#include <cmath>
#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/math/easing.hpp"
#include "core/rendering/shape_renderer.hpp"
namespace Title {
ShipAnimator::ShipAnimator(Rendering::Renderer* renderer)
: renderer_(renderer) {
}
void ShipAnimator::init() {
// Carregar formes de naves con perspectiva pre-calculada
auto forma_p1 = Graphics::ShapeLoader::load("ship_perspective.shp"); // Perspectiva izquierda
auto forma_p2 = Graphics::ShapeLoader::load("ship2_perspective.shp"); // Perspectiva derecha
// Configurar ship P1
ships_[0].player_id = 1;
ships_[0].shape = forma_p1;
configureShipP1(ships_[0]);
// Configurar ship P2
ships_[1].player_id = 2;
ships_[1].shape = forma_p2;
configureShipP2(ships_[1]);
}
void ShipAnimator::update(float delta_time) {
// Dispatcher segons state de cada ship
for (auto& ship : ships_) {
if (!ship.visible) {
continue;
}
switch (ship.state) {
case ShipState::ENTERING:
updateEntering(ship, delta_time);
break;
case ShipState::FLOATING:
updateFloating(ship, delta_time);
break;
case ShipState::EXITING:
updateExiting(ship, delta_time);
break;
}
}
}
void ShipAnimator::draw() const {
for (const auto& ship : ships_) {
if (!ship.visible) {
continue;
}
// Renderizar ship (perspectiva ya incorporada a la shape)
Rendering::renderShape(
renderer_,
ship.shape,
ship.current_position,
0.0F, // angle (rotación 2D no utilitzada)
ship.current_scale,
1.0F, // progress (siempre visible)
1.0F // brightness (brightness màxima)
);
}
}
void ShipAnimator::startEntryAnimation() {
using namespace Defaults::Title::Ships;
// Configurar ship P1 para l'animación de entrada
ships_[0].state = ShipState::ENTERING;
ships_[0].state_time = 0.0F;
ships_[0].initial_position = computeOffscreenPosition(CLOCK_8_ANGLE);
ships_[0].current_position = ships_[0].initial_position;
ships_[0].current_scale = ships_[0].initial_scale;
// Configurar ship P2 para l'animación de entrada
ships_[1].state = ShipState::ENTERING;
ships_[1].state_time = 0.0F;
ships_[1].initial_position = computeOffscreenPosition(CLOCK_4_ANGLE);
ships_[1].current_position = ships_[1].initial_position;
ships_[1].current_scale = ships_[1].initial_scale;
}
void ShipAnimator::triggerExitAnimation() {
// Configurar ambdues naves para l'animación de salida
for (auto& ship : ships_) {
// Canviar state a EXITING
ship.state = ShipState::EXITING;
ship.state_time = 0.0F;
// Preservar posición actual (pot estar a mig camí si START es prem durante ENTERING)
ship.initial_position = ship.current_position;
// La scale objetivo es preserva para calcular la interpolació
// (current_scale pot ser diferent si está en ENTERING)
}
}
void ShipAnimator::skipToFloatingState() {
// Posar ambdues naves directament en state FLOATING
for (auto& ship : ships_) {
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
ship.oscillation_phase = 0.0F;
// Posar en posición objetivo (sin animación)
ship.current_position = ship.target_position;
ship.current_scale = ship.target_scale;
// NO establir visibilitat aquí - ya ho hace el caller
// (evita fer visibles ambdues naves cuando solo una ha premut START)
}
}
auto ShipAnimator::isVisible() const -> bool {
// Retorna true si almenys una ship es visible
return std::ranges::any_of(ships_, [](const TitleShip& ship) { return ship.visible; });
}
void ShipAnimator::triggerExitAnimationForPlayer(int player_id) {
// Trobar la ship del player especificat
for (auto& ship : ships_) {
if (ship.player_id == player_id) {
// Canviar state a EXITING solo per esta ship
ship.state = ShipState::EXITING;
ship.state_time = 0.0F;
// Preservar posición actual (pot estar a mig camí si START es prem durante ENTERING)
ship.initial_position = ship.current_position;
// La scale objetivo es preserva para calcular la interpolació
// (current_scale pot ser diferent si está en ENTERING)
break; // Solo una ship per player
}
}
}
void ShipAnimator::setVisible(bool visible) {
for (auto& ship : ships_) {
ship.visible = visible;
}
}
auto ShipAnimator::isAnimationComplete() const -> bool {
// Comprovar si todas las naves són invisibles (han completat l'animación de salida)
return std::ranges::all_of(ships_, [](const TitleShip& ship) { return !ship.visible; });
}
// Métodos de animación (stubs)
void ShipAnimator::updateEntering(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
ship.state_time += delta_time;
// Esperar al delay antes de començar l'animación
if (ship.state_time < ship.entry_delay) {
// Aún en delay: la ship es queda fuera de pantalla (posición inicial)
ship.current_position = ship.initial_position;
ship.current_scale = ship.initial_scale;
return;
}
// Cálculo del progrés (restant el delay)
float elapsed = ship.state_time - ship.entry_delay;
float progress = std::min(1.0F, elapsed / ENTRY_DURATION);
// Aplicar easing (ease_out_quad per arribada suau)
float eased_progress = Easing::easeOutQuad(progress);
// Lerp posición (inicial → objetivo)
ship.current_position.x = Easing::lerp(ship.initial_position.x, ship.target_position.x, eased_progress);
ship.current_position.y = Easing::lerp(ship.initial_position.y, ship.target_position.y, eased_progress);
// Lerp scale (grande → normal)
ship.current_scale = Easing::lerp(ship.initial_scale, ship.target_scale, eased_progress);
// Transicionar a FLOATING cuando completi
if (elapsed >= ENTRY_DURATION) {
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
ship.oscillation_phase = 0.0F; // Reiniciar fase de oscil·lació
}
}
void ShipAnimator::updateFloating(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
// Actualitzar time i fase de oscil·lació
ship.state_time += delta_time;
ship.oscillation_phase += delta_time;
// Oscil·lació sinusoïdal X/Y (parámetros específics per ship)
float offset_x = ship.amplitude_x * std::sin(2.0F * Defaults::Math::PI * ship.frequency_x * ship.oscillation_phase);
float offset_y = ship.amplitude_y * std::sin((2.0F * Defaults::Math::PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
// Aplicar oscil·lació a la posición objetivo
ship.current_position.x = ship.target_position.x + offset_x;
ship.current_position.y = ship.target_position.y + offset_y;
// Escala constant (sin "breathing" per ara)
ship.current_scale = ship.target_scale;
}
void ShipAnimator::updateExiting(TitleShip& ship, float delta_time) {
using namespace Defaults::Title::Ships;
ship.state_time += delta_time;
// Calcular progrés (0.0 → 1.0)
float progress = std::min(1.0F, ship.state_time / EXIT_DURATION);
// Aplicar easing (ease_in_quad per aceleración hacia el point de fuga)
float eased_progress = Easing::easeInQuad(progress);
// Vec2 de fuga (centro del starfield)
constexpr Vec2 VANISHING_POINT{.x = VANISHING_POINT_X, .y = VANISHING_POINT_Y};
// Lerp posición hacia el point de fuga (preservar posición inicial actual)
// Nota: initial_position conté la posición on estava cuando es va activar EXITING
ship.current_position.x = Easing::lerp(ship.initial_position.x, VANISHING_POINT.x, eased_progress);
ship.current_position.y = Easing::lerp(ship.initial_position.y, VANISHING_POINT.y, eased_progress);
// Escala redueix a 0 (simula Z → infinit)
ship.current_scale = ship.target_scale * (1.0F - eased_progress);
// Marcar invisible cuando l'animación completi
if (progress >= 1.0F) {
ship.visible = false;
}
}
// Configuración
void ShipAnimator::configureShipP1(TitleShip& ship) {
using namespace Defaults::Title::Ships;
// Estat inicial: FLOATING (per test estàtic)
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
// Posicions (clock 8, bottom-left)
ship.target_position = {.x = p1TargetX(), .y = p1TargetY()};
// Calcular posición inicial (fuera de pantalla)
ship.initial_position = computeOffscreenPosition(CLOCK_8_ANGLE);
ship.current_position = ship.initial_position; // Començar fuera de pantalla
// Escales
ship.target_scale = FLOATING_SCALE;
ship.current_scale = FLOATING_SCALE;
ship.initial_scale = ENTRY_SCALE_START;
// Flotació
ship.oscillation_phase = 0.0F;
// Parámetros de entrada
ship.entry_delay = P1_ENTRY_DELAY;
// Parámetros de oscil·lació específics P1
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P1_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P1_FREQUENCY_MULTIPLIER;
// Visibilitat
ship.visible = true;
}
void ShipAnimator::configureShipP2(TitleShip& ship) {
using namespace Defaults::Title::Ships;
// Estat inicial: FLOATING (per test estàtic)
ship.state = ShipState::FLOATING;
ship.state_time = 0.0F;
// Posicions (clock 4, bottom-right)
ship.target_position = {.x = p2TargetX(), .y = p2TargetY()};
// Calcular posición inicial (fuera de pantalla)
ship.initial_position = computeOffscreenPosition(CLOCK_4_ANGLE);
ship.current_position = ship.initial_position; // Començar fuera de pantalla
// Escales
ship.target_scale = FLOATING_SCALE;
ship.current_scale = FLOATING_SCALE;
ship.initial_scale = ENTRY_SCALE_START;
// Flotació
ship.oscillation_phase = 0.0F;
// Parámetros de entrada
ship.entry_delay = P2_ENTRY_DELAY;
// Parámetros de oscil·lació específics P2
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P2_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P2_FREQUENCY_MULTIPLIER;
// Visibilitat
ship.visible = true;
}
auto ShipAnimator::computeOffscreenPosition(float angle_rellotge) -> Vec2 {
using namespace Defaults::Title::Ships;
// Convertir angle del rellotge a radians (per exemple: 240° per clock 8)
// Calcular posición en direcció radial des del centro, pero més lluny
// ENTRY_OFFSET es calcula automàticament: (SHIP_MAX_RADIUS * ENTRY_SCALE_START) + ENTRY_OFFSET_MARGIN
float extended_radius = CLOCK_RADIUS + ENTRY_OFFSET;
float x = (Defaults::Game::WIDTH / 2.0F) + (extended_radius * std::cos(angle_rellotge));
float y = (Defaults::Game::HEIGHT / 2.0F) + (extended_radius * std::sin(angle_rellotge));
return {.x = x, .y = y};
}
} // namespace Title