millorat el spawn d'enemics: perimetre de seguretat i animació amb invulnerabilitat

This commit is contained in:
2025-12-09 10:21:42 +01:00
parent ec6565bf71
commit 217ca58b1a
9 changed files with 157 additions and 21 deletions

View File

@@ -25,12 +25,13 @@ Enemic::Enemic(SDL_Renderer* renderer)
tipus_(TipusEnemic::PENTAGON),
tracking_timer_(0.0f),
ship_position_(nullptr),
tracking_strength_(0.5f) { // Default tracking strength
tracking_strength_(0.5f), // Default tracking strength
timer_invulnerabilitat_(0.0f) { // Start vulnerable
// [NUEVO] Forma es carrega a inicialitzar() segons el tipus
// Constructor no carrega forma per permetre tipus diferents
}
void Enemic::inicialitzar(TipusEnemic tipus) {
void Enemic::inicialitzar(TipusEnemic tipus, const Punt* ship_pos) {
// Guardar tipus
tipus_ = tipus;
@@ -68,7 +69,7 @@ void Enemic::inicialitzar(TipusEnemic tipus) {
std::cerr << "[Enemic] Error: no s'ha pogut carregar " << shape_file << std::endl;
}
// Posició aleatòria dins de l'àrea de joc
// [MODIFIED] Posició aleatòria amb comprovació de seguretat
float min_x, max_x, min_y, max_y;
Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS,
min_x,
@@ -76,10 +77,38 @@ void Enemic::inicialitzar(TipusEnemic tipus) {
min_y,
max_y);
int range_x = static_cast<int>(max_x - min_x);
int range_y = static_cast<int>(max_y - min_y);
centre_.x = static_cast<float>((std::rand() % range_x) + static_cast<int>(min_x));
centre_.y = static_cast<float>((std::rand() % range_y) + static_cast<int>(min_y));
if (ship_pos != nullptr) {
// [NEW] Safe spawn: attempt to find position away from ship
bool found_safe_position = false;
for (int attempt = 0; attempt < Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS; attempt++) {
float candidate_x, candidate_y;
if (intent_spawn_safe(*ship_pos, candidate_x, candidate_y)) {
centre_.x = candidate_x;
centre_.y = candidate_y;
found_safe_position = true;
break;
}
}
if (!found_safe_position) {
// Fallback: spawn anywhere (user's preference)
int range_x = static_cast<int>(max_x - min_x);
int range_y = static_cast<int>(max_y - min_y);
centre_.x = static_cast<float>((std::rand() % range_x) + static_cast<int>(min_x));
centre_.y = static_cast<float>((std::rand() % range_y) + static_cast<int>(min_y));
std::cout << "[Enemic] Advertència: spawn sense zona segura després de "
<< Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS << " intents" << std::endl;
}
} else {
// [EXISTING] No ship position: spawn anywhere (backward compatibility)
int range_x = static_cast<int>(max_x - min_x);
int range_y = static_cast<int>(max_y - min_y);
centre_.x = static_cast<float>((std::rand() % range_x) + static_cast<int>(min_x));
centre_.y = static_cast<float>((std::rand() % range_y) + static_cast<int>(min_y));
}
// Angle aleatori de moviment
angle_ = (std::rand() % 360) * Constants::PI / 180.0f;
@@ -95,12 +124,34 @@ void Enemic::inicialitzar(TipusEnemic tipus) {
animacio_.drotacio_objetivo = drotacio_;
animacio_.drotacio_t = 1.0f; // Start without interpolating
// [NEW] Inicialitzar invulnerabilitat
timer_invulnerabilitat_ = Defaults::Enemies::Spawn::INVULNERABILITY_DURATION; // 3.0s
brightness_ = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_START; // 0.3f
// Activar
esta_ = true;
}
void Enemic::actualitzar(float delta_time) {
if (esta_) {
// [NEW] Update invulnerability timer and brightness
if (timer_invulnerabilitat_ > 0.0f) {
timer_invulnerabilitat_ -= delta_time;
if (timer_invulnerabilitat_ < 0.0f) {
timer_invulnerabilitat_ = 0.0f;
}
// [NEW] Update brightness with LERP during invulnerability
float t_inv = timer_invulnerabilitat_ / Defaults::Enemies::Spawn::INVULNERABILITY_DURATION;
float t = 1.0f - t_inv; // 0.0 → 1.0
float smooth_t = t * t * (3.0f - 2.0f * t); // smoothstep
constexpr float START = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_START;
constexpr float END = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_END;
brightness_ = START + (END - START) * smooth_t;
}
// Moviment autònom
mou(delta_time);
@@ -114,8 +165,10 @@ void Enemic::actualitzar(float delta_time) {
void Enemic::dibuixar() const {
if (esta_ && forma_) {
// [NUEVO] Usar render_shape amb escala animada
// Calculate animated scale (includes invulnerability LERP)
float escala = calcular_escala_actual();
// brightness_ is already updated in actualitzar()
Rendering::render_shape(renderer_, forma_, centre_, rotacio_, escala, true, 1.0f, brightness_);
}
}
@@ -388,8 +441,21 @@ void Enemic::actualitzar_rotacio_accelerada(float delta_time) {
float Enemic::calcular_escala_actual() const {
float escala = 1.0f;
if (animacio_.palpitacio_activa) {
// Add pulsating scale variation
// [NEW] Invulnerability LERP prioritza sobre palpitació
if (timer_invulnerabilitat_ > 0.0f) {
// Calculate t: 0.0 at spawn → 1.0 at end
float t_inv = timer_invulnerabilitat_ / Defaults::Enemies::Spawn::INVULNERABILITY_DURATION;
float t = 1.0f - t_inv; // 0.0 → 1.0
// Apply smoothstep: t² * (3 - 2t)
float smooth_t = t * t * (3.0f - 2.0f * t);
// LERP scale from 0.0 to 1.0
constexpr float START = Defaults::Enemies::Spawn::INVULNERABILITY_SCALE_START;
constexpr float END = Defaults::Enemies::Spawn::INVULNERABILITY_SCALE_END;
escala = START + (END - START) * smooth_t;
} else if (animacio_.palpitacio_activa) {
// [EXISTING] Palpitació només quan no invulnerable
escala += animacio_.palpitacio_amplitud * std::sin(animacio_.palpitacio_fase);
}
@@ -421,3 +487,28 @@ void Enemic::set_tracking_strength(float strength) {
tracking_strength_ = strength;
}
}
// [NEW] Safe spawn helper - checks if position is away from ship
bool Enemic::intent_spawn_safe(const Punt& ship_pos, float& out_x, float& out_y) {
// Generate random position within safe bounds
float min_x, max_x, min_y, max_y;
Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS,
min_x,
max_x,
min_y,
max_y);
int range_x = static_cast<int>(max_x - min_x);
int range_y = static_cast<int>(max_y - min_y);
out_x = static_cast<float>((std::rand() % range_x) + static_cast<int>(min_x));
out_y = static_cast<float>((std::rand() % range_y) + static_cast<int>(min_y));
// Check Euclidean distance to ship
float dx = out_x - ship_pos.x;
float dy = out_y - ship_pos.y;
float distancia = std::sqrt(dx * dx + dy * dy);
// Return true if position is safe (>= 36px from ship)
return distancia >= Defaults::Enemies::Spawn::SAFETY_DISTANCE;
}