afegit friendly fire

This commit is contained in:
2025-12-17 19:39:33 +01:00
parent 8b9d26a02c
commit 54031e3520
6 changed files with 103 additions and 4 deletions

View File

@@ -476,6 +476,7 @@ void EscenaJoc::actualitzar(float delta_time) {
detectar_col·lisions_bales_enemics();
detectar_col·lisio_naus_enemics();
detectar_col·lisions_bales_jugadors();
debris_manager_.actualitzar(delta_time);
gestor_puntuacio_.actualitzar(delta_time);
break;
@@ -1068,6 +1069,81 @@ void EscenaJoc::detectar_col·lisio_naus_enemics() {
}
}
void EscenaJoc::detectar_col·lisions_bales_jugadors() {
// Skip if friendly fire disabled
if (!Defaults::Game::FRIENDLY_FIRE_ENABLED) {
return;
}
// Collision constants (exact hitbox, 1.0x amplification)
constexpr float RADI_NAU = Defaults::Entities::SHIP_RADIUS;
constexpr float RADI_BALA = Defaults::Entities::BULLET_RADIUS;
constexpr float SUMA_RADIS = (RADI_NAU + RADI_BALA) *
Defaults::Game::COLLISION_BULLET_PLAYER_AMPLIFIER; // 15.0 px
constexpr float SUMA_RADIS_QUADRAT = SUMA_RADIS * SUMA_RADIS; // 225.0
// Check all active bullets
for (auto& bala : bales_) {
if (!bala.esta_activa()) {
continue;
}
// Skip bullets in grace period (prevents instant self-collision)
if (bala.get_grace_timer() > 0.0f) {
continue;
}
const Punt& pos_bala = bala.get_centre();
uint8_t bullet_owner = bala.get_owner_id();
// Check collision with BOTH players
for (uint8_t player_id = 0; player_id < 2; player_id++) {
// Skip if player is dead, invulnerable, or inactive
if (itocado_per_jugador_[player_id] > 0.0f) continue;
if (!naus_[player_id].esta_viva()) continue;
if (naus_[player_id].es_invulnerable()) continue;
// Skip inactive players
bool jugador_actiu = (player_id == 0) ? config_partida_.jugador1_actiu
: config_partida_.jugador2_actiu;
if (!jugador_actiu) continue;
const Punt& pos_nau = naus_[player_id].get_centre();
// Calculate squared distance (avoid sqrt)
float dx = pos_bala.x - pos_nau.x;
float dy = pos_bala.y - pos_nau.y;
float distancia_quadrada = dx * dx + dy * dy;
// Check collision
if (distancia_quadrada <= SUMA_RADIS_QUADRAT) {
// *** FRIENDLY FIRE HIT ***
if (bullet_owner == player_id) {
// CASE 1: Self-hit (own bullet)
// Player loses 1 life, no gain
tocado(player_id);
} else {
// CASE 2: Teammate hit
// Victim loses 1 life
tocado(player_id);
// Attacker gains 1 life (no cap)
vides_per_jugador_[bullet_owner]++;
}
// Play distinct sound
Audio::get()->playSound(Defaults::Sound::FRIENDLY_FIRE_HIT, Audio::Group::GAME);
// Deactivate bullet
bala.desactivar();
break; // Bullet only hits once per frame
}
}
}
}
// [NEW] Stage system helper methods
void EscenaJoc::dibuixar_missatge_stage(const std::string& missatge) {