INIT_HUD amb temps de les animacions per percentatge

ordenats en subcarpetes els fitxers d'audio
corregit typo LIFES a LIVES
This commit is contained in:
2025-12-09 22:57:01 +01:00
parent b8173b205b
commit b4e0ca7eca
10 changed files with 48 additions and 72 deletions

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@@ -23,7 +23,7 @@ JA_Sound_t* AudioCache::getSound(const std::string& name) {
// Normalize path: "laser_shoot.wav" → "sounds/laser_shoot.wav"
std::string normalized = name;
if (normalized.find("sounds/") != 0 && normalized.find('/') == std::string::npos) {
if (normalized.find("sounds/") != 0) {
normalized = "sounds/" + normalized;
}
@@ -57,7 +57,7 @@ JA_Music_t* AudioCache::getMusic(const std::string& name) {
// Normalize path: "title.ogg" → "music/title.ogg"
std::string normalized = name;
if (normalized.find("music/") != 0 && normalized.find('/') == std::string::npos) {
if (normalized.find("music/") != 0) {
normalized = "music/" + normalized;
}

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@@ -80,18 +80,18 @@ constexpr float DEATH_DURATION = 3.0f; // Seconds of death ani
constexpr float GAME_OVER_DURATION = 5.0f; // Seconds to display game over
constexpr float COLLISION_SHIP_ENEMY_AMPLIFIER = 0.80f; // 80% hitbox (generous)
// Transición LEVEL_START (mensajes aleatorios PRE-level)
constexpr float LEVEL_START_DURATION = 3.0f; // Duración total
constexpr float LEVEL_START_TYPING_RATIO = 0.3f; // 30% escribiendo, 70% mostrando
constexpr float LEVEL_START_DURATION = 3.0f; // Duración total
constexpr float LEVEL_START_TYPING_RATIO = 0.3f; // 30% escribiendo, 70% mostrando
// Transición LEVEL_COMPLETED (mensaje "GOOD JOB COMMANDER!")
constexpr float LEVEL_COMPLETED_DURATION = 3.0f; // Duración total
constexpr float LEVEL_COMPLETED_TYPING_RATIO = 0.0f; // 0.0 = sin typewriter (directo)
constexpr float LEVEL_COMPLETED_DURATION = 3.0f; // Duración total
constexpr float LEVEL_COMPLETED_TYPING_RATIO = 0.0f; // 0.0 = sin typewriter (directo)
// Transición INIT_HUD (animación inicial del HUD)
constexpr float INIT_HUD_DURATION = 3.0f; // Duración total del estado
constexpr float INIT_HUD_RECT_DURATION = 2.0f; // Duración animación rectángulo
constexpr float INIT_HUD_SCORE_DURATION = 2.5f; // Duración animación marcador
constexpr float INIT_HUD_SHIP_DURATION = 2.5f; // Duración animación nave
constexpr float INIT_HUD_DURATION = 3.0f; // Duración total del estado
constexpr float INIT_HUD_RECT_RATIO = 0.67f; // Proporción animación rectángulo (67% del total)
constexpr float INIT_HUD_SCORE_RATIO = 0.83f; // Proporción animación marcador (83% del total)
constexpr float INIT_HUD_SHIP_RATIO = 0.83f; // Proporción animación nave (83% del total)
// Posición inicial de la nave en INIT_HUD (75% de altura de zona de juego)
constexpr float INIT_HUD_SHIP_START_Y_RATIO = 0.75f; // 75% desde el top de PLAYAREA
@@ -126,7 +126,7 @@ constexpr float FRICCIO_ANGULAR = 0.5f; // Desacceleració angular (rad/s²
// Angular velocity cap for trajectory inheritance
// Excess above this threshold is converted to tangential linear velocity
// Prevents "vortex trap" problem with high-rotation enemies
constexpr float VELOCITAT_ROT_MAX = 1.5f; // rad/s (~86°/s)
constexpr float VELOCITAT_ROT_MAX = 1.5f; // rad/s (~86°/s)
} // namespace Debris
} // namespace Physics
@@ -194,11 +194,12 @@ constexpr int FADE_DURATION_MS = 1000; // Fade out duration
// Efectes de so (sons puntuals)
namespace Sound {
constexpr float VOLUME = 1.0F; // Volumen efectos
constexpr bool ENABLED = true; // Sonidos habilitados
constexpr const char* EXPLOSION = "explosion.wav"; // Explosión
constexpr const char* LASER = "laser_shoot.wav"; // Disparo
constexpr const char* GOOD_JOB_COMMANDER = "good_job_commander.wav"; // Voz: "Good job, commander"
constexpr float VOLUME = 1.0F; // Volumen efectos
constexpr bool ENABLED = true; // Sonidos habilitados
constexpr const char* EXPLOSION = "effects/explosion.wav"; // Explosión
constexpr const char* LASER = "effects/laser_shoot.wav"; // Disparo
constexpr const char* LOGO = "effects/logo.wav"; // Logo
constexpr const char* GOOD_JOB_COMMANDER = "voices/good_job_commander.wav"; // Voz: "Good job, commander"
} // namespace Sound
// Enemy type configuration (tipus d'enemics)
@@ -225,11 +226,11 @@ constexpr const char* SHAPE_FILE = "enemy_square.shp";
// Molinillo (agressiu - fast straight lines, proximity spin-up)
namespace Molinillo {
constexpr float VELOCITAT = 50.0f; // px/s (fastest)
constexpr float CANVI_ANGLE_PROB = 0.05f; // 5% per wall hit (rare direction change)
constexpr float CANVI_ANGLE_MAX = 0.3f; // Small angle adjustments
constexpr float DROTACIO_MIN = 3.0f; // Base rotation (rad/s) [+50%]
constexpr float DROTACIO_MAX = 6.0f; // [+50%]
constexpr float VELOCITAT = 50.0f; // px/s (fastest)
constexpr float CANVI_ANGLE_PROB = 0.05f; // 5% per wall hit (rare direction change)
constexpr float CANVI_ANGLE_MAX = 0.3f; // Small angle adjustments
constexpr float DROTACIO_MIN = 3.0f; // Base rotation (rad/s) [+50%]
constexpr float DROTACIO_MAX = 6.0f; // [+50%]
constexpr float DROTACIO_PROXIMITY_MULTIPLIER = 3.0f; // Spin-up multiplier when near ship
constexpr float PROXIMITY_DISTANCE = 100.0f; // Distance threshold (px)
constexpr const char* SHAPE_FILE = "enemy_pinwheel.shp";
@@ -256,36 +257,36 @@ constexpr float ROTACIO_ACCEL_MULTIPLIER_MAX = 4.0f; // Max speed multiplier [m
// Spawn safety and invulnerability system
namespace Spawn {
// Safe spawn distance from player
constexpr float SAFETY_DISTANCE_MULTIPLIER = 3.0f; // 3x ship radius
constexpr float SAFETY_DISTANCE = Defaults::Entities::SHIP_RADIUS * SAFETY_DISTANCE_MULTIPLIER; // 36.0f px
constexpr int MAX_SPAWN_ATTEMPTS = 50; // Max attempts to find safe position
// Safe spawn distance from player
constexpr float SAFETY_DISTANCE_MULTIPLIER = 3.0f; // 3x ship radius
constexpr float SAFETY_DISTANCE = Defaults::Entities::SHIP_RADIUS * SAFETY_DISTANCE_MULTIPLIER; // 36.0f px
constexpr int MAX_SPAWN_ATTEMPTS = 50; // Max attempts to find safe position
// Invulnerability system
constexpr float INVULNERABILITY_DURATION = 3.0f; // Seconds
constexpr float INVULNERABILITY_BRIGHTNESS_START = 0.3f; // Dim
constexpr float INVULNERABILITY_BRIGHTNESS_END = 0.7f; // Normal (same as Defaults::Brightness::ENEMIC)
constexpr float INVULNERABILITY_SCALE_START = 0.0f; // Invisible
constexpr float INVULNERABILITY_SCALE_END = 1.0f; // Full size
// Invulnerability system
constexpr float INVULNERABILITY_DURATION = 3.0f; // Seconds
constexpr float INVULNERABILITY_BRIGHTNESS_START = 0.3f; // Dim
constexpr float INVULNERABILITY_BRIGHTNESS_END = 0.7f; // Normal (same as Defaults::Brightness::ENEMIC)
constexpr float INVULNERABILITY_SCALE_START = 0.0f; // Invisible
constexpr float INVULNERABILITY_SCALE_END = 1.0f; // Full size
} // namespace Spawn
// Scoring system (puntuació per tipus d'enemic)
namespace Scoring {
constexpr int PENTAGON_SCORE = 100; // Pentàgon (esquivador, 35 px/s)
constexpr int QUADRAT_SCORE = 150; // Quadrat (perseguidor, 40 px/s)
constexpr int MOLINILLO_SCORE = 200; // Molinillo (agressiu, 50 px/s)
constexpr int PENTAGON_SCORE = 100; // Pentàgon (esquivador, 35 px/s)
constexpr int QUADRAT_SCORE = 150; // Quadrat (perseguidor, 40 px/s)
constexpr int MOLINILLO_SCORE = 200; // Molinillo (agressiu, 50 px/s)
} // namespace Scoring
} // namespace Enemies
// Floating score numbers (números flotants de puntuació)
namespace FloatingScore {
constexpr float LIFETIME = 2.0f; // Duració màxima (segons)
constexpr float VELOCITY_Y = -30.0f; // Velocitat vertical (px/s, negatiu = amunt)
constexpr float VELOCITY_X = 0.0f; // Velocitat horizontal (px/s)
constexpr float SCALE = 0.75f; // Escala del text (0.75 = 75% del marcador)
constexpr float SPACING = 0.0f; // Espaiat entre caràcters
constexpr int MAX_CONCURRENT = 15; // Pool size (= MAX_ORNIS)
constexpr float LIFETIME = 2.0f; // Duració màxima (segons)
constexpr float VELOCITY_Y = -30.0f; // Velocitat vertical (px/s, negatiu = amunt)
constexpr float VELOCITY_X = 0.0f; // Velocitat horizontal (px/s)
constexpr float SCALE = 0.75f; // Escala del text (0.75 = 75% del marcador)
constexpr float SPACING = 0.0f; // Espaiat entre caràcters
constexpr int MAX_CONCURRENT = 15; // Pool size (= MAX_ORNIS)
} // namespace FloatingScore
} // namespace Defaults

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@@ -260,28 +260,13 @@ void EscenaJoc::actualitzar(float delta_time) {
ship_progress = std::min(1.0f, ship_progress);
// Calcular quant ha avançat l'animació de la nau
float ship_anim_progress = ship_progress /
(Defaults::Game::INIT_HUD_SHIP_DURATION / Defaults::Game::INIT_HUD_DURATION);
float ship_anim_progress = ship_progress / Defaults::Game::INIT_HUD_SHIP_RATIO;
ship_anim_progress = std::min(1.0f, ship_anim_progress);
// [DEBUG] Imprimir progrés i posició cada 10 frames
static int debug_frame_count = 0;
if (++debug_frame_count % 10 == 0) {
std::cout << "[INIT_HUD] timer=" << stage_manager_->get_timer_transicio()
<< " ship_progress=" << ship_progress
<< " ship_anim_progress=" << ship_anim_progress
<< " condition=" << (ship_anim_progress < 1.0f ? "TRUE" : "FALSE")
<< " pos.y=" << nau_.get_centre().y
<< std::endl;
}
// Actualitzar posició de la nau segons animació
if (ship_anim_progress < 1.0f) {
Punt pos_animada = calcular_posicio_nau_init_hud(ship_anim_progress);
std::cout << "[INIT_HUD] SETTING pos.y=" << pos_animada.y << std::endl; // [DEBUG]
nau_.set_centre(pos_animada);
} else {
std::cout << "[INIT_HUD] SKIPPING update (progress >= 1.0)" << std::endl; // [DEBUG]
}
// Una vegada l'animació acaba, permetre control normal
@@ -415,18 +400,15 @@ void EscenaJoc::dibuixar() {
float global_progress = 1.0f - (timer / total_time);
// Progrés del rectangle (empieza inmediatament)
float rect_progress = global_progress /
(Defaults::Game::INIT_HUD_RECT_DURATION / total_time);
float rect_progress = global_progress / Defaults::Game::INIT_HUD_RECT_RATIO;
rect_progress = std::min(1.0f, rect_progress);
// Progrés del marcador (empieza inmediatament)
float score_progress = global_progress /
(Defaults::Game::INIT_HUD_SCORE_DURATION / total_time);
float score_progress = global_progress / Defaults::Game::INIT_HUD_SCORE_RATIO;
score_progress = std::min(1.0f, score_progress);
// Progrés de la nau (empieza inmediatament)
float ship_progress = global_progress /
(Defaults::Game::INIT_HUD_SHIP_DURATION / total_time);
float ship_progress = global_progress / Defaults::Game::INIT_HUD_SHIP_RATIO;
ship_progress = std::min(1.0f, ship_progress);
// Dibuixar elements animats
@@ -634,7 +616,7 @@ void EscenaJoc::dibuixar_marcador() {
std::string score_str = std::to_string(puntuacio_total_);
score_str = std::string(5 - std::min(5, static_cast<int>(score_str.length())), '0') + score_str;
std::string text = "SCORE: " + score_str + " LIFES: " + std::to_string(num_vides_) +
std::string text = "SCORE: " + score_str + " LIVES: " + std::to_string(num_vides_) +
" LEVEL: " + stage_str;
// Paràmetres de renderització
@@ -733,7 +715,7 @@ void EscenaJoc::dibuixar_marcador_animat(float progress) {
std::string score_str = std::to_string(puntuacio_total_);
score_str = std::string(5 - std::min(5, static_cast<int>(score_str.length())), '0') + score_str;
std::string text = "SCORE: " + score_str + " LIFES: " + std::to_string(num_vides_) +
std::string text = "SCORE: " + score_str + " LIVES: " + std::to_string(num_vides_) +
" LEVEL: " + stage_str;
// Calcular dimensions

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@@ -281,7 +281,7 @@ void EscenaLogo::actualitzar(float delta_time) {
// Reproduir so quan la lletra comença a aparèixer (progress > 0)
if (letra_progress > 0.0f) {
Audio::get()->playSound("logo.wav", Audio::Group::INTERFACE);
Audio::get()->playSound(Defaults::Sound::LOGO, Audio::Group::GAME);
so_reproduit_[i] = true;
}
}

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@@ -110,14 +110,7 @@ void StageManager::canviar_estat(EstatStage nou_estat) {
void StageManager::processar_init_hud(float delta_time) {
timer_transicio_ -= delta_time;
// [DEBUG] Imprimir timer cada 10 frames
static int debug_frame_count = 0;
if (++debug_frame_count % 10 == 0) {
std::cout << "[processar_init_hud] timer=" << timer_transicio_ << std::endl;
}
if (timer_transicio_ <= 0.0f) {
std::cout << "[processar_init_hud] TRANSICIÓ a LEVEL_START!" << std::endl; // [DEBUG]
canviar_estat(EstatStage::LEVEL_START);
}
}