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orni_attack/CLAUDE.md
2025-11-27 17:32:01 +01:00

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CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

Project Overview

This is an Asteroids-style game originally written in Turbo Pascal 7 for DOS (1999), now being migrated to modern C++20 with SDL3. The game features a spaceship that must avoid and destroy enemies (pentagonal "ORNIs"). This is a phased migration preserving the original game feel.

Language: All code, comments, and variable names are in Catalan/Valencian (preserved from original).

Current Status: BETA 2.2 - Phases 0-9 completed (playable with ship, enemies, and bullets).

Build System

Based on /home/sergio/gitea/pollo project structure.

Build Commands

# Clean + compile
make clean && make

# Run
./asteroids

# Individual targets
make linux    # Linux build
make macos    # macOS build
make windows  # Windows build (MinGW)

Build Files

  • CMakeLists.txt - CMake configuration (C++20, SDL3)
  • Makefile - Cross-platform wrapper, extracts project info from CMakeLists.txt
  • release/ - Platform-specific resources (icons, .rc, .plist)

Architecture

File Structure

source/
├── main.cpp              # Entry point, game loop, delta_time calculation
├── sdl_manager.hpp/cpp   # SDL3 initialization, window, renderer
├── joc_asteroides.hpp    # Game structures, constants
└── joc_asteroides.cpp    # Game logic, physics, rendering

Core Data Structures

The game uses polar coordinates for all geometric objects (preserved from Pascal original):

struct IPunt {
    float r;      // Radius
    float angle;  // Angle in radians
};

struct Punt {
    int x, y;     // Cartesian coordinates
};

struct Triangle {           // Player's ship (nau_)
    IPunt p1, p2, p3;      // 3 polar points
    Punt centre;           // Center position
    float angle;           // Orientation
    float velocitat;       // Speed (px/s)
};

struct Poligon {           // Enemies (orni_) and bullets (bales_)
    std::array<IPunt, MAX_IPUNTS> ipuntx;  // Polar points
    Punt centre;
    float angle;           // Movement direction
    float velocitat;       // Speed (units/frame)
    uint8_t n;            // Number of sides
    float drotacio;       // Rotation delta per frame
    float rotacio;        // Current rotation angle
    bool esta;            // Is active?
};

Constants (joc_asteroides.hpp)

namespace Constants {
    constexpr int MARGE_DALT = 20;      // Top margin
    constexpr int MARGE_BAIX = 460;     // Bottom margin
    constexpr int MARGE_ESQ = 20;       // Left margin
    constexpr int MARGE_DRET = 620;     // Right margin
    constexpr int MAX_IPUNTS = 30;      // Max polygon points
    constexpr int MAX_ORNIS = 15;       // Max enemies
    constexpr int MAX_BALES = 3;        // Max bullets
    constexpr int VELOCITAT = 2;        // Base velocity
    constexpr int VELOCITAT_MAX = 6;    // Max velocity
    constexpr float PI = 3.14159265359f;
}

Game Loop (main.cpp)

Time-based physics with real delta_time:

// Lines 21-56
Uint64 last_time = SDL_GetTicks();
while (running) {
    // Calculate real delta_time
    Uint64 current_time = SDL_GetTicks();
    float delta_time = (current_time - last_time) / 1000.0f;  // ms → s
    last_time = current_time;

    // Cap at 50ms (20 FPS minimum)
    if (delta_time > 0.05f) delta_time = 0.05f;

    // Process events
    while (SDL_PollEvent(&event)) {
        joc.processar_input(event);
        // Handle quit/ESC
    }

    // Update + render
    joc.actualitzar(delta_time);
    sdl.neteja(0, 0, 0);
    joc.dibuixar();
    sdl.presenta();
}

Critical: Delta_time is real and variable, not fixed at 0.016f. All physics must multiply by delta_time.

SDL3 API Notes

SDL3 has breaking changes from SDL2:

  • SDL_CreateRenderer(window, nullptr) - no flags parameter
  • event.key.key instead of event.key.keysym.sym
  • SDL_EVENT_KEY_DOWN instead of SDL_KEYDOWN
  • SDL_EVENT_QUIT instead of SDL_QUIT
  • SDL_GetKeyboardState(nullptr) - state-based input for continuous keys

Physics System

Ship Movement (joc_asteroides.cpp:67-155)

State-based input (not event-based) for smooth controls:

const bool* keyboard_state = SDL_GetKeyboardState(nullptr);

if (keyboard_state[SDL_SCANCODE_RIGHT])
    nau_.angle += ROTATION_SPEED * delta_time;
if (keyboard_state[SDL_SCANCODE_LEFT])
    nau_.angle -= ROTATION_SPEED * delta_time;
if (keyboard_state[SDL_SCANCODE_UP])
    nau_.velocitat += ACCELERATION * delta_time;

Physics constants (calibrated for ~20 FPS feel):

constexpr float ROTATION_SPEED = 2.5f;      // rad/s (~143°/s)
constexpr float ACCELERATION = 100.0f;      // px/s²
constexpr float MAX_VELOCITY = 200.0f;      // px/s
constexpr float FRICTION = 6.0f;            // px/s²

Position calculation (angle-PI/2 because angle=0 points up, not right):

float dy = (nau_.velocitat * delta_time) * std::sin(nau_.angle - PI/2.0f);
float dx = (nau_.velocitat * delta_time) * std::cos(nau_.angle - PI/2.0f);
nau_.centre.y += round(dy);
nau_.centre.x += round(dx);

Visual velocity effect: Ship triangle grows when moving (joc_asteroides.cpp:162-164):

// Scale 200 px/s → 6 px visual effect (like original)
float velocitat_visual = nau_.velocitat / 33.33f;
rota_tri(nau_, nau_.angle, velocitat_visual, true);

Enemy Movement (joc_asteroides.cpp:367-405) - FASE 8

Autonomous movement with random direction changes:

void mou_orni(Poligon& orni, float delta_time) {
    // 5% probability to change direction
    if (rand() < 0.05f * RAND_MAX)
        orni.angle = random() * 2*PI;

    // Move (2 px/frame * 20 FPS = 40 px/s)
    float velocitat_efectiva = orni.velocitat * 20.0f * delta_time;
    float dy = velocitat_efectiva * sin(orni.angle - PI/2.0f);
    float dx = velocitat_efectiva * cos(orni.angle - PI/2.0f);
    orni.centre.y += round(dy);
    orni.centre.x += round(dx);

    // Bounce on walls
    if (x < MARGE_ESQ || x > MARGE_DRET)
        orni.angle = PI - orni.angle;  // Horizontal reflection
    if (y < MARGE_DALT || y > MARGE_BAIX)
        orni.angle = 2*PI - orni.angle;  // Vertical reflection
}

Bullet Movement (joc_asteroides.cpp:444-465) - FASE 9

Straight-line movement, deactivates when leaving screen:

void mou_bales(Poligon& bala, float delta_time) {
    // Fast movement (6 px/frame * 20 FPS = 120 px/s)
    float velocitat_efectiva = bala.velocitat * 20.0f * delta_time;
    float dy = velocitat_efectiva * sin(bala.angle - PI/2.0f);
    float dx = velocitat_efectiva * cos(bala.angle - PI/2.0f);
    bala.centre.y += round(dy);
    bala.centre.x += round(dx);

    // Deactivate if out of bounds
    if (x < MARGE_ESQ || x > MARGE_DRET ||
        y < MARGE_DALT || y > MARGE_BAIX)
        bala.esta = false;
}

Rendering System

Coordinate Conversion

Polar → Cartesian with rotation (used in rota_tri and rota_pol):

// For each polar point
int x = round((r + velocitat) * cos(angle_punt + angle_object)) + centre.x;
int y = round((r + velocitat) * sin(angle_punt + angle_object)) + centre.y;

Line Drawing (joc_asteroides.cpp:230-298)

Currently uses SDL_RenderLine for efficiency:

bool linea(int x1, int y1, int x2, int y2, bool dibuixar) {
    if (dibuixar && renderer_) {
        SDL_SetRenderDrawColor(renderer_, 255, 255, 255, 255);  // White
        SDL_RenderLine(renderer_, x1, y1, x2, y2);
    }
    return false;  // Collision detection TODO (Phase 10)
}

Note: Original Bresenham algorithm preserved in comments for Phase 10 (pixel-perfect collision detection).

Ship Rendering (joc_asteroides.cpp:300-337)

Triangle with 3 lines:

void rota_tri(const Triangle& tri, float angul, float velocitat, bool dibuixar) {
    // Convert 3 polar points to Cartesian
    int x1 = round((tri.p1.r + velocitat) * cos(tri.p1.angle + angul)) + tri.centre.x;
    int y1 = round((tri.p1.r + velocitat) * sin(tri.p1.angle + angul)) + tri.centre.y;
    // ... same for p2, p3

    // Draw 3 lines
    linea(x1, y1, x2, y2, dibuixar);
    linea(x1, y1, x3, y3, dibuixar);
    linea(x3, y3, x2, y2, dibuixar);
}

Polygon Rendering (joc_asteroides.cpp:339-365)

Enemies and bullets:

void rota_pol(const Poligon& pol, float angul, bool dibuixar) {
    // Convert all polar points to Cartesian
    std::array<Punt, MAX_IPUNTS> xy;
    for (int i = 0; i < pol.n; i++) {
        xy[i].x = round(pol.ipuntx[i].r * cos(pol.ipuntx[i].angle + angul)) + pol.centre.x;
        xy[i].y = round(pol.ipuntx[i].r * sin(pol.ipuntx[i].angle + angul)) + pol.centre.y;
    }

    // Draw lines between consecutive points
    for (int i = 0; i < pol.n - 1; i++)
        linea(xy[i].x, xy[i].y, xy[i+1].x, xy[i+1].y, dibuixar);

    // Close polygon
    linea(xy[pol.n-1].x, xy[pol.n-1].y, xy[0].x, xy[0].y, dibuixar);
}

Input System - FASE 9

Continuous Input (actualitzar)

Arrow keys use state-based polling:

const bool* keyboard_state = SDL_GetKeyboardState(nullptr);
if (keyboard_state[SDL_SCANCODE_UP]) { /* accelerate */ }

Event-Based Input (processar_input)

SPACE bar for shooting (joc_asteroides.cpp:174-212):

void processar_input(const SDL_Event& event) {
    if (event.type == SDL_EVENT_KEY_DOWN) {
        if (event.key.key == SDLK_SPACE) {
            // Find first inactive bullet
            for (auto& bala : bales_) {
                if (!bala.esta) {
                    bala.esta = true;
                    bala.centre = nau_.centre;  // Spawn at ship
                    bala.angle = nau_.angle;    // Fire in ship direction
                    bala.velocitat = 6.0f;      // High speed
                    break;  // Only one bullet at a time
                }
            }
        }
    }
}

Initialization (joc_asteroides.cpp:15-65)

Ship (lines 20-34)

// Triangle with 3 polar points (r=12, angles at 270°, 45°, 135°)
nau_.p1.r = 12.0f;
nau_.p1.angle = 3.0f * PI / 2.0f;  // Points up
nau_.p2.r = 12.0f;
nau_.p2.angle = PI / 4.0f;         // Back-right
nau_.p3.r = 12.0f;
nau_.p3.angle = 3.0f * PI / 4.0f;  // Back-left
nau_.centre = {320, 240};
nau_.angle = 0.0f;
nau_.velocitat = 0.0f;

Enemies (lines 39-54) - FASE 7

for (int i = 0; i < MAX_ORNIS; i++) {
    crear_poligon_regular(orni_[i], 5, 20.0f);  // Pentagon, r=20
    orni_[i].centre.x = rand(30, 610);
    orni_[i].centre.y = rand(30, 450);
    orni_[i].angle = rand(0, 360) * PI/180;
    orni_[i].esta = true;
}

Bullets (lines 56-64) - FASE 9

for (int i = 0; i < MAX_BALES; i++) {
    crear_poligon_regular(bales_[i], 5, 5.0f);  // Small pentagon, r=5
    bales_[i].esta = false;  // Initially inactive
}

Update Loop (joc_asteroides.cpp:67-155)

void actualitzar(float delta_time) {
    // 1. Ship input + physics (lines 68-125)
    //    - Keyboard state polling
    //    - Rotation, acceleration, friction
    //    - Position update with boundary checking

    // 2. Enemy movement (lines 137-147) - FASE 8
    for (auto& enemy : orni_) {
        if (enemy.esta) {
            mou_orni(enemy, delta_time);
            enemy.rotacio += enemy.drotacio;  // Visual rotation
        }
    }

    // 3. Bullet movement (lines 149-154) - FASE 9
    for (auto& bala : bales_) {
        if (bala.esta)
            mou_bales(bala, delta_time);
    }

    // TODO Phase 10: Collision detection
}

Draw Loop (joc_asteroides.cpp:157-184)

void dibuixar() {
    // 1. Ship (if alive)
    if (itocado_ == 0) {
        float velocitat_visual = nau_.velocitat / 33.33f;
        rota_tri(nau_, nau_.angle, velocitat_visual, true);
    }

    // 2. Enemies (FASE 7)
    for (const auto& enemy : orni_) {
        if (enemy.esta)
            rota_pol(enemy, enemy.rotacio, true);
    }

    // 3. Bullets (FASE 9)
    for (const auto& bala : bales_) {
        if (bala.esta)
            rota_pol(bala, 0.0f, true);  // No visual rotation
    }

    // TODO Phase 11: Draw borders
}

Migration Progress

Phase 0: Project Setup

  • CMakeLists.txt + Makefile (based on pollo)
  • Stub files created

Phase 1: SDL Manager

  • SDLManager class (sdl_manager.hpp/cpp)
  • Window + renderer initialization
  • Fixed SDL3 API differences

Phase 2: Data Structures

  • IPunt, Punt, Triangle, Poligon defined
  • Constants namespace with constexpr

Phase 3: Geometry Functions

  • modul(), diferencia(), distancia(), angle_punt()
  • crear_poligon_regular()

Phase 4: Line Drawing

  • linea() with SDL_RenderLine
  • Bresenham preserved in comments for Phase 10

Phase 5: Ship Rendering

  • rota_tri() polar→Cartesian conversion
  • Ship initialization

Phase 6: Ship Movement

  • Critical fix: Event-based → State-based input (SDL_GetKeyboardState)
  • Critical fix: Fixed delta_time (0.016f) → Real delta_time calculation
  • Critical fix: Visual velocity scaling (200 px/s → 6 px visual)
  • Time-based physics (all values in px/s)
  • Rotation, acceleration, friction, boundary checking

Phase 7: Enemy Rendering

  • rota_pol() for polygons
  • 15 random pentagons initialized
  • Visual rotation (enemy.rotacio)

Phase 8: Enemy AI & Movement

  • mou_orni() (joc_asteroides.cpp:367-405)
    • 5% random direction change
    • Polar movement (40 px/s)
    • Boundary bounce (angle reflection)
  • Integrated in actualitzar() (lines 137-147)

Phase 9: Bullet System

  • Bullet initialization (joc_asteroides.cpp:56-64)
    • 3 bullets, initially inactive
    • Small pentagons (r=5)
  • Shooting with SPACE (joc_asteroides.cpp:174-212)
    • Spawns at ship position
    • Fires in ship direction
    • Only one bullet at a time
  • mou_bales() (joc_asteroides.cpp:444-465)
    • Fast rectlinear movement (120 px/s)
    • Deactivates when out of bounds
  • Drawing (joc_asteroides.cpp:175-181)
    • No visual rotation

🔲 Phase 10: Collision Detection & Death (NEXT)

  • Collision detection:
    • Restore Bresenham pixel-perfect algorithm
    • Detect ship-enemy collision → tocado()
    • Detect bullet-enemy collision → destroy enemy
  • Death sequence (tocado):
    • Explosion animation (itocado_ counter)
    • Ship shrinking
    • Debris particles (chatarra_cosmica)
    • Respawn after delay
  • Important: Original Pascal used bit-packed framebuffer (llig() function)
    • Need to adapt to SDL3 rendering pipeline
    • Options: render to texture, software buffer, or geometric collision

🔲 Phase 11: Polish & Refinements

  • Draw borders (marges)
  • Text rendering with SDL_ttf (TODO for later)
  • Sound effects (optional)
  • Score system (optional)

🔲 Phase 12: Cross-Platform Testing

  • Test on Linux, macOS, Windows
  • Create release builds
  • Package with resources

Known Issues & Tuning Needed

  1. Ship physics constants: User mentioned "sigue sin ir fino" - may need adjustment:

    • ROTATION_SPEED (currently 2.5 rad/s)
    • ACCELERATION (currently 100.0 px/s²)
    • MAX_VELOCITY (currently 200.0 px/s)
    • FRICTION (currently 6.0 px/s²)
  2. Enemy movement: May need speed/bounce angle tuning

    • VELOCITAT_SCALE (currently 20.0)
    • Reflection angles (PI - angle, 2*PI - angle)
  3. Bullet speed: May need adjustment

    • velocitat = 6.0f (120 px/s)

Important Pascal References (Original Code)

The original Pascal game is in source/ASTEROID.PAS (if available). Key procedures:

  • teclapuls - Keyboard handler (converted to SDL_GetKeyboardState)
  • mou_nau - Ship movement (now actualitzar ship section)
  • mou_orni - Enemy movement (joc_asteroides.cpp:367-405)
  • mou_bales - Bullet movement (joc_asteroides.cpp:444-465)
  • rota_tri - Ship rendering (joc_asteroides.cpp:300-337)
  • rota_pol - Polygon rendering (joc_asteroides.cpp:339-365)
  • linea - Bresenham line (joc_asteroides.cpp:230-298)
  • tocado - Death sequence (TODO Phase 10)

Controls

  • Arrow Keys (UP/DOWN/LEFT/RIGHT): Ship movement (continuous)
  • SPACE: Shoot (event-based)
  • ESC: Quit

Debug Output

Ship debug info printed every second (joc_asteroides.cpp:115-125):

static float time_accumulator = 0.0f;
time_accumulator += delta_time;
if (time_accumulator >= 1.0f) {
    std::cout << "Nau: pos(" << nau_.centre.x << "," << nau_.centre.y
              << ") vel=" << (int)nau_.velocitat << " px/s"
              << " angle=" << (int)(nau_.angle * 180/PI) << "°"
              << " dt=" << (int)(delta_time * 1000) << "ms" << std::endl;
    time_accumulator -= 1.0f;
}

Next Session Priorities

  1. Phase 10: Collision Detection

    • Most complex phase
    • Need to decide: geometric vs pixel-perfect collision
    • Implement tocado() death sequence
    • Bullet-enemy collision
  2. Phase 11: Polish

    • Draw borders
    • Consider text rendering (score, lives)
  3. Phase 12: Release

    • Cross-platform testing
    • Final physics tuning

Tips for Future Claude Code Sessions

  • Always read this file first before making changes
  • Preserve Valencian naming: nau, orni, bales, centre, velocitat, etc.
  • Time-based physics: All movement must multiply by delta_time
  • Polar coordinates: Core to the game, don't change to Cartesian
  • Test compilation after each change: make clean && make
  • Visual velocity scaling: Remember to scale velocitat before passing to rota_tri
  • Angle convention: angle=0 points UP (not right), hence angle - PI/2 in calculations
  • One bullet at a time: Original game limitation, preserve it
  • Simple code style: Avoid over-engineering, keep "small DOS program" feel