779 lines
24 KiB
Markdown
779 lines
24 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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This is **Orni Attack**, 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.
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**Language**: All code, comments, and variable names are in **Catalan/Valencian** (preserved from original).
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**Current Status**: **BETA 3.0** - Modernized architecture with dynamic windows, modular code organization, viewport scaling, and auto-generated project metadata.
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## Build System
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Based on `/home/sergio/gitea/pollo` project structure.
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### Build Commands
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```bash
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# Clean + compile
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make clean && make
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# Run
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./orni
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# Individual targets
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make linux # Linux build
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make macos # macOS build
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make windows # Windows build (MinGW)
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```
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### Build Files
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- **CMakeLists.txt** - CMake configuration (C++20, SDL3, project metadata)
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- **Makefile** - Cross-platform wrapper, extracts project info from CMakeLists.txt
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- **source/project.h.in** - Template for auto-generated project.h
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- **build/project.h** - Auto-generated (by CMake) with project constants
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- **release/** - Platform-specific resources (icons, .rc, .plist)
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### Project Metadata System
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**Auto-generation with CMake**:
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CMake generates `build/project.h` from `source/project.h.in` template on every compilation:
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```cpp
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// build/project.h (generated automatically)
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namespace Project {
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constexpr const char* NAME = "orni"; // From project(orni ...)
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constexpr const char* LONG_NAME = "Orni Attack"; // From PROJECT_LONG_NAME
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constexpr const char* VERSION = "0.1.0"; // From VERSION
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constexpr const char* COPYRIGHT = "© 1999..."; // From PROJECT_COPYRIGHT
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constexpr const char* GIT_HASH = "abc1234"; // From git rev-parse
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}
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```
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**Window title format** (dynamic, in sdl_manager.cpp):
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```cpp
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std::format("{} v{} ({})",
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Project::LONG_NAME, // "Orni Attack"
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Project::VERSION, // "0.1.0"
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Project::COPYRIGHT) // "© 1999 Visente i Sergi, 2025 Port"
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```
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Result: `Orni Attack v0.1.0 (© 1999 Visente i Sergi, 2025 Port)`
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**Single source of truth**: All project info in CMakeLists.txt, no hardcoded strings.
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## Architecture
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### File Structure (BETA 3.0)
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```
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source/
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├── core/ - Reusable engine layer
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│ ├── defaults.hpp - Configuration constants (SINGLE SOURCE OF TRUTH)
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│ ├── types.hpp - Data structures (IPunt, Punt, Triangle, Poligon)
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│ └── rendering/
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│ ├── sdl_manager.hpp/cpp - SDL3 window management + viewport scaling
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│ └── primitives.hpp/cpp - Pure geometric functions
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├── game/ - Asteroids-specific game logic
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│ ├── constants.hpp - Legacy constant aliases
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│ └── joc_asteroides.hpp/cpp - Game loop, physics, rendering
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├── utils/ - Shared utilities (empty for now)
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├── main.cpp - Entry point, F1/F2/F3 window controls
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└── legacy/
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└── asteroids.cpp - Original Pascal code (reference only)
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```
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**Key architectural decisions:**
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- **core/** contains reusable, game-agnostic code
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- **game/** contains Asteroids-specific logic
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- All constants centralized in `core/defaults.hpp`
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- Backward compatibility via `game/constants.hpp` aliases
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### Core Data Structures
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The game uses **polar coordinates** for all geometric objects (preserved from Pascal original):
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```cpp
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struct IPunt {
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float r; // Radius
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float angle; // Angle in radians
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};
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struct Punt {
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int x, y; // Cartesian coordinates
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};
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struct Triangle { // Player's ship (nau_)
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IPunt p1, p2, p3; // 3 polar points
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Punt centre; // Center position
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float angle; // Orientation
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float velocitat; // Speed (px/s)
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};
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struct Poligon { // Enemies (orni_) and bullets (bales_)
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std::array<IPunt, MAX_IPUNTS> ipuntx; // Polar points
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Punt centre;
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float angle; // Movement direction
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float velocitat; // Speed (units/frame)
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uint8_t n; // Number of sides
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float drotacio; // Rotation delta per frame
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float rotacio; // Current rotation angle
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bool esta; // Is active?
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};
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```
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### Constants (joc_asteroides.hpp)
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```cpp
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namespace Constants {
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constexpr int MARGE_DALT = 20; // Top margin
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constexpr int MARGE_BAIX = 460; // Bottom margin
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constexpr int MARGE_ESQ = 20; // Left margin
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constexpr int MARGE_DRET = 620; // Right margin
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constexpr int MAX_IPUNTS = 30; // Max polygon points
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constexpr int MAX_ORNIS = 15; // Max enemies
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constexpr int MAX_BALES = 3; // Max bullets
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constexpr int VELOCITAT = 2; // Base velocity
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constexpr int VELOCITAT_MAX = 6; // Max velocity
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constexpr float PI = 3.14159265359f;
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}
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```
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## Game Loop (main.cpp)
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**Time-based physics** with real delta_time:
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```cpp
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// Lines 21-56
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Uint64 last_time = SDL_GetTicks();
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while (running) {
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// Calculate real delta_time
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Uint64 current_time = SDL_GetTicks();
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float delta_time = (current_time - last_time) / 1000.0f; // ms → s
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last_time = current_time;
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// Cap at 50ms (20 FPS minimum)
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if (delta_time > 0.05f) delta_time = 0.05f;
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// Process events
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while (SDL_PollEvent(&event)) {
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joc.processar_input(event);
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// Handle quit/ESC
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}
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// Update + render
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joc.actualitzar(delta_time);
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sdl.neteja(0, 0, 0);
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joc.dibuixar();
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sdl.presenta();
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}
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```
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**Critical**: Delta_time is **real** and **variable**, not fixed at 0.016f. All physics must multiply by delta_time.
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## SDL3 API Notes
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SDL3 has breaking changes from SDL2:
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- `SDL_CreateRenderer(window, nullptr)` - no flags parameter
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- `event.key.key` instead of `event.key.keysym.sym`
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- `SDL_EVENT_KEY_DOWN` instead of `SDL_KEYDOWN`
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- `SDL_EVENT_QUIT` instead of `SDL_QUIT`
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- `SDL_GetKeyboardState(nullptr)` - state-based input for continuous keys
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## Physics System
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### Ship Movement (joc_asteroides.cpp:67-155)
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**State-based input** (not event-based) for smooth controls:
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```cpp
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const bool* keyboard_state = SDL_GetKeyboardState(nullptr);
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if (keyboard_state[SDL_SCANCODE_RIGHT])
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nau_.angle += ROTATION_SPEED * delta_time;
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if (keyboard_state[SDL_SCANCODE_LEFT])
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nau_.angle -= ROTATION_SPEED * delta_time;
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if (keyboard_state[SDL_SCANCODE_UP])
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nau_.velocitat += ACCELERATION * delta_time;
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```
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**Physics constants** (calibrated for ~20 FPS feel):
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```cpp
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constexpr float ROTATION_SPEED = 2.5f; // rad/s (~143°/s)
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constexpr float ACCELERATION = 100.0f; // px/s²
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constexpr float MAX_VELOCITY = 200.0f; // px/s
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constexpr float FRICTION = 6.0f; // px/s²
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```
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**Position calculation** (angle-PI/2 because angle=0 points up, not right):
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```cpp
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float dy = (nau_.velocitat * delta_time) * std::sin(nau_.angle - PI/2.0f);
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float dx = (nau_.velocitat * delta_time) * std::cos(nau_.angle - PI/2.0f);
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nau_.centre.y += round(dy);
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nau_.centre.x += round(dx);
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```
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**Visual velocity effect**: Ship triangle grows when moving (joc_asteroides.cpp:162-164):
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```cpp
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// Scale 200 px/s → 6 px visual effect (like original)
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float velocitat_visual = nau_.velocitat / 33.33f;
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rota_tri(nau_, nau_.angle, velocitat_visual, true);
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```
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### Enemy Movement (joc_asteroides.cpp:367-405) - FASE 8
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Autonomous movement with random direction changes:
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```cpp
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void mou_orni(Poligon& orni, float delta_time) {
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// 5% probability to change direction
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if (rand() < 0.05f * RAND_MAX)
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orni.angle = random() * 2*PI;
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// Move (2 px/frame * 20 FPS = 40 px/s)
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float velocitat_efectiva = orni.velocitat * 20.0f * delta_time;
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float dy = velocitat_efectiva * sin(orni.angle - PI/2.0f);
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float dx = velocitat_efectiva * cos(orni.angle - PI/2.0f);
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orni.centre.y += round(dy);
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orni.centre.x += round(dx);
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// Bounce on walls
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if (x < MARGE_ESQ || x > MARGE_DRET)
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orni.angle = PI - orni.angle; // Horizontal reflection
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if (y < MARGE_DALT || y > MARGE_BAIX)
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orni.angle = 2*PI - orni.angle; // Vertical reflection
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}
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```
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### Bullet Movement (joc_asteroides.cpp:444-465) - FASE 9
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Straight-line movement, deactivates when leaving screen:
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```cpp
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void mou_bales(Poligon& bala, float delta_time) {
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// Fast movement (6 px/frame * 20 FPS = 120 px/s)
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float velocitat_efectiva = bala.velocitat * 20.0f * delta_time;
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float dy = velocitat_efectiva * sin(bala.angle - PI/2.0f);
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float dx = velocitat_efectiva * cos(bala.angle - PI/2.0f);
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bala.centre.y += round(dy);
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bala.centre.x += round(dx);
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// Deactivate if out of bounds
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if (x < MARGE_ESQ || x > MARGE_DRET ||
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y < MARGE_DALT || y > MARGE_BAIX)
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bala.esta = false;
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}
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```
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## Rendering System
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### Coordinate Conversion
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**Polar → Cartesian** with rotation (used in `rota_tri` and `rota_pol`):
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```cpp
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// For each polar point
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int x = round((r + velocitat) * cos(angle_punt + angle_object)) + centre.x;
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int y = round((r + velocitat) * sin(angle_punt + angle_object)) + centre.y;
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```
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### Line Drawing (joc_asteroides.cpp:230-298)
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Currently uses **SDL_RenderLine** for efficiency:
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```cpp
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bool linea(int x1, int y1, int x2, int y2, bool dibuixar) {
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if (dibuixar && renderer_) {
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SDL_SetRenderDrawColor(renderer_, 255, 255, 255, 255); // White
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SDL_RenderLine(renderer_, x1, y1, x2, y2);
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}
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return false; // Collision detection TODO (Phase 10)
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}
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```
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**Note**: Original Bresenham algorithm preserved in comments for **Phase 10** (pixel-perfect collision detection).
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### Ship Rendering (joc_asteroides.cpp:300-337)
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Triangle with 3 lines:
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```cpp
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void rota_tri(const Triangle& tri, float angul, float velocitat, bool dibuixar) {
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// Convert 3 polar points to Cartesian
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int x1 = round((tri.p1.r + velocitat) * cos(tri.p1.angle + angul)) + tri.centre.x;
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int y1 = round((tri.p1.r + velocitat) * sin(tri.p1.angle + angul)) + tri.centre.y;
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// ... same for p2, p3
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// Draw 3 lines
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linea(x1, y1, x2, y2, dibuixar);
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linea(x1, y1, x3, y3, dibuixar);
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linea(x3, y3, x2, y2, dibuixar);
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}
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```
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### Polygon Rendering (joc_asteroides.cpp:339-365)
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Enemies and bullets:
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```cpp
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void rota_pol(const Poligon& pol, float angul, bool dibuixar) {
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// Convert all polar points to Cartesian
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std::array<Punt, MAX_IPUNTS> xy;
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for (int i = 0; i < pol.n; i++) {
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xy[i].x = round(pol.ipuntx[i].r * cos(pol.ipuntx[i].angle + angul)) + pol.centre.x;
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xy[i].y = round(pol.ipuntx[i].r * sin(pol.ipuntx[i].angle + angul)) + pol.centre.y;
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}
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// Draw lines between consecutive points
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for (int i = 0; i < pol.n - 1; i++)
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linea(xy[i].x, xy[i].y, xy[i+1].x, xy[i+1].y, dibuixar);
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// Close polygon
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linea(xy[pol.n-1].x, xy[pol.n-1].y, xy[0].x, xy[0].y, dibuixar);
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}
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```
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## Input System - FASE 9
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### Continuous Input (actualitzar)
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Arrow keys use **state-based** polling:
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```cpp
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const bool* keyboard_state = SDL_GetKeyboardState(nullptr);
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if (keyboard_state[SDL_SCANCODE_UP]) { /* accelerate */ }
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```
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### Event-Based Input (processar_input)
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SPACE bar for shooting (joc_asteroides.cpp:174-212):
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```cpp
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void processar_input(const SDL_Event& event) {
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if (event.type == SDL_EVENT_KEY_DOWN) {
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if (event.key.key == SDLK_SPACE) {
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// Find first inactive bullet
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for (auto& bala : bales_) {
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if (!bala.esta) {
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bala.esta = true;
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bala.centre = nau_.centre; // Spawn at ship
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bala.angle = nau_.angle; // Fire in ship direction
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bala.velocitat = 6.0f; // High speed
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break; // Only one bullet at a time
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}
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}
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}
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}
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}
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```
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## Initialization (joc_asteroides.cpp:15-65)
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### Ship (lines 20-34)
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```cpp
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// Triangle with 3 polar points (r=12, angles at 270°, 45°, 135°)
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nau_.p1.r = 12.0f;
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nau_.p1.angle = 3.0f * PI / 2.0f; // Points up
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nau_.p2.r = 12.0f;
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nau_.p2.angle = PI / 4.0f; // Back-right
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nau_.p3.r = 12.0f;
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nau_.p3.angle = 3.0f * PI / 4.0f; // Back-left
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nau_.centre = {320, 240};
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nau_.angle = 0.0f;
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nau_.velocitat = 0.0f;
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```
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### Enemies (lines 39-54) - FASE 7
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```cpp
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for (int i = 0; i < MAX_ORNIS; i++) {
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crear_poligon_regular(orni_[i], 5, 20.0f); // Pentagon, r=20
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orni_[i].centre.x = rand(30, 610);
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orni_[i].centre.y = rand(30, 450);
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orni_[i].angle = rand(0, 360) * PI/180;
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orni_[i].esta = true;
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}
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```
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### Bullets (lines 56-64) - FASE 9
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```cpp
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for (int i = 0; i < MAX_BALES; i++) {
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crear_poligon_regular(bales_[i], 5, 5.0f); // Small pentagon, r=5
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bales_[i].esta = false; // Initially inactive
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}
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```
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## Update Loop (joc_asteroides.cpp:67-155)
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```cpp
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void actualitzar(float delta_time) {
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// 1. Ship input + physics (lines 68-125)
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// - Keyboard state polling
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// - Rotation, acceleration, friction
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// - Position update with boundary checking
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// 2. Enemy movement (lines 137-147) - FASE 8
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for (auto& enemy : orni_) {
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if (enemy.esta) {
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mou_orni(enemy, delta_time);
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enemy.rotacio += enemy.drotacio; // Visual rotation
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}
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}
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// 3. Bullet movement (lines 149-154) - FASE 9
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for (auto& bala : bales_) {
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if (bala.esta)
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mou_bales(bala, delta_time);
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}
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// TODO Phase 10: Collision detection
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}
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```
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## Draw Loop (joc_asteroides.cpp:157-184)
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```cpp
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void dibuixar() {
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// 1. Ship (if alive)
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if (itocado_ == 0) {
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float velocitat_visual = nau_.velocitat / 33.33f;
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rota_tri(nau_, nau_.angle, velocitat_visual, true);
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}
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// 2. Enemies (FASE 7)
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for (const auto& enemy : orni_) {
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if (enemy.esta)
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rota_pol(enemy, enemy.rotacio, true);
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}
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// 3. Bullets (FASE 9)
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for (const auto& bala : bales_) {
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if (bala.esta)
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rota_pol(bala, 0.0f, true); // No visual rotation
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}
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// TODO Phase 11: Draw borders
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}
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```
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## Migration Progress
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### ✅ Phase 0: Project Setup
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- CMakeLists.txt + Makefile (based on pollo)
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- Stub files created
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### ✅ Phase 1: SDL Manager
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- SDLManager class (sdl_manager.hpp/cpp)
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- Window + renderer initialization
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- Fixed SDL3 API differences
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### ✅ Phase 2: Data Structures
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- IPunt, Punt, Triangle, Poligon defined
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- Constants namespace with constexpr
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### ✅ Phase 3: Geometry Functions
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- modul(), diferencia(), distancia(), angle_punt()
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- crear_poligon_regular()
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### ✅ Phase 4: Line Drawing
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- linea() with SDL_RenderLine
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- Bresenham preserved in comments for Phase 10
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### ✅ Phase 5: Ship Rendering
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- rota_tri() polar→Cartesian conversion
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- Ship initialization
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|
|
### ✅ 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):
|
|
|
|
```cpp
|
|
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
|
|
|
|
## IMPORTANT: Modernization Architecture (BETA 3.0)
|
|
|
|
Starting from BETA 3.0, the project has evolved into a professional modular architecture:
|
|
|
|
### Structural Changes
|
|
|
|
**Before (BETA 2.2):**
|
|
```
|
|
source/
|
|
├── main.cpp
|
|
├── sdl_manager.hpp/cpp
|
|
├── joc_asteroides.hpp/cpp
|
|
└── asteroids.cpp (Pascal)
|
|
```
|
|
|
|
**Now (BETA 3.0):**
|
|
```
|
|
source/
|
|
├── core/ - Reusable engine
|
|
│ ├── defaults.hpp - SINGLE SOURCE OF TRUTH for constants
|
|
│ ├── types.hpp - Data structures
|
|
│ └── rendering/
|
|
│ ├── sdl_manager - Dynamic windows + viewport
|
|
│ └── primitives - Pure geometric functions
|
|
├── game/ - Asteroids-specific logic
|
|
│ ├── constants.hpp - Aliases for backward compatibility
|
|
│ └── joc_asteroides - Game loop
|
|
├── utils/ - Shared utilities
|
|
├── main.cpp - Entry point
|
|
└── legacy/
|
|
└── asteroids.cpp - Original Pascal code (reference)
|
|
```
|
|
|
|
### Dynamic Window System
|
|
|
|
**Controls:**
|
|
- **F1**: Decrease window (-100px width/height)
|
|
- **F2**: Increase window (+100px width/height)
|
|
- **F3**: Toggle fullscreen
|
|
- **ESC**: Exit (unchanged)
|
|
|
|
**Behavior:**
|
|
- Window starts at 640x480 centered on screen
|
|
- Each resize keeps window centered on itself
|
|
- Minimum size: 320x240
|
|
- Maximum size: Calculated from display resolution (limit -100px)
|
|
|
|
**Viewport Scaling (SDL3):**
|
|
- Game ALWAYS renders in logical coordinates 640x480
|
|
- SDL3 automatically scales to any physical window size
|
|
- Aspect ratio preserved (4:3 with letterboxing)
|
|
- Vectors look SHARPER in larger windows (higher resolution)
|
|
- Game physics UNCHANGED (still px/s relative to 640x480 logical)
|
|
|
|
**Implementation:**
|
|
```cpp
|
|
SDL_SetRenderLogicalPresentation(
|
|
renderer_,
|
|
640, 480, // Fixed logical size
|
|
SDL_LOGICAL_PRESENTATION_LETTERBOX // Maintain aspect ratio
|
|
);
|
|
```
|
|
|
|
### Configuration System
|
|
|
|
**core/defaults.hpp** - Only place to change constants:
|
|
|
|
```cpp
|
|
namespace Defaults {
|
|
namespace Window {
|
|
constexpr int WIDTH = 640;
|
|
constexpr int HEIGHT = 480;
|
|
constexpr int SIZE_INCREMENT = 100; // F1/F2
|
|
}
|
|
|
|
namespace Game {
|
|
constexpr int WIDTH = 640; // Logical
|
|
constexpr int HEIGHT = 480;
|
|
constexpr int MARGIN_LEFT = 20; // MARGE_ESQ
|
|
constexpr int MARGIN_RIGHT = 620; // MARGE_DRET
|
|
// ...
|
|
}
|
|
|
|
namespace Physics {
|
|
constexpr float ROTATION_SPEED = 2.5f;
|
|
constexpr float ACCELERATION = 100.0f;
|
|
// ...
|
|
}
|
|
}
|
|
```
|
|
|
|
**game/constants.hpp** - Backward compatibility:
|
|
```cpp
|
|
using Defaults::Game::MARGIN_LEFT; // For legacy code using MARGE_ESQ
|
|
// ...
|
|
```
|
|
|
|
### Important Reminders
|
|
|
|
**1. Logical vs Physical Coordinates**
|
|
- ALL game code uses logical coordinates (640x480)
|
|
- NO need to adjust physics or collision calculations
|
|
- SDL3 handles conversion automatically
|
|
|
|
**2. Rendering**
|
|
- `linea()`, `rota_tri()`, `rota_pol()` still use direct coords
|
|
- NO manual transformation, SDL does it internally
|
|
|
|
**3. Configuration**
|
|
- NEVER use magic numbers in new code
|
|
- Always reference `Defaults::*`
|
|
- For game values, create aliases in `game/constants.hpp` if needed
|
|
|
|
**4. Future OpenGL**
|
|
- Current system allows migrating to OpenGL without changing game code
|
|
- Would only require changing SDLManager and rendering function implementations
|
|
- Postponed until needing >50 enemies or complex effects
|
|
|
|
### Compilation
|
|
|
|
**No changes:**
|
|
```bash
|
|
make clean && make
|
|
./asteroids
|
|
```
|
|
|
|
**Files modified by CMake:**
|
|
- Updated to include subdirectories core/, game/
|
|
- Include path: `${CMAKE_SOURCE_DIR}/source` (for relative includes)
|
|
|
|
### Migration for Future Sessions
|
|
|
|
If you find code using magic numbers:
|
|
1. Add constant in `core/defaults.hpp` in the appropriate namespace
|
|
2. If it's a frequently used game value, create alias in `game/constants.hpp`
|
|
3. Replace the number with the constant
|
|
4. Compile and verify
|
|
|
|
Example:
|
|
```cpp
|
|
// Before (bad):
|
|
if (enemy.centre.x < 20 || enemy.centre.x > 620) { ... }
|
|
|
|
// After (good):
|
|
if (enemy.centre.x < MARGIN_LEFT || enemy.centre.x > MARGIN_RIGHT) { ... }
|
|
```
|
|
|
|
## 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
|
|
- **Use defaults.hpp**: Never hardcode constants, always use Defaults namespace
|