Files
orni_attack/CLAUDE.md

1096 lines
34 KiB
Markdown

# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
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.
**Language**: All code, comments, and variable names are in **Catalan/Valencian** (preserved from original).
**Current Status**: **BETA 3.0** - Modernized architecture with dynamic windows, modular code organization, viewport scaling, and auto-generated project metadata.
## Build System
Based on `/home/sergio/gitea/pollo` project structure, now with **CMake as build authority** and **automatic file discovery**.
### Basic Build Commands
```bash
make # Compile (delegates to CMake)
make debug # Debug build
make clean # Clean artifacts
./orni # Run
```
### Release Packaging
```bash
make macos_release # macOS .app bundle + .dmg (Apple Silicon)
make linux_release # Linux .tar.gz
make windows_release # Windows .zip (requires MinGW on Windows)
make windows_cross # Cross-compile Windows from Linux/macOS
make rpi_release # Raspberry Pi ARM64 cross-compile
```
### Build Files
- **CMakeLists.txt** - CMake configuration (C++20, SDL3, auto-discovers .cpp files)
- **Makefile** - Wrapper for compilation + complex packaging recipes
- **source/project.h.in** - Template for auto-generated project.h
- **build/project.h** - Auto-generated (by CMake) with project constants
- **release/** - Platform-specific resources (icons, .rc, .plist, frameworks, DLLs)
### Architecture: Hybrid CMake + Makefile
**CMake handles**: Compilation (simple, standard, IDE-friendly)
- Auto-discovers all `.cpp` files in `source/core/` and `source/game/`
- Excludes `source/legacy/` automatically
- Generates `build/project.h` from template
- Links SDL3
**Makefile handles**: Packaging (complex bash scripts)
- Delegates compilation to CMake (`make``cmake --build build`)
- Contains 5 release packaging targets (macOS, Linux, Windows, RPI, Windows-cross)
- Includes: code signing, framework symlinks, DMG creation, cross-compilation
### Project Metadata System
**Single source of truth** in `CMakeLists.txt`:
```cmake
project(orni VERSION 0.3.0)
set(PROJECT_LONG_NAME "Orni Attack")
set(PROJECT_COPYRIGHT "© 1999 Visente i Sergi, 2025 Port")
```
**Auto-generated** `build/project.h`:
```cpp
namespace Project {
constexpr const char* NAME = "orni";
constexpr const char* LONG_NAME = "Orni Attack";
constexpr const char* VERSION = "0.3.0";
constexpr const char* COPYRIGHT = "© 1999 Visente i Sergi, 2025 Port";
constexpr const char* GIT_HASH = "abc1234"; // From git rev-parse
}
```
**Window title** (dynamic): `Orni Attack v0.3.0 (© 1999 Visente i Sergi, 2025 Port)`
### File Discovery
**Automatic** - no manual maintenance needed:
```cmake
# CMakeLists.txt automatically finds:
file(GLOB_RECURSE CORE_SOURCES "source/core/*.cpp")
file(GLOB_RECURSE GAME_SOURCES "source/game/*.cpp")
# + source/main.cpp
# - source/legacy/* (excluded)
```
**When you create a new file** like `source/game/entities/asteroide.cpp`:
1. Just create it in the appropriate directory
2. Run `make`
3. CMake automatically detects and compiles it
**No need to edit** Makefile or CMakeLists.txt!
### Cross-Platform Notes
- **macOS**: Requires `create-dmg` (auto-installed via Homebrew)
- **Windows**: Compile natively with MinGW or use `make windows_cross` on Linux/macOS
- **Windows cross**: Requires `x86_64-w64-mingw32-g++` toolchain
- **RPI cross**: Requires `aarch64-linux-gnu-g++` toolchain
- **Frameworks**: macOS release includes SDL3.xcframework with symlink recreation
## Architecture
### File Structure (BETA 3.0)
```
source/
├── core/ - Reusable engine layer
│ ├── defaults.hpp - Configuration constants (SINGLE SOURCE OF TRUTH)
│ ├── types.hpp - Data structures (IPunt, Punt, Triangle, Poligon)
│ └── rendering/
│ ├── sdl_manager.hpp/cpp - SDL3 window management + viewport scaling
│ └── primitives.hpp/cpp - Pure geometric functions
├── game/ - Asteroids-specific game logic
│ ├── constants.hpp - Legacy constant aliases
│ └── joc_asteroides.hpp/cpp - Game loop, physics, rendering
├── utils/ - Shared utilities (empty for now)
├── main.cpp - Entry point, F1/F2/F3 window controls
└── legacy/
└── asteroids.cpp - Original Pascal code (reference only)
```
**Key architectural decisions:**
- **core/** contains reusable, game-agnostic code
- **game/** contains Asteroids-specific logic
- All constants centralized in `core/defaults.hpp`
- Backward compatibility via `game/constants.hpp` aliases
### Core Data Structures
The game uses **polar coordinates** for all geometric objects (preserved from Pascal original):
```cpp
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)
```cpp
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:
```cpp
// 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:
```cpp
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):
```cpp
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):
```cpp
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):
```cpp
// 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:
```cpp
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:
```cpp
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`):
```cpp
// 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:
```cpp
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:
```cpp
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:
```cpp
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:
```cpp
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):
```cpp
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)
```cpp
// 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
```cpp
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
```cpp
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)
```cpp
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)
```cpp
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
}
```
## Title Screen Ship System (BETA 3.0)
The title screen features two 3D ships floating on the starfield with perspective rendering, entry/exit animations, and subtle floating motion.
### Architecture Overview
**Files:**
- `source/game/title/ship_animator.hpp/cpp` - Ship animation state machine
- `source/core/rendering/shape_renderer.hpp/cpp` - 3D rotation + perspective projection
- `source/core/defaults.hpp` - Title::Ships namespace with all constants
- `source/game/escenes/escena_titol.hpp/cpp` - Integration with title scene
**Design Philosophy:**
- **Static 3D rotation**: Ships have fixed pitch/yaw/roll angles (not recalculated per frame)
- **Simple Z-axis simulation**: Scale changes simulate depth, not full perspective recalculation
- **State machine**: ENTERING → FLOATING → EXITING states
- **Easing functions**: Smooth transitions with ease_out_quad (entry) and ease_in_quad (exit)
- **Sinusoidal floating**: Organic motion using X/Y oscillation with phase offset
### 3D Rendering System
#### Rotation3D Struct (shape_renderer.hpp)
```cpp
struct Rotation3D {
float pitch; // X-axis rotation (nose up/down)
float yaw; // Y-axis rotation (turn left/right)
float roll; // Z-axis rotation (bank left/right)
Rotation3D() : pitch(0.0f), yaw(0.0f), roll(0.0f) {}
Rotation3D(float p, float y, float r) : pitch(p), yaw(y), roll(r) {}
bool has_rotation() const {
return pitch != 0.0f || yaw != 0.0f || roll != 0.0f;
}
};
```
#### 3D Transformation Pipeline (shape_renderer.cpp)
```cpp
static Punt apply_3d_rotation(float x, float y, const Rotation3D& rot) {
float z = 0.0f; // All 2D points start at Z=0
// 1. Pitch (X-axis): Rotate around horizontal axis
float cos_pitch = std::cos(rot.pitch);
float sin_pitch = std::sin(rot.pitch);
float y1 = y * cos_pitch - z * sin_pitch;
float z1 = y * sin_pitch + z * cos_pitch;
// 2. Yaw (Y-axis): Rotate around vertical axis
float cos_yaw = std::cos(rot.yaw);
float sin_yaw = std::sin(rot.yaw);
float x2 = x * cos_yaw + z1 * sin_yaw;
float z2 = -x * sin_yaw + z1 * cos_yaw;
// 3. Roll (Z-axis): Rotate around depth axis
float cos_roll = std::cos(rot.roll);
float sin_roll = std::sin(rot.roll);
float x3 = x2 * cos_roll - y1 * sin_roll;
float y3 = x2 * sin_roll + y1 * cos_roll;
// 4. Perspective projection (Z-divide)
constexpr float perspective_factor = 500.0f;
float scale_factor = perspective_factor / (perspective_factor + z2);
return {x3 * scale_factor, y3 * scale_factor};
}
```
**Rendering order**: 3D rotation → perspective → 2D scale → 2D rotation → translation
**Backward compatibility**: Optional `rotation_3d` parameter (default nullptr) - existing code unaffected
### Ship Animation State Machine
#### States (ship_animator.hpp)
```cpp
enum class EstatNau {
ENTERING, // Entering from off-screen
FLOATING, // Floating at target position
EXITING // Flying towards vanishing point
};
struct NauTitol {
int jugador_id; // 1 or 2
EstatNau estat; // Current state
float temps_estat; // Time in current state
Punt posicio_inicial; // Start position
Punt posicio_objectiu; // Target position
Punt posicio_actual; // Current interpolated position
float escala_inicial; // Start scale
float escala_objectiu; // Target scale
float escala_actual; // Current interpolated scale
Rotation3D rotacio_3d; // STATIC 3D rotation (never changes)
float fase_oscilacio; // Oscillation phase accumulator
std::shared_ptr<Graphics::Shape> forma;
bool visible;
};
```
#### State Transitions
**ENTERING** (2.0s):
- Ships appear from beyond screen edges (calculated radially from clock positions)
- Lerp position: off-screen → target (clock 8 / clock 4)
- Lerp scale: 1.0 → 0.6 (perspective effect)
- Easing: `ease_out_quad` (smooth deceleration)
- Transition: → FLOATING when complete
**FLOATING** (indefinite):
- Sinusoidal oscillation on X/Y axes
- Different frequencies (0.5 Hz / 0.7 Hz) with phase offset (π/2)
- Creates organic circular/elliptical motion
- Scale constant at 0.6
- Transition: → EXITING when START pressed
**EXITING** (1.0s):
- Ships fly towards vanishing point (center: 320, 240)
- Lerp position: current → vanishing point
- Lerp scale: current → 0.0 (simulates Z → infinity)
- Easing: `ease_in_quad` (acceleration)
- Edge case: If START pressed during ENTERING, ships fly from mid-animation position
- Marks invisible when complete
### Configuration (defaults.hpp)
```cpp
namespace Title {
namespace Ships {
// Clock positions (polar coordinates from center 320, 240)
constexpr float CLOCK_8_ANGLE = 150.0f * Math::PI / 180.0f; // Bottom-left
constexpr float CLOCK_4_ANGLE = 30.0f * Math::PI / 180.0f; // Bottom-right
constexpr float CLOCK_RADIUS = 150.0f;
// Target positions (pre-calculated)
constexpr float P1_TARGET_X = 190.0f; // Clock 8
constexpr float P1_TARGET_Y = 315.0f;
constexpr float P2_TARGET_X = 450.0f; // Clock 4
constexpr float P2_TARGET_Y = 315.0f;
// 3D rotations (STATIC - tuned for subtle effect)
constexpr float P1_PITCH = 0.1f; // ~6° nose-up
constexpr float P1_YAW = -0.15f; // ~9° turn left
constexpr float P1_ROLL = -0.05f; // ~3° bank left
constexpr float P2_PITCH = 0.1f; // ~6° nose-up
constexpr float P2_YAW = 0.15f; // ~9° turn right
constexpr float P2_ROLL = 0.05f; // ~3° bank right
// Scales
constexpr float ENTRY_SCALE_START = 1.0f;
constexpr float FLOATING_SCALE = 0.6f;
// Animation durations
constexpr float ENTRY_DURATION = 2.0f;
constexpr float EXIT_DURATION = 1.0f;
constexpr float ENTRY_OFFSET = 200.0f; // Distance beyond screen edge
// Floating oscillation
constexpr float FLOAT_AMPLITUDE_X = 6.0f;
constexpr float FLOAT_AMPLITUDE_Y = 4.0f;
constexpr float FLOAT_FREQUENCY_X = 0.5f;
constexpr float FLOAT_FREQUENCY_Y = 0.7f;
constexpr float FLOAT_PHASE_OFFSET = 1.57f; // π/2 (90°)
// Vanishing point
constexpr float VANISHING_POINT_X = 320.0f;
constexpr float VANISHING_POINT_Y = 240.0f;
}
}
```
### Integration with EscenaTitol
#### Constructor
```cpp
// Initialize ships after starfield
ship_animator_ = std::make_unique<Title::ShipAnimator>(sdl_.obte_renderer());
ship_animator_->inicialitzar();
if (estat_actual_ == EstatTitol::MAIN) {
// Jump to MAIN: ships already in position (no entry animation)
ship_animator_->set_visible(true);
} else {
// Normal flow: ships enter during STARFIELD_FADE_IN
ship_animator_->set_visible(true);
ship_animator_->start_entry_animation();
}
```
#### Update Loop
```cpp
// Update ships in visible states
if (ship_animator_ &&
(estat_actual_ == EstatTitol::STARFIELD_FADE_IN ||
estat_actual_ == EstatTitol::STARFIELD ||
estat_actual_ == EstatTitol::MAIN ||
estat_actual_ == EstatTitol::PLAYER_JOIN_PHASE)) {
ship_animator_->actualitzar(delta_time);
}
// Trigger exit when START pressed
if (checkStartGameButtonPressed()) {
estat_actual_ = EstatTitol::PLAYER_JOIN_PHASE;
ship_animator_->trigger_exit_animation(); // Edge case: handles mid-ENTERING
Audio::get()->fadeOutMusic(MUSIC_FADE);
}
```
#### Draw Loop
```cpp
// Draw order: starfield → ships → logo → text
if (starfield_) starfield_->dibuixar();
if (ship_animator_ &&
(estat_actual_ == EstatTitol::STARFIELD_FADE_IN ||
estat_actual_ == EstatTitol::STARFIELD ||
estat_actual_ == EstatTitol::MAIN ||
estat_actual_ == EstatTitol::PLAYER_JOIN_PHASE)) {
ship_animator_->dibuixar();
}
// Logo and text drawn after ships (foreground)
```
### Timing & Visibility
**Timeline:**
1. **STARFIELD_FADE_IN** (3.0s): Ships enter from off-screen
2. **STARFIELD** (4.0s): Ships floating
3. **MAIN** (indefinite): Ships floating + logo + text visible
4. **PLAYER_JOIN_PHASE** (2.5s): Ships exit (1.0s) + text blink
5. **BLACK_SCREEN** (2.0s): Ships already invisible (exit completed at 1.0s)
**Automatic visibility management:**
- Ships marked `visible = false` when exit animation completes (actualitzar_exiting)
- No manual hiding needed - state machine handles it
### Tuning Notes
**If ships look distorted:**
- Reduce rotation angles (P1_PITCH, P1_YAW, P1_ROLL, P2_*)
- Current values (0.1, 0.15, 0.05) are tuned for subtle 3D effect
- Angles in radians: 0.1 rad ≈ 6°, 0.15 rad ≈ 9°
**If ships are too large/small:**
- Adjust FLOATING_SCALE (currently 0.6)
- Adjust ENTRY_SCALE_START (currently 1.0)
**If floating motion is too jerky/smooth:**
- Adjust FLOAT_AMPLITUDE_X/Y (currently 6.0/4.0 pixels)
- Adjust FLOAT_FREQUENCY_X/Y (currently 0.5/0.7 Hz)
**If entry/exit animations are too fast/slow:**
- Adjust ENTRY_DURATION (currently 2.0s)
- Adjust EXIT_DURATION (currently 1.0s)
### Implementation Phases (Completed)
**Phase 1**: 3D infrastructure (Rotation3D, render_shape extension)
**Phase 2**: Foundation (ship_animator files, constants)
**Phase 3**: Configuration & loading (shape loading, initialization)
**Phase 4**: Floating animation (sinusoidal oscillation)
**Phase 5**: Entry animation (off-screen → position with easing)
**Phase 6**: Exit animation (position → vanishing point)
**Phase 7**: EscenaTitol integration (constructor, update, draw)
**Phase 8**: Polish & tuning (angles, scales, edge cases)
**Phase 9**: Documentation (CLAUDE.md, code comments)
## 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):
```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