forked from jaildesigner-jailgames/jaildoctors_dilemma
corregits mes includes
llevats els errors en texture
This commit is contained in:
@@ -1,269 +1,236 @@
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#include "s_animated_sprite.h"
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#include <stddef.h> // Para size_t
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#include <fstream> // Para basic_ostream, basic_istream, operator<<, basic...
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#include <iostream> // Para cout, cerr
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#include <sstream> // Para basic_stringstream
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#include <stdexcept> // Para runtime_error
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#include "surface.h" // Para Surface
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#include "utils.h" // Para printWithDots
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#include "sprite/surface_animated_sprite.h"
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#include <stddef.h> // Para size_t
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#include <fstream> // Para basic_ostream, basic_istream, operator<<, basic...
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#include <iostream> // Para cout, cerr
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#include <sstream> // Para basic_stringstream
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#include <stdexcept> // Para runtime_error
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#include "surface.h" // Para Surface
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#include "utils.h" // Para printWithDots
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// Carga las animaciones en un vector(Animations) desde un fichero
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Animations loadAnimationsFromFile(const std::string &file_path)
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{
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std::ifstream file(file_path);
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if (!file)
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{
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std::cerr << "Error: Fichero no encontrado " << file_path << std::endl;
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throw std::runtime_error("Fichero no encontrado: " + file_path);
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}
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Animations loadAnimationsFromFile(const std::string& file_path) {
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std::ifstream file(file_path);
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if (!file) {
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std::cerr << "Error: Fichero no encontrado " << file_path << std::endl;
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throw std::runtime_error("Fichero no encontrado: " + file_path);
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}
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printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
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printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
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std::vector<std::string> buffer;
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std::string line;
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while (std::getline(file, line))
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{
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if (!line.empty())
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buffer.push_back(line);
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}
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std::vector<std::string> buffer;
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std::string line;
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while (std::getline(file, line)) {
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if (!line.empty())
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buffer.push_back(line);
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}
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return buffer;
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return buffer;
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}
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// Constructor
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SAnimatedSprite::SAnimatedSprite(std::shared_ptr<Surface> surface, const std::string &file_path)
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: SMovingSprite(surface)
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{
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// Carga las animaciones
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if (!file_path.empty())
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{
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Animations v = loadAnimationsFromFile(file_path);
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setAnimations(v);
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}
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SAnimatedSprite::SAnimatedSprite(std::shared_ptr<Surface> surface, const std::string& file_path)
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: SMovingSprite(surface) {
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// Carga las animaciones
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if (!file_path.empty()) {
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Animations v = loadAnimationsFromFile(file_path);
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setAnimations(v);
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}
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}
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// Constructor
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SAnimatedSprite::SAnimatedSprite(std::shared_ptr<Surface> surface, const Animations &animations)
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: SMovingSprite(surface)
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{
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if (!animations.empty())
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{
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setAnimations(animations);
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}
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SAnimatedSprite::SAnimatedSprite(std::shared_ptr<Surface> surface, const Animations& animations)
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: SMovingSprite(surface) {
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if (!animations.empty()) {
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setAnimations(animations);
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}
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}
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// Obtiene el indice de la animación a partir del nombre
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int SAnimatedSprite::getIndex(const std::string &name)
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{
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auto index = -1;
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int SAnimatedSprite::getIndex(const std::string& name) {
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auto index = -1;
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for (const auto &a : animations_)
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{
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index++;
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if (a.name == name)
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{
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return index;
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}
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}
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std::cout << "** Warning: could not find \"" << name.c_str() << "\" animation" << std::endl;
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return -1;
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for (const auto& a : animations_) {
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index++;
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if (a.name == name) {
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return index;
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}
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}
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std::cout << "** Warning: could not find \"" << name.c_str() << "\" animation" << std::endl;
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return -1;
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}
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// Calcula el frame correspondiente a la animación
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void SAnimatedSprite::animate()
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{
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if (animations_[current_animation_].speed == 0)
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{
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return;
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}
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void SAnimatedSprite::animate() {
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if (animations_[current_animation_].speed == 0) {
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return;
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}
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// Calcula el frame actual a partir del contador
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animations_[current_animation_].current_frame = animations_[current_animation_].counter / animations_[current_animation_].speed;
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// Calcula el frame actual a partir del contador
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animations_[current_animation_].current_frame = animations_[current_animation_].counter / animations_[current_animation_].speed;
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// Si alcanza el final de la animación, reinicia el contador de la animación
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// en función de la variable loop y coloca el nuevo frame
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if (animations_[current_animation_].current_frame >= static_cast<int>(animations_[current_animation_].frames.size()))
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{
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if (animations_[current_animation_].loop == -1)
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{ // Si no hay loop, deja el último frame
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animations_[current_animation_].current_frame = animations_[current_animation_].frames.size();
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animations_[current_animation_].completed = true;
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}
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else
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{ // Si hay loop, vuelve al frame indicado
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].current_frame = animations_[current_animation_].loop;
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}
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}
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// En caso contrario
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else
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{
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// Escoge el frame correspondiente de la animación
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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// Si alcanza el final de la animación, reinicia el contador de la animación
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// en función de la variable loop y coloca el nuevo frame
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if (animations_[current_animation_].current_frame >= static_cast<int>(animations_[current_animation_].frames.size())) {
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if (animations_[current_animation_].loop == -1) { // Si no hay loop, deja el último frame
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animations_[current_animation_].current_frame = animations_[current_animation_].frames.size();
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animations_[current_animation_].completed = true;
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} else { // Si hay loop, vuelve al frame indicado
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].current_frame = animations_[current_animation_].loop;
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}
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}
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// En caso contrario
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else {
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// Escoge el frame correspondiente de la animación
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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// Incrementa el contador de la animacion
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animations_[current_animation_].counter++;
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}
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// Incrementa el contador de la animacion
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animations_[current_animation_].counter++;
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}
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}
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// Comprueba si ha terminado la animación
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bool SAnimatedSprite::animationIsCompleted()
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{
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return animations_[current_animation_].completed;
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bool SAnimatedSprite::animationIsCompleted() {
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return animations_[current_animation_].completed;
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}
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// Establece la animacion actual
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void SAnimatedSprite::setCurrentAnimation(const std::string &name)
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{
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const auto new_animation = getIndex(name);
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if (current_animation_ != new_animation)
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{
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current_animation_ = new_animation;
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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void SAnimatedSprite::setCurrentAnimation(const std::string& name) {
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const auto new_animation = getIndex(name);
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if (current_animation_ != new_animation) {
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current_animation_ = new_animation;
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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}
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// Establece la animacion actual
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void SAnimatedSprite::setCurrentAnimation(int index)
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{
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const auto new_animation = index;
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if (current_animation_ != new_animation)
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{
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current_animation_ = new_animation;
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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void SAnimatedSprite::setCurrentAnimation(int index) {
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const auto new_animation = index;
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if (current_animation_ != new_animation) {
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current_animation_ = new_animation;
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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}
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// Actualiza las variables del objeto
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void SAnimatedSprite::update()
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{
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animate();
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SMovingSprite::update();
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void SAnimatedSprite::update() {
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animate();
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SMovingSprite::update();
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}
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// Reinicia la animación
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void SAnimatedSprite::resetAnimation()
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{
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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void SAnimatedSprite::resetAnimation() {
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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}
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// Carga la animación desde un vector de cadenas
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void SAnimatedSprite::setAnimations(const Animations &animations)
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{
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int frame_width = 1;
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int frame_height = 1;
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int frames_per_row = 1;
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int max_tiles = 1;
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void SAnimatedSprite::setAnimations(const Animations& animations) {
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int frame_width = 1;
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int frame_height = 1;
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int frames_per_row = 1;
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int max_tiles = 1;
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size_t index = 0;
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while (index < animations.size())
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{
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std::string line = animations.at(index);
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size_t index = 0;
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while (index < animations.size()) {
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std::string line = animations.at(index);
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// Parsea el fichero para buscar variables y valores
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if (line != "[animation]")
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{
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// Encuentra la posición del caracter '='
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size_t pos = line.find("=");
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// Parsea el fichero para buscar variables y valores
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if (line != "[animation]") {
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// Encuentra la posición del caracter '='
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size_t pos = line.find("=");
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// Procesa las dos subcadenas
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if (pos != std::string::npos)
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{
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std::string key = line.substr(0, pos);
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int value = std::stoi(line.substr(pos + 1));
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if (key == "frame_width")
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frame_width = value;
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else if (key == "frame_height")
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frame_height = value;
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else
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std::cout << "Warning: unknown parameter " << key << std::endl;
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// Procesa las dos subcadenas
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if (pos != std::string::npos) {
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std::string key = line.substr(0, pos);
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int value = std::stoi(line.substr(pos + 1));
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if (key == "frame_width")
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frame_width = value;
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else if (key == "frame_height")
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frame_height = value;
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else
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std::cout << "Warning: unknown parameter " << key << std::endl;
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frames_per_row = surface_->getWidth() / frame_width;
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const int w = surface_->getWidth() / frame_width;
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const int h = surface_->getHeight() / frame_height;
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max_tiles = w * h;
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}
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}
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frames_per_row = surface_->getWidth() / frame_width;
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const int w = surface_->getWidth() / frame_width;
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const int h = surface_->getHeight() / frame_height;
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max_tiles = w * h;
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}
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}
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// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
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if (line == "[animation]")
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{
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AnimationData animation;
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do
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{
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index++;
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line = animations.at(index);
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size_t pos = line.find("=");
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// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
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if (line == "[animation]") {
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AnimationData animation;
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do {
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index++;
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line = animations.at(index);
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size_t pos = line.find("=");
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if (pos != std::string::npos)
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{
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std::string key = line.substr(0, pos);
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std::string value = line.substr(pos + 1);
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if (pos != std::string::npos) {
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std::string key = line.substr(0, pos);
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std::string value = line.substr(pos + 1);
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if (key == "name")
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animation.name = value;
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else if (key == "speed")
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animation.speed = std::stoi(value);
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else if (key == "loop")
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animation.loop = std::stoi(value);
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else if (key == "frames")
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{
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// Se introducen los valores separados por comas en un vector
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std::stringstream ss(value);
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std::string tmp;
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SDL_Rect rect = {0, 0, frame_width, frame_height};
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while (getline(ss, tmp, ','))
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{
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// Comprueba que el tile no sea mayor que el maximo indice permitido
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const int num_tile = std::stoi(tmp);
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if (num_tile <= max_tiles)
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{
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rect.x = (num_tile % frames_per_row) * frame_width;
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rect.y = (num_tile / frames_per_row) * frame_height;
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animation.frames.emplace_back(rect);
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}
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}
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}
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if (key == "name")
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animation.name = value;
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else if (key == "speed")
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animation.speed = std::stoi(value);
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else if (key == "loop")
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animation.loop = std::stoi(value);
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else if (key == "frames") {
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// Se introducen los valores separados por comas en un vector
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std::stringstream ss(value);
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std::string tmp;
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SDL_Rect rect = {0, 0, frame_width, frame_height};
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while (getline(ss, tmp, ',')) {
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// Comprueba que el tile no sea mayor que el maximo indice permitido
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const int num_tile = std::stoi(tmp);
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if (num_tile <= max_tiles) {
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rect.x = (num_tile % frames_per_row) * frame_width;
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rect.y = (num_tile / frames_per_row) * frame_height;
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animation.frames.emplace_back(rect);
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}
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}
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}
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else
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std::cout << "Warning: unknown parameter " << key << std::endl;
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}
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} while (line != "[/animation]");
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else
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std::cout << "Warning: unknown parameter " << key << std::endl;
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}
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} while (line != "[/animation]");
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// Añade la animación al vector de animaciones
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animations_.emplace_back(animation);
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}
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// Añade la animación al vector de animaciones
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animations_.emplace_back(animation);
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}
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// Una vez procesada la linea, aumenta el indice para pasar a la siguiente
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index++;
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}
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// Una vez procesada la linea, aumenta el indice para pasar a la siguiente
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index++;
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}
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// Pone un valor por defecto
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setWidth(frame_width);
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setHeight(frame_height);
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// Pone un valor por defecto
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setWidth(frame_width);
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setHeight(frame_height);
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}
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// Establece el frame actual de la animación
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void SAnimatedSprite::setCurrentAnimationFrame(int num)
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{
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// Descarta valores fuera de rango
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if (num < 0 || num >= static_cast<int>(animations_[current_animation_].frames.size()))
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{
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num = 0;
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}
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void SAnimatedSprite::setCurrentAnimationFrame(int num) {
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// Descarta valores fuera de rango
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if (num < 0 || num >= static_cast<int>(animations_[current_animation_].frames.size())) {
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num = 0;
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}
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// Cambia el valor de la variable
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animations_[current_animation_].current_frame = num;
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animations_[current_animation_].counter = 0;
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// Cambia el valor de la variable
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animations_[current_animation_].current_frame = num;
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animations_[current_animation_].counter = 0;
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// Escoge el frame correspondiente de la animación
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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// Escoge el frame correspondiente de la animación
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||||
setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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@@ -1,13 +1,13 @@
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#pragma once
|
||||
|
||||
#include <SDL3/SDL_rect.h> // Para SDL_Rect
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#include <SDL3/SDL.h>
|
||||
|
||||
#include <memory> // Para shared_ptr
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||||
#include <string> // Para string
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "s_moving_sprite.h" // Para SMovingSprite
|
||||
class Surface; // lines 9-9
|
||||
#include "sprite/surface_moving_sprite.h" // Para SMovingSprite
|
||||
class Surface; // lines 9-9
|
||||
|
||||
struct AnimationData {
|
||||
std::string name; // Nombre de la animacion
|
||||
|
||||
@@ -1,102 +1,94 @@
|
||||
#include "s_moving_sprite.h"
|
||||
#include "surface.h" // Para Surface
|
||||
#include "sprite/surface_moving_sprite.h"
|
||||
|
||||
#include "surface.h" // Para Surface
|
||||
|
||||
// Constructor
|
||||
SMovingSprite::SMovingSprite(std::shared_ptr<Surface> surface, SDL_Rect pos, SDL_RendererFlip flip)
|
||||
: SSprite(surface, pos),
|
||||
x_(pos.x),
|
||||
y_(pos.y),
|
||||
flip_(flip) { SSprite::pos_ = pos; }
|
||||
: SSprite(surface, pos),
|
||||
x_(pos.x),
|
||||
y_(pos.y),
|
||||
flip_(flip) { SSprite::pos_ = pos; }
|
||||
|
||||
SMovingSprite::SMovingSprite(std::shared_ptr<Surface> surface, SDL_Rect pos)
|
||||
: SSprite(surface, pos),
|
||||
x_(pos.x),
|
||||
y_(pos.y),
|
||||
flip_(SDL_FLIP_NONE) { SSprite::pos_ = pos; }
|
||||
: SSprite(surface, pos),
|
||||
x_(pos.x),
|
||||
y_(pos.y),
|
||||
flip_(SDL_FLIP_NONE) { SSprite::pos_ = pos; }
|
||||
|
||||
SMovingSprite::SMovingSprite(std::shared_ptr<Surface> surface)
|
||||
: SSprite(surface),
|
||||
x_(0.0f),
|
||||
y_(0.0f),
|
||||
flip_(SDL_FLIP_NONE) { SSprite::clear(); }
|
||||
: SSprite(surface),
|
||||
x_(0.0f),
|
||||
y_(0.0f),
|
||||
flip_(SDL_FLIP_NONE) { SSprite::clear(); }
|
||||
|
||||
// Reinicia todas las variables
|
||||
void SMovingSprite::clear()
|
||||
{
|
||||
x_ = 0.0f; // Posición en el eje X
|
||||
y_ = 0.0f; // Posición en el eje Y
|
||||
void SMovingSprite::clear() {
|
||||
x_ = 0.0f; // Posición en el eje X
|
||||
y_ = 0.0f; // Posición en el eje Y
|
||||
|
||||
vx_ = 0.0f; // Velocidad en el eje X. Cantidad de pixeles a desplazarse
|
||||
vy_ = 0.0f; // Velocidad en el eje Y. Cantidad de pixeles a desplazarse
|
||||
vx_ = 0.0f; // Velocidad en el eje X. Cantidad de pixeles a desplazarse
|
||||
vy_ = 0.0f; // Velocidad en el eje Y. Cantidad de pixeles a desplazarse
|
||||
|
||||
ax_ = 0.0f; // Aceleración en el eje X. Variación de la velocidad
|
||||
ay_ = 0.0f; // Aceleración en el eje Y. Variación de la velocidad
|
||||
ax_ = 0.0f; // Aceleración en el eje X. Variación de la velocidad
|
||||
ay_ = 0.0f; // Aceleración en el eje Y. Variación de la velocidad
|
||||
|
||||
flip_ = SDL_FLIP_NONE; // Establece como se ha de voltear el sprite
|
||||
flip_ = SDL_FLIP_NONE; // Establece como se ha de voltear el sprite
|
||||
|
||||
SSprite::clear();
|
||||
SSprite::clear();
|
||||
}
|
||||
|
||||
// Mueve el sprite
|
||||
void SMovingSprite::move()
|
||||
{
|
||||
x_ += vx_;
|
||||
y_ += vy_;
|
||||
void SMovingSprite::move() {
|
||||
x_ += vx_;
|
||||
y_ += vy_;
|
||||
|
||||
vx_ += ax_;
|
||||
vy_ += ay_;
|
||||
vx_ += ax_;
|
||||
vy_ += ay_;
|
||||
|
||||
pos_.x = static_cast<int>(x_);
|
||||
pos_.y = static_cast<int>(y_);
|
||||
pos_.x = static_cast<int>(x_);
|
||||
pos_.y = static_cast<int>(y_);
|
||||
}
|
||||
|
||||
// Actualiza las variables internas del objeto
|
||||
void SMovingSprite::update()
|
||||
{
|
||||
move();
|
||||
void SMovingSprite::update() {
|
||||
move();
|
||||
}
|
||||
|
||||
// Muestra el sprite por pantalla
|
||||
void SMovingSprite::render()
|
||||
{
|
||||
surface_->render(pos_.x, pos_.y, &clip_, flip_);
|
||||
void SMovingSprite::render() {
|
||||
surface_->render(pos_.x, pos_.y, &clip_, flip_);
|
||||
}
|
||||
|
||||
// Muestra el sprite por pantalla
|
||||
void SMovingSprite::render(Uint8 source_color, Uint8 target_color)
|
||||
{
|
||||
surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_, flip_);
|
||||
void SMovingSprite::render(Uint8 source_color, Uint8 target_color) {
|
||||
surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_, flip_);
|
||||
}
|
||||
|
||||
// Establece la posición y_ el tamaño del objeto
|
||||
void SMovingSprite::setPos(SDL_Rect rect)
|
||||
{
|
||||
x_ = static_cast<float>(rect.x);
|
||||
y_ = static_cast<float>(rect.y);
|
||||
void SMovingSprite::setPos(SDL_Rect rect) {
|
||||
x_ = static_cast<float>(rect.x);
|
||||
y_ = static_cast<float>(rect.y);
|
||||
|
||||
pos_ = rect;
|
||||
pos_ = rect;
|
||||
}
|
||||
|
||||
// Establece el valor de las variables
|
||||
void SMovingSprite::setPos(float x, float y)
|
||||
{
|
||||
x_ = x;
|
||||
y_ = y;
|
||||
void SMovingSprite::setPos(float x, float y) {
|
||||
x_ = x;
|
||||
y_ = y;
|
||||
|
||||
pos_.x = static_cast<int>(x_);
|
||||
pos_.y = static_cast<int>(y_);
|
||||
pos_.x = static_cast<int>(x_);
|
||||
pos_.y = static_cast<int>(y_);
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void SMovingSprite::setPosX(float value)
|
||||
{
|
||||
x_ = value;
|
||||
pos_.x = static_cast<int>(x_);
|
||||
void SMovingSprite::setPosX(float value) {
|
||||
x_ = value;
|
||||
pos_.x = static_cast<int>(x_);
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void SMovingSprite::setPosY(float value)
|
||||
{
|
||||
y_ = value;
|
||||
pos_.y = static_cast<int>(y_);
|
||||
void SMovingSprite::setPosY(float value) {
|
||||
y_ = value;
|
||||
pos_.y = static_cast<int>(y_);
|
||||
}
|
||||
@@ -1,13 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL_rect.h> // Para SDL_Rect
|
||||
#include <SDL3/SDL_render.h> // Para SDL_RendererFlip, SDL_FLIP_HORIZONTAL
|
||||
#include <SDL3/SDL_stdinc.h> // Para Uint8
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include <memory> // Para shared_ptr
|
||||
|
||||
#include "s_sprite.h" // Para SSprite
|
||||
class Surface; // lines 8-8
|
||||
#include "sprite/surface_sprite.h" // Para SSprite
|
||||
class Surface; // lines 8-8
|
||||
|
||||
// Clase SMovingSprite. Añade movimiento y flip al sprite
|
||||
class SMovingSprite : public SSprite {
|
||||
|
||||
@@ -1,50 +1,46 @@
|
||||
#include "s_sprite.h"
|
||||
#include "surface.h" // Para Surface
|
||||
#include "sprite/surface_sprite.h"
|
||||
|
||||
#include "surface.h" // Para Surface
|
||||
|
||||
// Constructor
|
||||
SSprite::SSprite(std::shared_ptr<Surface> surface, int x, int y, int w, int h)
|
||||
: surface_(surface),
|
||||
pos_((SDL_Rect){x, y, w, h}),
|
||||
clip_((SDL_Rect){0, 0, pos_.w, pos_.h}) {}
|
||||
: surface_(surface),
|
||||
pos_((SDL_Rect){x, y, w, h}),
|
||||
clip_((SDL_Rect){0, 0, pos_.w, pos_.h}) {}
|
||||
|
||||
SSprite::SSprite(std::shared_ptr<Surface> surface, SDL_Rect rect)
|
||||
: surface_(surface),
|
||||
pos_(rect),
|
||||
clip_((SDL_Rect){0, 0, pos_.w, pos_.h}) {}
|
||||
: surface_(surface),
|
||||
pos_(rect),
|
||||
clip_((SDL_Rect){0, 0, pos_.w, pos_.h}) {}
|
||||
|
||||
SSprite::SSprite(std::shared_ptr<Surface> surface)
|
||||
: surface_(surface),
|
||||
pos_({0, 0, surface_->getWidth(), surface_->getHeight()}),
|
||||
clip_(pos_) {}
|
||||
: surface_(surface),
|
||||
pos_({0, 0, surface_->getWidth(), surface_->getHeight()}),
|
||||
clip_(pos_) {}
|
||||
|
||||
// Muestra el sprite por pantalla
|
||||
void SSprite::render()
|
||||
{
|
||||
surface_->render(pos_.x, pos_.y, &clip_);
|
||||
void SSprite::render() {
|
||||
surface_->render(pos_.x, pos_.y, &clip_);
|
||||
}
|
||||
|
||||
void SSprite::render(Uint8 source_color, Uint8 target_color)
|
||||
{
|
||||
surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_);
|
||||
void SSprite::render(Uint8 source_color, Uint8 target_color) {
|
||||
surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_);
|
||||
}
|
||||
|
||||
// Establece la posición del objeto
|
||||
void SSprite::setPosition(int x, int y)
|
||||
{
|
||||
pos_.x = x;
|
||||
pos_.y = y;
|
||||
void SSprite::setPosition(int x, int y) {
|
||||
pos_.x = x;
|
||||
pos_.y = y;
|
||||
}
|
||||
|
||||
// Establece la posición del objeto
|
||||
void SSprite::setPosition(SDL_Point p)
|
||||
{
|
||||
pos_.x = p.x;
|
||||
pos_.y = p.y;
|
||||
void SSprite::setPosition(SDL_Point p) {
|
||||
pos_.x = p.x;
|
||||
pos_.y = p.y;
|
||||
}
|
||||
|
||||
// Reinicia las variables a cero
|
||||
void SSprite::clear()
|
||||
{
|
||||
pos_ = {0, 0, 0, 0};
|
||||
clip_ = {0, 0, 0, 0};
|
||||
void SSprite::clear() {
|
||||
pos_ = {0, 0, 0, 0};
|
||||
clip_ = {0, 0, 0, 0};
|
||||
}
|
||||
@@ -1,7 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL_rect.h> // Para SDL_Rect, SDL_Point
|
||||
#include <SDL3/SDL_stdinc.h> // Para Uint8
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include <memory> // Para shared_ptr
|
||||
class Surface; // lines 5-5
|
||||
|
||||
Reference in New Issue
Block a user