forked from jaildesigner-jailgames/jaildoctors_dilemma
Ya sube las rampas. Aun queda por acabar
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79
source/test.cpp
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79
source/test.cpp
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#include "test.h"
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// Constructor
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Test::Test(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug)
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{
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// Copia la dirección de los objetos
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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this->debug = debug;
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// Inicializa variables
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for (int i = 0; i < 4; ++i)
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{
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point_t p;
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p.x = rand() % 256;
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p.y = rand() % 192;
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p.vx = (float)((rand() % 10) + 1) / 10.0f;
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p.vy = (float)((rand() % 10) + 1) / 10.0f;
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rand() % 2 == 0 ? p.dx = -1 : p.dx = 1;
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rand() % 2 == 0 ? p.dy = -1 : p.dy = 1;
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p.vx *= p.dx;
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p.vy *= p.dy;
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points.push_back(p);
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}
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}
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// Destructor
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Test::~Test()
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{
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}
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// Actualiza las variables
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void Test::update()
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{
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for (int i = 0; i < points.size(); ++i)
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{
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points[i].x += points[i].vx;
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points[i].y += points[i].vy;
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if (points[i].x > 255)
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{
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points[i].x = 255;
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points[i].vx = -(float)((rand() % 10) + 1) / 10.0f;
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}
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else if (points[i].x < 0)
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{
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points[i].x = 0;
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points[i].vx = (float)((rand() % 10) + 1) / 10.0f;
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}
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if (points[i].y > 191)
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{
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points[i].y = 191;
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points[i].vy = -(float)((rand() % 10) + 1) / 10.0f;
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}
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else if (points[i].y < 0)
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{
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points[i].y = 0;
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points[i].vy = (float)((rand() % 10) + 1) / 10.0f;
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}
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std::string text = "P" + std::to_string(i) + ": x=" + std::to_string(points[i].x).substr(0,3) + " y=" + std::to_string(points[i].y).substr(0,3) + " vx=" + std::to_string(points[i].vx).substr(0,3) + " vy=" + std::to_string(points[i].vy).substr(0,3);
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debug->add(text);
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}
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}
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// Dibuja en pantalla
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void Test::render()
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{
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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line_t l1 = {(int)points[0].x, (int)points[0].y, (int)points[1].x, (int)points[1].y};
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line_t l2 = {(int)points[2].x, (int)points[2].y, (int)points[3].x, (int)points[3].y};
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SDL_RenderDrawLine(renderer, l1.x1, l1.y1, l1.x2, l1.y2);
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SDL_RenderDrawLine(renderer, l2.x1, l2.y1, l2.x2, l2.y2);
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_Point p = checkCollision(l1, l2);
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SDL_RenderDrawPoint(renderer, p.x, p.y);
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}
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