forked from jaildesigner-jailgames/jaildoctors_dilemma
140 lines
2.7 KiB
C++
140 lines
2.7 KiB
C++
#include "enemy.h"
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// Constructor
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Enemy::Enemy(enemy_t enemy)
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{
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// Crea objetos
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sprite = new AnimatedSprite(enemy.renderer, enemy.animation);
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// Obten el resto de valores
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x1 = enemy.x1;
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x2 = enemy.x2;
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y1 = enemy.y1;
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y2 = enemy.y2;
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palette = enemy.palette;
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colorString = enemy.color;
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color = stringToColor(palette, colorString);
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sprite->setPosX(enemy.x);
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sprite->setPosY(enemy.y);
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sprite->setVelX(enemy.vx);
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sprite->setVelY(enemy.vy);
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sprite->setWidth(enemy.w);
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sprite->setHeight(enemy.h);
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doFlip = enemy.flip;
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mirror = enemy.mirror;
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if (doFlip)
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{
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if (enemy.vx < 0.0f)
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{
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sprite->setFlipH(true);
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}
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}
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sprite->setFlipV(mirror);
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collider = getRect();
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// Coloca un frame al azar o el designado
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if (enemy.frame == -1)
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{
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sprite->setCurrentFrame(rand() % sprite->getNumFrames());
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}
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else
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{
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sprite->setCurrentFrame(std::min(enemy.frame, sprite->getNumFrames() - 1));
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}
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}
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// Destructor
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Enemy::~Enemy()
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{
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delete sprite;
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}
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// Pinta el enemigo en pantalla
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void Enemy::render()
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{
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sprite->getTexture()->setColor(color.r, color.g, color.b);
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sprite->render();
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sprite->getTexture()->setColor(255, 255, 255);
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}
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// Actualiza las variables del objeto
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void Enemy::update()
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{
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sprite->update();
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checkPath();
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collider = getRect();
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}
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// Comprueba si ha llegado al limite del recorrido para darse media vuelta
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void Enemy::checkPath()
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{
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if (sprite->getPosX() > x2 || sprite->getPosX() < x1)
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{
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// Recoloca
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if (sprite->getPosX() > x2)
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{
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sprite->setPosX(x2);
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}
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else
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{
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sprite->setPosX(x1);
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}
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// Cambia el sentido
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sprite->setVelX(sprite->getVelX() * (-1));
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// Invierte el sprite
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if (doFlip)
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{
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sprite->flipH();
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}
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}
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if (sprite->getPosY() > y2 || sprite->getPosY() < y1)
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{
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// Recoloca
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if (sprite->getPosY() > y2)
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{
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sprite->setPosY(y2);
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}
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else
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{
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sprite->setPosY(y1);
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}
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// Cambia el sentido
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sprite->setVelY(sprite->getVelY() * (-1));
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// Invierte el sprite
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if (doFlip)
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{
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sprite->flipH();
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}
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}
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}
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// Devuelve el rectangulo que contiene al enemigo
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SDL_Rect Enemy::getRect()
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{
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return sprite->getRect();
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}
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// Obtiene el rectangulo de colision del enemigo
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SDL_Rect &Enemy::getCollider()
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{
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return collider;
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}
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// Recarga la textura
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void Enemy::reLoadTexture()
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{
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sprite->getTexture()->reLoad();
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}
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// Asigna la paleta
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void Enemy::setPalette(palette_e pal)
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{
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palette = pal;
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color = stringToColor(palette, colorString);
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} |