forked from jaildesigner-jailgames/jaildoctors_dilemma
81 lines
1.7 KiB
C++
81 lines
1.7 KiB
C++
#include "item.h"
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#include <fstream>
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#include <sstream>
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// Constructor
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Item::Item(item_t item)
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{
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const int itemSize = 8;
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// Obten punteros a objetos
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asset = item.asset;
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renderer = item.renderer;
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// Crea objetos
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texture = new LTexture(renderer, asset->get(item.tileset));
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sprite = new Sprite(item.x, item.y, itemSize, itemSize, texture, renderer);
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// Inicia variables
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sprite->setSpriteClip((item.tile % 10) * itemSize, (item.tile / 10) * itemSize, itemSize, itemSize);
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collider = sprite->getRect();
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colorChangeSpeed = 4;
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counter = item.counter * colorChangeSpeed;
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// Inicializa los colores
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color_t c = item.color1;
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color.push_back(c);
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color.push_back(c);
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c = item.color2;
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color.push_back(c);
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color.push_back(c);
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/*
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const std::vector<std::string> vColors = {"blue", "red", "magenta", "green", "cyan", "yellow"};
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for (auto v:vColors)
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{
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color.push_back(stringToColor(v));
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}
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*/
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}
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// Destructor
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Item::~Item()
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{
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delete texture;
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delete sprite;
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}
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// Pinta el objeto en pantalla
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void Item::render()
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{
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const int index = (counter / colorChangeSpeed) % color.size();
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sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].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 Item::update()
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{
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counter++;
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}
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// Obtiene el rectangulo de colision del objeto
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SDL_Rect &Item::getCollider()
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{
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return collider;
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}
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// Obtiene su ubicación
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SDL_Point Item::getPos()
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{
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const SDL_Point p = {sprite->getPosX(), sprite->getPosY()};
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return p;
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}
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// Recarga la textura
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void Item::reLoadTexture()
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{
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texture->reLoad();
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} |