canviat abs per fabs
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@@ -1,5 +1,8 @@
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#include "ball.h"
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#include "defines.h"
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#include <stdlib.h> // for rand
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#include <cmath> // for fabs
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#include "defines.h" // for BALL_SIZE, Color, SCREEN_HEIGHT, GRAVITY_FORCE
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class Texture;
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// Constructor
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Ball::Ball(float x, float vx, float vy, Color color, std::shared_ptr<Texture> texture)
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@@ -62,7 +65,7 @@ void Ball::update()
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{
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pos_.y = SCREEN_HEIGHT - pos_.h;
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vy_ = -vy_ * loss_;
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if (abs(vy_) < 0.1f)
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if (std::fabs(vy_) < 0.1f)
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{
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vy_ = 0.0f;
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on_floor_ = true;
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@@ -73,7 +76,7 @@ void Ball::update()
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if (on_floor_)
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{
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vx_ = vx_ * 0.97f;
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if (abs(vx_) < 0.1f)
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if (std::fabs(vx_) < 0.1f)
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{
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vx_ = 0.0f;
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stopped_ = true;
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@@ -1,9 +1,10 @@
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#pragma once
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#include <memory>
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#include "sprite.h"
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#include "texture.h"
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#include "defines.h"
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#include <SDL3/SDL_rect.h> // for SDL_FRect
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#include <memory> // for shared_ptr, unique_ptr
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#include "defines.h" // for Color
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#include "sprite.h" // for Sprite
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class Texture;
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class Ball
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{
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@@ -1,14 +1,22 @@
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#include <SDL3/SDL.h>
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#include "texture.h"
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#include "ball.h"
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#include "defines.h"
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#include "dbgtxt.h"
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#include <iostream>
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#include <vector>
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#include <array>
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#include <cstdlib>
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#include <ctime>
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#include <memory>
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#include <SDL3/SDL_error.h> // for SDL_GetError
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#include <SDL3/SDL_events.h> // for SDL_EventType, SDL_PollEvent, SDL_Event
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#include <SDL3/SDL_init.h> // for SDL_Init, SDL_Quit, SDL_INIT_VIDEO
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#include <SDL3/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5
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#include <SDL3/SDL_render.h> // for SDL_SetRenderDrawColor, SDL_CreateRend...
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#include <SDL3/SDL_stdinc.h> // for Uint64
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#include <SDL3/SDL_timer.h> // for SDL_GetTicks
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#include <SDL3/SDL_video.h> // for SDL_CreateWindow, SDL_DestroyWindow
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#include <array> // for array
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#include <cstdlib> // for rand, srand
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#include <ctime> // for time
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#include <iostream> // for basic_ostream, char_traits, operator<<
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#include <memory> // for unique_ptr, shared_ptr, make_shared
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#include <string> // for operator+, string, to_string
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#include <vector> // for vector
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#include "ball.h" // for Ball
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#include "dbgtxt.h" // for dbg_init, dbg_print
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#include "defines.h" // for SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_SIZE
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#include "texture.h" // for Texture
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// Variables globales
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SDL_Window *window = nullptr;
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@@ -1,4 +1,5 @@
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#include "sprite.h"
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#include "texture.h" // for Texture
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// Constructor
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Sprite::Sprite(std::shared_ptr<Texture> texture)
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@@ -1,8 +1,8 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <memory>
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#include "texture.h"
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#include <SDL3/SDL_rect.h> // for SDL_FRect, SDL_FPoint
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#include <memory> // for shared_ptr
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class Texture;
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class Sprite
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{
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@@ -1,8 +1,14 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <stdio.h>
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#include <string>
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#include "texture.h"
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#include <SDL3/SDL_error.h> // for SDL_GetError
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#include <SDL3/SDL_log.h> // for SDL_Log
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#include <SDL3/SDL_pixels.h> // for SDL_PixelFormat
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#include <SDL3/SDL_surface.h> // for SDL_CreateSurfaceFrom, SDL_DestroySurface
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#include <stdio.h> // for NULL
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#include <stdlib.h> // for exit
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#include <iostream> // for basic_ostream, char_traits, operator<<
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#include <string> // for operator<<, string
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#include "stb_image.h" // for stbi_failure_reason, stbi_image_free
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Texture::Texture(SDL_Renderer *renderer)
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: renderer_(renderer), texture_(nullptr), width_(0), height_(0) {}
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@@ -1,40 +1,40 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <iostream>
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#include <SDL3/SDL_rect.h> // Para SDL_FRect
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#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_Texture
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#include <string> // Para std::string
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// Texture wrapper class
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class Texture
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{
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private:
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SDL_Renderer *renderer_;
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SDL_Texture *texture_;
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// Image dimensions
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// Dimensiones de la imagen
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int width_;
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int height_;
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public:
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// Initializes variables
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// Inicializa las variables
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Texture(SDL_Renderer *renderer);
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Texture(SDL_Renderer *renderer, std::string file_path);
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// Deallocates memory
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// Libera la memoria
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~Texture();
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// Loads image at specified path
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// Carga una imagen desde la ruta especificada
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bool loadFromFile(std::string path);
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// Deallocates texture
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// Libera la textura
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void free();
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// Renders texture at given point
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// Renderiza la textura en el punto especificado
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void render(SDL_FRect *src = nullptr, SDL_FRect *dst = nullptr);
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// Gets image dimensions
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// Obtiene las dimensiones de la imagen
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int getWidth();
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int getHeight();
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// Modulación de color
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// Modula el color de la textura
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void setColor(int r, int g, int b);
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};
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