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9 Commits

Author SHA1 Message Date
e36a555038 actualitzat makefile 2025-03-24 17:36:20 +01:00
9bc129e9b0 arreglos d'estil 2025-03-24 14:08:26 +01:00
29b18e30b5 canviat abs per fabs 2025-03-24 13:44:46 +01:00
e2e3b7c779 cmasmasizat el codi 2025-03-24 13:28:54 +01:00
4a2e5c27e2 migrat a SDL3 2025-03-24 12:48:32 +01:00
111cbb2217 actualitzat Makefile 2025-03-23 09:03:50 +01:00
578549b122 Cambiado tamaño de la ventana 2024-08-22 21:42:18 +02:00
1883032be5 Botón para anular/activar la gravedad 2024-08-22 20:26:06 +02:00
af5bc7dcd6 Pequeños arreglos en la interfaz 2024-08-22 19:57:34 +02:00
14 changed files with 567 additions and 465 deletions

108
.gitignore vendored
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@@ -1,3 +1,107 @@
*.exe
demo5_sprites_bouncing
build/
# ---> C++
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
demo_pelotas2
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
# ---> macOS
# General
.DS_Store
.AppleDouble
.LSOverride
# Icon must end with two \r
Icon
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
.com.apple.timemachine.donotpresent
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
# ---> Windows
# Windows thumbnail cache files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
# Dump file
*.stackdump
# Folder config file
[Dd]esktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msix
*.msm
*.msp
# Windows shortcuts
*.lnk
# ---> Linux
*~
# temporary files which can be created if a process still has a handle open of a deleted file
.fuse_hidden*
# KDE directory preferences
.directory
# Linux trash folder which might appear on any partition or disk
.Trash-*
# .nfs files are created when an open file is removed but is still being accessed
.nfs*

50
.vscode/settings.json vendored
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@@ -1,50 +0,0 @@
{
"files.associations": {
"iostream": "cpp",
"array": "cpp",
"atomic": "cpp",
"bit": "cpp",
"*.tcc": "cpp",
"cctype": "cpp",
"clocale": "cpp",
"cmath": "cpp",
"compare": "cpp",
"concepts": "cpp",
"cstdarg": "cpp",
"cstddef": "cpp",
"cstdint": "cpp",
"cstdio": "cpp",
"cstdlib": "cpp",
"cwchar": "cpp",
"cwctype": "cpp",
"deque": "cpp",
"string": "cpp",
"unordered_map": "cpp",
"vector": "cpp",
"exception": "cpp",
"algorithm": "cpp",
"functional": "cpp",
"iterator": "cpp",
"memory": "cpp",
"memory_resource": "cpp",
"numeric": "cpp",
"optional": "cpp",
"random": "cpp",
"string_view": "cpp",
"system_error": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"utility": "cpp",
"initializer_list": "cpp",
"iosfwd": "cpp",
"istream": "cpp",
"limits": "cpp",
"new": "cpp",
"numbers": "cpp",
"ostream": "cpp",
"stdexcept": "cpp",
"streambuf": "cpp",
"cinttypes": "cpp",
"typeinfo": "cpp"
}
}

49
CMakeLists.txt Normal file
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@@ -0,0 +1,49 @@
cmake_minimum_required(VERSION 3.20)
project(demo5_sprites_bouncing)
# Establecer el estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Opciones comunes de compilación
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Os -ffunction-sections -fdata-sections")
# Buscar SDL3 automáticamente
find_package(SDL3 REQUIRED)
# Si no se encuentra SDL3, generar un error
if (NOT SDL3_FOUND)
message(FATAL_ERROR "SDL3 no encontrado. Por favor, verifica su instalación.")
endif()
# Archivos fuente
file(GLOB SOURCE_FILES source/*.cpp)
# Comprobar si se encontraron archivos fuente
if(NOT SOURCE_FILES)
message(FATAL_ERROR "No se encontraron archivos fuente en el directorio 'source/'. Verifica la ruta.")
endif()
# Detectar la plataforma y configuraciones específicas
if(WIN32)
set(PLATFORM windows)
set(LINK_LIBS ${SDL3_LIBRARIES} mingw32 ws2_32)
elseif(UNIX AND NOT APPLE)
set(PLATFORM linux)
set(LINK_LIBS ${SDL3_LIBRARIES})
elseif(APPLE)
set(PLATFORM macos)
set(LINK_LIBS ${SDL3_LIBRARIES})
endif()
# Incluir directorios de SDL3
include_directories(${SDL3_INCLUDE_DIRS})
# Añadir el ejecutable reutilizando el nombre del proyecto
add_executable(${PROJECT_NAME} ${SOURCE_FILES})
# Especificar la ubicación del ejecutable (en la raíz del proyecto)
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
# Enlazar las bibliotecas necesarias
target_link_libraries(${PROJECT_NAME} ${LINK_LIBS})

View File

@@ -1,11 +1,20 @@
source := source/*.cpp
executable_name := demo_pelotas2
# Variables comunes
SOURCE := source/*.cpp
EXECUTABLE_NAME := demo5_sprites_bouncing
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections # Opciones comunes de compilación
LDFLAGS := -lSDL3 # Flags de enlace comunes
OUTPUT_EXT :=
windows:
g++ $(source) -std=c++11 -Wall -lmingw32 -lws2_32 -lSDL2main -lSDL2 -o $(executable_name).exe
# Detectar plataforma y configurar
ifeq ($(OS),Windows_NT)
LDFLAGS += -lmingw32 -lws2_32
OUTPUT_EXT := .exe
endif
linux:
g++ $(source) -std=c++11 -Wall -lSDL2 -o $(executable_name)
# Regla principal: compilar el ejecutable
all:
$(CXX) $(SOURCE) $(CXXFLAGS) $(LDFLAGS) -o $(EXECUTABLE_NAME)$(OUTPUT_EXT)
macos:
g++ $(source) -std=c++11 -Wall -lSDL2 -o $(executable_name)
# Regla para limpiar archivos generados
clean:
rm -f $(EXECUTABLE_NAME)$(OUTPUT_EXT)

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Before

Width:  |  Height:  |  Size: 128 B

After

Width:  |  Height:  |  Size: 128 B

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@@ -1,118 +1,113 @@
#include "ball.h"
#include "defines.h"
#include <stdlib.h> // for rand
#include <cmath> // for fabs
#include "defines.h" // for BALL_SIZE, Color, SCREEN_HEIGHT, GRAVITY_FORCE
class Texture;
// Constructor
Ball::Ball(float x, float vx, float vy, color_t color, Texture *texture)
Ball::Ball(float x, float vx, float vy, Color color, std::shared_ptr<Texture> texture)
: sprite_(std::make_unique<Sprite>(texture)),
pos_({x, 0.0f, BALL_SIZE, BALL_SIZE})
{
this->x = x;
this->y = 0.0f;
this->w = BALL_SIZE;
this->h = BALL_SIZE;
this->vx = vx;
this->vy = vy;
sprite = new Sprite(texture);
sprite->setPos({(int)x, (int)y});
sprite->setSize(BALL_SIZE, BALL_SIZE);
sprite->setClip({0, 0, BALL_SIZE, BALL_SIZE});
this->color = color;
g = GRAVITY;
onFloor = false;
stopped = false;
loss = ((rand() % 30) * 0.01f) + 0.6f;
}
// Destructor
Ball::~Ball()
{
if (sprite)
{
delete sprite;
}
vx_ = vx;
vy_ = vy;
sprite_->setPos({pos_.x, pos_.y});
sprite_->setSize(BALL_SIZE, BALL_SIZE);
sprite_->setClip({0, 0, BALL_SIZE, BALL_SIZE});
color_ = color;
gravity_force_ = GRAVITY_FORCE;
on_floor_ = false;
stopped_ = false;
loss_ = ((rand() % 30) * 0.01f) + 0.6f;
}
// Actualiza la lógica de la clase
void Ball::update()
{
if (stopped)
if (stopped_)
{
return;
}
// Aplica la gravedad a la velocidad
if (!onFloor && (y - SCREEN_HEIGHT) < BALL_SIZE * 2)
if (!on_floor_ && (pos_.y - SCREEN_HEIGHT) < BALL_SIZE * 2)
{
vy += g;
vy_ += gravity_force_;
}
// Actualiza la posición en función de la velocidad
x += vx;
y += vy;
pos_.x += vx_;
pos_.y += vy_;
// Comprueba las colisiones con el lateral izquierdo
if (x < 0)
if (pos_.x < 0)
{
x = 0;
vx = -vx;
pos_.x = 0;
vx_ = -vx_;
}
// Comprueba las colisiones con el lateral derecho
if (x + w > SCREEN_WIDTH)
if (pos_.x + pos_.w > SCREEN_WIDTH)
{
x = SCREEN_WIDTH - w;
vx = -vx;
pos_.x = SCREEN_WIDTH - pos_.w;
vx_ = -vx_;
}
// Comprueba las colisiones con la parte superior
if (y < 0)
if (pos_.y < 0)
{
y = 0;
vy = -vy;
//vy = -vy * loss;
pos_.y = 0;
vy_ = -vy_;
}
// Comprueba las colisiones con la parte inferior
if (y + h > SCREEN_HEIGHT)
if (pos_.y + pos_.h > SCREEN_HEIGHT)
{
y = SCREEN_HEIGHT - h;
vy = -vy * loss;
if (abs(vy) < 0.1f)
pos_.y = SCREEN_HEIGHT - pos_.h;
vy_ = -vy_ * loss_;
if (std::fabs(vy_) < 0.1f)
{
vy = 0.0f;
onFloor = true;
vy_ = 0.0f;
on_floor_ = true;
}
}
// Aplica rozamiento al rodar por el suelo
if (onFloor)
if (on_floor_)
{
vx = vx * 0.97f;
if (abs(vx) < 0.1f)
vx_ = vx_ * 0.97f;
if (std::fabs(vx_) < 0.1f)
{
vx = 0.0f;
stopped = true;
vx_ = 0.0f;
stopped_ = true;
}
}
// Actualiza la posición del sprite
sprite->setPos({(int)x, (int)y});
sprite->update();
sprite_->setPos({pos_.x, pos_.y});
}
// Pinta la clase
void Ball::render()
{
sprite->setColor(color.r, color.g, color.b);
sprite->render();
sprite_->setColor(color_.r, color_.g, color_.b);
sprite_->render();
}
// Modifica la velocidad
void Ball::modVel(float vx, float vy)
{
if (stopped)
if (stopped_)
{
this->vx = this->vx + vx;
vx_ = vx_ + vx;
}
this->vy = this->vy + vy;
onFloor = false;
stopped = false;
vy_ = vy_ + vy;
on_floor_ = false;
stopped_ = false;
}
// Cambia la gravedad
void Ball::switchGravity()
{
gravity_force_ = gravity_force_ == 0.0f ? GRAVITY_FORCE : 0.0f;
}

View File

@@ -1,30 +1,29 @@
#pragma once
#include "sprite.h"
#include "texture.h"
#include "defines.h"
#include <SDL3/SDL_rect.h> // for SDL_FRect
#include <memory> // for shared_ptr, unique_ptr
#include "defines.h" // for Color
#include "sprite.h" // for Sprite
class Texture;
class Ball
{
private:
Sprite *sprite; // Sprite para pintar la clase
float x; // Posición x
float y; // Posición y
int w; // Ancho
int h; // Alto
float vx, vy; // Velocidad
float g; // Gravedad
color_t color; // Color de la pelota
bool onFloor; // Indica si la pelota está ya en el suelo
bool stopped; // Indica si la pelota ha terminado de moverse;
float loss; // Coeficiente de rebote. Pérdida de energía en cada rebote
std::unique_ptr<Sprite> sprite_; // Sprite para pintar la clase
SDL_FRect pos_; // Posición y tamaño de la pelota
float vx_, vy_; // Velocidad
float gravity_force_; // Gravedad
Color color_; // Color de la pelota
bool on_floor_; // Indica si la pelota está ya en el suelo
bool stopped_; // Indica si la pelota ha terminado de moverse;
float loss_; // Coeficiente de rebote. Pérdida de energía en cada rebote
public:
// Constructor
Ball(float x, float vx, float vy, color_t color, Texture *texture);
Ball(float x, float vx, float vy, Color color, std::shared_ptr<Texture> texture);
// Destructor
~Ball();
~Ball() = default;
// Actualiza la lógica de la clase
void update();
@@ -34,4 +33,7 @@ public:
// Modifica la velocidad
void modVel(float vx, float vy);
// Cambia la gravedad
void switchGravity();
};

View File

@@ -1,37 +1,42 @@
#pragma once
#include <SDL2/SDL.h>
namespace {
SDL_Texture *dbg_tex = NULL;
SDL_Renderer *dbg_ren = NULL;
namespace
{
SDL_Texture *dbg_tex = nullptr;
SDL_Renderer *dbg_ren = nullptr;
}
void dbg_init(SDL_Renderer *renderer) {
void dbg_init(SDL_Renderer *renderer)
{
dbg_ren = renderer;
Uint8 font[448] = {0x42, 0x4D, 0xC0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x82, 0x01, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x18, 0xF3, 0x83, 0x83, 0xCF, 0x83, 0x87, 0x00, 0x00, 0xF3, 0x39, 0x39, 0xCF, 0x79, 0xF3, 0x00, 0x00, 0x01, 0xF9, 0x39, 0xCF, 0x61, 0xF9, 0x00, 0x00, 0x33, 0xF9, 0x03, 0xE7, 0x87, 0x81, 0x00, 0x00, 0x93, 0x03, 0x3F, 0xF3, 0x1B, 0x39, 0x00, 0x00, 0xC3, 0x3F, 0x9F, 0x39, 0x3B, 0x39, 0x00, 0x41, 0xE3, 0x03, 0xC3, 0x01, 0x87, 0x83, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xE7, 0x01, 0xC7, 0x81, 0x01, 0x83, 0x00, 0x00, 0xE7, 0x1F, 0x9B, 0xE7, 0x1F, 0x39, 0x00, 0x00, 0xE7, 0x8F, 0x39, 0xE7, 0x87, 0xF9, 0x00, 0x00, 0xC3, 0xC7, 0x39, 0xE7, 0xC3, 0xC3, 0x00, 0x00, 0x99, 0xE3, 0x39, 0xE7, 0xF1, 0xE7, 0x00, 0x00, 0x99, 0xF1, 0xB3, 0xC7, 0x39, 0xF3, 0x00, 0x00, 0x99, 0x01, 0xC7, 0xE7, 0x83, 0x81, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x83, 0xE7, 0x83, 0xEF, 0x39, 0x39, 0x00, 0x00, 0x39, 0xE7, 0x39, 0xC7, 0x11, 0x11, 0x00, 0x00, 0xF9, 0xE7, 0x39, 0x83, 0x01, 0x83, 0x00, 0x00, 0x83, 0xE7, 0x39, 0x11, 0x01, 0xC7, 0x00, 0x00, 0x3F, 0xE7, 0x39, 0x39, 0x29, 0x83, 0x00, 0x00, 0x33, 0xE7, 0x39, 0x39, 0x39, 0x11, 0x00, 0x00, 0x87, 0x81, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x39, 0x83, 0x3F, 0x85, 0x31, 0x00, 0x00, 0x39, 0x31, 0x39, 0x3F, 0x33, 0x23, 0x00, 0x00, 0x29, 0x21, 0x39, 0x03, 0x21, 0x07, 0x00, 0x00, 0x01, 0x01, 0x39, 0x39, 0x39, 0x31, 0x00, 0x00, 0x01, 0x09, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x11, 0x19, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x39, 0x39, 0x83, 0x03, 0x83, 0x03, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xC1, 0x39, 0x81, 0x83, 0x31, 0x01, 0x00, 0x00, 0x99, 0x39, 0xE7, 0x39, 0x23, 0x3F, 0x00, 0x00, 0x39, 0x39, 0xE7, 0xF9, 0x07, 0x3F, 0x00, 0x00, 0x31, 0x01, 0xE7, 0xF9, 0x0F, 0x3F, 0x00, 0x00, 0x3F, 0x39, 0xE7, 0xF9, 0x27, 0x3F, 0x00, 0x00, 0x9F, 0x39, 0xE7, 0xF9, 0x33, 0x3F, 0x00, 0x00, 0xC1, 0x39, 0x81, 0xF9, 0x39, 0x3F, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x03, 0xC3, 0x07, 0x01, 0x3F, 0x00, 0x00, 0x39, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0x01, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x39, 0x03, 0x3F, 0x39, 0x03, 0x03, 0x00, 0x00, 0x39, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x93, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0xC7, 0x03, 0xC3, 0x07, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00};
dbg_tex = SDL_CreateTextureFromSurface(dbg_ren, SDL_LoadBMP_RW(SDL_RWFromMem(font, 448), 1));
Uint8 font[448] = {0x42, 0x4D, 0xC0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x82, 0x01, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x18, 0xF3, 0x83, 0x83, 0xCF, 0x83, 0x87, 0x00, 0x00, 0xF3, 0x39, 0x39, 0xCF, 0x79, 0xF3, 0x00, 0x00, 0x01, 0xF9, 0x39, 0xCF, 0x61, 0xF9, 0x00, 0x00, 0x33, 0xF9, 0x03, 0xE7, 0x87, 0x81, 0x00, 0x00, 0x93, 0x03, 0x3F, 0xF3, 0x1B, 0x39, 0x00, 0x00, 0xC3, 0x3F, 0x9F, 0x39, 0x3B, 0x39, 0x00, 0x41, 0xE3, 0x03, 0xC3, 0x01, 0x87, 0x83, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xE7, 0x01, 0xC7, 0x81, 0x01, 0x83, 0x00, 0x00, 0xE7, 0x1F, 0x9B, 0xE7, 0x1F, 0x39, 0x00, 0x00, 0xE7, 0x8F, 0x39, 0xE7, 0x87, 0xF9, 0x00, 0x00, 0xC3, 0xC7, 0x39, 0xE7, 0xC3, 0xC3, 0x00, 0x00, 0x99, 0xE3, 0x39, 0xE7, 0xF1, 0xE7, 0x00, 0x00, 0x99, 0xF1, 0xB3, 0xC7, 0x39, 0xF3, 0x00, 0x00, 0x99, 0x01, 0xC7, 0xE7, 0x83, 0x81, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x83, 0xE7, 0x83, 0xEF, 0x39, 0x39, 0x00, 0x00, 0x39, 0xE7, 0x39, 0xC7, 0x11, 0x11, 0x00, 0x00, 0xF9, 0xE7, 0x39, 0x83, 0x01, 0x83, 0x00, 0x00, 0x83, 0xE7, 0x39, 0x11, 0x01, 0xC7, 0x00, 0x00, 0x3F, 0xE7, 0x39, 0x39, 0x29, 0x83, 0x00, 0x00, 0x33, 0xE7, 0x39, 0x39, 0x39, 0x11, 0x00, 0x00, 0x87, 0x81, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x39, 0x83, 0x3F, 0x85, 0x31, 0x00, 0x00, 0x39, 0x31, 0x39, 0x3F, 0x33, 0x23, 0x00, 0x00, 0x29, 0x21, 0x39, 0x03, 0x21, 0x07, 0x00, 0x00, 0x01, 0x01, 0x39, 0x39, 0x39, 0x31, 0x00, 0x00, 0x01, 0x09, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x11, 0x19, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x39, 0x39, 0x83, 0x03, 0x83, 0x03, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xC1, 0x39, 0x81, 0x83, 0x31, 0x01, 0x00, 0x00, 0x99, 0x39, 0xE7, 0x39, 0x23, 0x3F, 0x00, 0x00, 0x39, 0x39, 0xE7, 0xF9, 0x07, 0x3F, 0x00, 0x00, 0x31, 0x01, 0xE7, 0xF9, 0x0F, 0x3F, 0x00, 0x00, 0x3F, 0x39, 0xE7, 0xF9, 0x27, 0x3F, 0x00, 0x00, 0x9F, 0x39, 0xE7, 0xF9, 0x33, 0x3F, 0x00, 0x00, 0xC1, 0x39, 0x81, 0xF9, 0x39, 0x3F, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x03, 0xC3, 0x07, 0x01, 0x3F, 0x00, 0x00, 0x39, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0x01, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x39, 0x03, 0x3F, 0x39, 0x03, 0x03, 0x00, 0x00, 0x39, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x93, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0xC7, 0x03, 0xC3, 0x07, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00};
dbg_tex = SDL_CreateTextureFromSurface(dbg_ren, SDL_LoadBMP_IO(SDL_IOFromMem(font, 448), 1));
}
void dbg_print(int x, int y, const char* text, Uint8 r, Uint8 g, Uint8 b) {
void dbg_print(int x, int y, const char *text, Uint8 r, Uint8 g, Uint8 b)
{
int cc = 0;
SDL_SetTextureColorMod(dbg_tex, r, g, b);
SDL_Rect src = {0, 0, 8, 8};
SDL_Rect dst = {x, y, 8, 8};
while (text[cc] != 0) {
SDL_FRect src = {0, 0, 8, 8};
SDL_FRect dst = {static_cast<float>(x), static_cast<float>(y), 8, 8};
while (text[cc] != 0)
{
if (text[cc] != 32)
{
if (text[cc] >= 65)
{
src.x = ((text[cc]-65)%6)*8; src.y = ((text[cc]-65)/6)*8;
src.x = ((text[cc] - 65) % 6) * 8;
src.y = ((text[cc] - 65) / 6) * 8;
}
else
{
src.x = ((text[cc]-22)%6)*8; src.y = ((text[cc]-22)/6)*8;
src.x = ((text[cc] - 22) % 6) * 8;
src.y = ((text[cc] - 22) / 6) * 8;
}
SDL_RenderCopy(dbg_ren, dbg_tex, &src, &dst);
SDL_RenderTexture(dbg_ren, dbg_tex, &src, &dst);
}
cc++; dst.x+=8;
cc++;
dst.x += 8;
}
}
}

View File

@@ -1,13 +1,17 @@
#pragma once
#define WINDOW_CAPTION "demo_pelotas2"
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
#define BALL_SIZE 8
#define GRAVITY 0.2f
#define TEXT_TIME 100
constexpr char WINDOW_CAPTION[] = "demo5_sprites_bouncing";
struct color_t
constexpr int SCREEN_WIDTH = 320;
constexpr int SCREEN_HEIGHT = 240;
constexpr int WINDOW_SIZE = 3;
constexpr int BALL_SIZE = 8;
constexpr float GRAVITY_FORCE = 0.2f;
constexpr Uint64 DEMO_SPEED = 1000 / 60;
constexpr Uint64 TEXT_DURATION = 2000;
struct Color
{
int r,g,b;
int r, g, b;
};

View File

@@ -1,267 +1,266 @@
#include <SDL2/SDL.h>
#include "texture.h"
#include "ball.h"
#include "defines.h"
#include "dbgtxt.h"
#include <iostream>
#include <vector>
#include <SDL3/SDL_error.h> // for SDL_GetError
#include <SDL3/SDL_events.h> // for SDL_EventType, SDL_PollEvent, SDL_Event
#include <SDL3/SDL_init.h> // for SDL_Init, SDL_Quit, SDL_INIT_VIDEO
#include <SDL3/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5
#include <SDL3/SDL_render.h> // for SDL_SetRenderDrawColor, SDL_CreateRend...
#include <SDL3/SDL_stdinc.h> // for Uint64
#include <SDL3/SDL_timer.h> // for SDL_GetTicks
#include <SDL3/SDL_video.h> // for SDL_CreateWindow, SDL_DestroyWindow
#include <array> // for array
#include <cstdlib> // for rand, srand
#include <ctime> // for time
#include <iostream> // for basic_ostream, char_traits, operator<<
#include <memory> // for unique_ptr, shared_ptr, make_shared
#include <string> // for operator+, string, to_string
#include <vector> // for vector
#include "ball.h" // for Ball
#include "dbgtxt.h" // for dbg_init, dbg_print
#include "defines.h" // for SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_SIZE
#include "texture.h" // for Texture
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
SDL_Event *event;
Texture *texture = nullptr;
std::vector<Ball *> balls;
int test[8] = {1, 10, 100, 500, 1000, 10000, 50000, 100000};
// Variables globales
SDL_Window *window = nullptr;
SDL_Renderer *renderer = nullptr;
std::shared_ptr<Texture> texture = nullptr;
std::vector<std::unique_ptr<Ball>> balls;
std::array<int, 8> test = {1, 10, 100, 500, 1000, 10000, 50000, 100000};
bool shouldExit = false;
Uint32 ticks = 0;
int index = 0;
std::string text = "";
int textPos = 0;
bool showText = true;
int counter = 0;
void deleteBalls();
bool should_exit = false; // Controla si la aplicación debe cerrarse
Uint64 ticks = 0; // Tiempo en milisegundos para controlar la actualización
int scenario = 0; // Escenario actual basado en el número de bolas
std::string text; // Texto a mostrar en pantalla
int text_pos = 0; // Posición del texto en la pantalla
bool show_text = true; // Determina si el texto se debe mostrar
Uint64 text_init_time = 0; // Temporizador para mostrar el texto
// Establece el texto en pantalla mostrando el número de bolas actuales
void setText()
{
const std::string text2 = test[index] == 1 ? " PELOTA" : " PELOTAS";
text = std::to_string(test[index]) + text2;
const int size = text.size() * 8;
textPos = SCREEN_WIDTH / 2 - size / 2;
counter = TEXT_TIME;
showText = true;
const std::string TEXT_NUMBER = test[scenario] == 1 ? " PELOTA" : " PELOTAS";
text = std::to_string(test[scenario]) + TEXT_NUMBER;
const int TEXT_SIZE = static_cast<int>(text.size() * 8);
text_pos = SCREEN_WIDTH / 2 - TEXT_SIZE / 2;
text_init_time = SDL_GetTicks();
show_text = true;
}
// Inicializa las bolas según el escenario seleccionado
void initBalls(int value)
{
deleteBalls();
for (int i = 0; i < test[value]; ++i)
balls.clear();
for (int i = 0; i < test.at(value); ++i)
{
const int sign = ((rand() % 2) * 2) - 1;
;
const float x = (rand() % (SCREEN_WIDTH / 2)) + (SCREEN_WIDTH / 4);
const float vx = (((rand() % 20) + 10) * 0.1f) * sign;
const float vy = ((rand() % 60) - 30) * 0.1f;
const color_t color = {(rand() % 192) + 32, (rand() % 192) + 32, (rand() % 192) + 32};
Ball *b = new Ball(x, vx, vy, color, texture);
balls.push_back(b);
const int SIGN = ((rand() % 2) * 2) - 1; // Genera un signo aleatorio (+ o -)
const float X = (rand() % (SCREEN_WIDTH / 2)) + (SCREEN_WIDTH / 4); // Posición inicial en X
const float VX = (((rand() % 20) + 10) * 0.1f) * SIGN; // Velocidad en X
const float VY = ((rand() % 60) - 30) * 0.1f; // Velocidad en Y
const Color COLOR = {(rand() % 192) + 32, (rand() % 192) + 32, (rand() % 192) + 32}; // Color aleatorio
balls.emplace_back(std::make_unique<Ball>(X, VX, VY, COLOR, texture));
}
setText(); // Actualiza el texto
}
// Aumenta la velocidad vertical de las bolas "hacia arriba"
void pushUpBalls()
{
for (auto ball : balls)
for (auto &ball : balls)
{
const int sign = ((rand() % 2) * 2) - 1;
const float vx = (((rand() % 20) + 10) * 0.1f) * sign;
const float vy = ((rand() % 40) * 0.1f) + 5;
ball->modVel(vx, -vy);
const int SIGNO = ((rand() % 2) * 2) - 1;
const float VX = (((rand() % 20) + 10) * 0.1f) * SIGNO;
const float VY = ((rand() % 40) * 0.1f) + 5;
ball->modVel(VX, -VY); // Modifica la velocidad de la bola
}
}
void deleteBalls()
// Cambia la gravedad de todas las bolas
void switchBallsGravity()
{
for (auto ball : balls)
for (auto &ball : balls)
{
if (ball)
{
delete ball;
ball = nullptr;
}
ball->switchGravity();
}
balls.clear();
}
// Inicializa SDL y configura los componentes principales
bool init()
{
// Initialization flag
bool success = true;
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
// Inicializa SDL
if (!SDL_Init(SDL_INIT_VIDEO))
{
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
std::cout << "¡SDL no se pudo inicializar! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Create window
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2, SDL_WINDOW_SHOWN);
if (window == NULL)
// Crear ventana principal
window = SDL_CreateWindow(WINDOW_CAPTION, SCREEN_WIDTH * WINDOW_SIZE, SCREEN_HEIGHT * WINDOW_SIZE, SDL_WINDOW_OPENGL);
if (window == nullptr)
{
printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
std::cout << "¡No se pudo crear la ventana! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Create renderer for window
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
// Crear renderizador
renderer = SDL_CreateRenderer(window, nullptr);
if (renderer == nullptr)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
std::cout << "¡No se pudo crear el renderizador! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Initialize renderer color
// Establecer color inicial del renderizador
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
// Establece el tamaño del renderizador
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
// Establecer tamaño lógico para el renderizado
SDL_SetRenderLogicalPresentation(renderer, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
}
}
}
event = new SDL_Event();
texture = new Texture(renderer, "resources/pelota.png");
// Inicializar otros componentes
texture = std::make_shared<Texture>(renderer, "resources/ball.png");
ticks = SDL_GetTicks();
srand(time(NULL));
srand(static_cast<unsigned>(time(nullptr)));
dbg_init(renderer);
initBalls(index);
setText();
initBalls(scenario);
return success;
}
// Limpia todos los recursos y cierra SDL
void close()
{
// Destroy window
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
window = nullptr;
renderer = nullptr;
if (event)
{
delete event;
event = nullptr;
}
if (texture)
{
delete texture;
texture = nullptr;
}
deleteBalls();
// Quit SDL subsystems
SDL_Quit();
SDL_Quit();
}
// Verifica los eventos en la cola
void checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(event) != 0)
SDL_Event event;
while (SDL_PollEvent(&event) != 0)
{
// Evento de salida de la aplicación
if (event->type == SDL_QUIT)
// Evento de salida
if (event.type == SDL_EVENT_QUIT)
{
shouldExit = true;
should_exit = true;
break;
}
if (event->type == SDL_KEYDOWN && event->key.repeat == 0)
// Procesar eventos de teclado
if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0)
{
if (event->key.keysym.sym == SDLK_SPACE)
switch (event.key.key)
{
case SDLK_ESCAPE:
should_exit = true;
break;
case SDLK_SPACE:
pushUpBalls();
}
break;
if (event->key.keysym.sym == SDLK_1)
{
index = 0;
initBalls(index);
}
case SDLK_G:
switchBallsGravity();
break;
if (event->key.keysym.sym == SDLK_2)
{
index = 1;
initBalls(index);
}
case SDLK_1:
scenario = 0;
initBalls(scenario);
break;
if (event->key.keysym.sym == SDLK_3)
{
index = 2;
initBalls(index);
}
case SDLK_2:
scenario = 1;
initBalls(scenario);
break;
if (event->key.keysym.sym == SDLK_4)
{
index = 3;
initBalls(index);
}
case SDLK_3:
scenario = 2;
initBalls(scenario);
break;
if (event->key.keysym.sym == SDLK_5)
{
index = 4;
initBalls(index);
}
case SDLK_4:
scenario = 3;
initBalls(scenario);
break;
if (event->key.keysym.sym == SDLK_6)
{
index = 5;
initBalls(index);
}
case SDLK_5:
scenario = 4;
initBalls(scenario);
break;
if (event->key.keysym.sym == SDLK_7)
{
index = 6;
initBalls(index);
}
case SDLK_6:
scenario = 5;
initBalls(scenario);
break;
if (event->key.keysym.sym == SDLK_8)
{
index = 7;
initBalls(index);
}
case SDLK_7:
scenario = 6;
initBalls(scenario);
break;
setText();
case SDLK_8:
scenario = 7;
initBalls(scenario);
break;
}
}
}
}
// Actualiza la lógica del juego
void update()
{
if (SDL_GetTicks() - ticks > 15)
if (SDL_GetTicks() - ticks > DEMO_SPEED)
{
ticks = SDL_GetTicks();
for (auto ball : balls)
for (auto &ball : balls)
{
ball->update();
}
if (counter > 0)
counter--;
else
showText = false;
if (show_text)
{
show_text = !(SDL_GetTicks() - text_init_time > TEXT_DURATION);
}
}
}
// Renderiza el contenido en la pantalla
void render()
{
SDL_SetRenderDrawColor(renderer, 32, 32, 32, 255);
SDL_RenderClear(renderer);
for (auto ball : balls)
for (auto &ball : balls)
{
ball->render();
}
if (showText)
dbg_print(textPos, 8, text.c_str(), 255, 255, 255);
if (show_text)
{
dbg_print(text_pos, 8, text.c_str(), 255, 255, 255);
}
SDL_RenderPresent(renderer);
}
// Función principal
int main(int argc, char *args[])
{
init();
if (!init())
{
std::cout << "Ocurrió un error durante la inicialización." << std::endl;
return 1;
}
while (!shouldExit)
while (!should_exit)
{
update();
checkEvents();
@@ -271,4 +270,4 @@ int main(int argc, char *args[])
close();
return 0;
}
}

View File

@@ -1,52 +1,40 @@
#include "sprite.h"
#include "texture.h" // for Texture
// Constructor
Sprite::Sprite(Texture *texture)
{
this->texture = texture;
pos = {0, 0, 0, 0};
clip = {0, 0, 0, 0};
}
// Destructor
Sprite::~Sprite()
{
}
Sprite::Sprite(std::shared_ptr<Texture> texture)
: texture_(texture),
pos_{0.0f, 0.0f, 0.0f, 0.0f},
clip_{0.0f, 0.0f, 0.0f, 0.0f} {}
// Establece la posición del sprite
void Sprite::setPos(SDL_Point pos)
void Sprite::setPos(SDL_FPoint pos)
{
this->pos.x = pos.x;
this->pos.y = pos.y;
pos_.x = pos.x;
pos_.y = pos.y;
}
// Pinta el sprite
void Sprite::render()
{
texture->render(&clip, &pos);
}
// Actualiza la lógica de la clase
void Sprite::update()
{
texture_->render(&clip_, &pos_);
}
// Establece el rectangulo de la textura que se va a pintar
void Sprite::setClip(SDL_Rect clip)
void Sprite::setClip(SDL_FRect clip)
{
this->clip = clip;
clip_ = clip;
}
// Establece el tamaño del sprite
void Sprite::setSize(int w, int h)
void Sprite::setSize(float w, float h)
{
this->pos.w = w;
this->pos.h = h;
pos_.w = w;
pos_.h = h;
}
// Modulación de color
void Sprite::setColor(int r, int g, int b)
{
texture->setColor(r, g, b);
texture_->setColor(r, g, b);
}

View File

@@ -1,36 +1,34 @@
#pragma once
#include <SDL2/SDL.h>
#include "texture.h"
#include <SDL3/SDL_rect.h> // for SDL_FRect, SDL_FPoint
#include <memory> // for shared_ptr
class Texture;
class Sprite
{
private:
Texture *texture; // Textura con los gráficos del sprite
SDL_Rect pos; // Posición y tamaño del sprite
SDL_Rect clip; // Parte de la textura que se va a dibujar
std::shared_ptr<Texture> texture_; // Textura con los gráficos del sprite
SDL_FRect pos_; // Posición y tamaño del sprite
SDL_FRect clip_; // Parte de la textura que se va a dibujar
public:
// Constructor
Sprite(Texture *texture);
explicit Sprite(std::shared_ptr<Texture> texture);
// Destructor
~Sprite();
~Sprite() = default;
// Establece la posición del sprite
void setPos(SDL_Point pos);
void setPos(SDL_FPoint pos);
// Pinta el sprite
void render();
// Actualiza la lógica de la clase
void update();
// Establece el rectangulo de la textura que se va a pintar
void setClip(SDL_Rect clip);
void setClip(SDL_FRect clip);
// Establece el tamaño del sprite
void setSize(int w, int h);
void setSize(float w, float h);
// Modulación de color
void setColor(int r, int g, int b);

View File

@@ -1,129 +1,128 @@
#include <stdio.h>
#include <string>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "texture.h"
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_log.h> // Para SDL_Log
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_surface.h> // Para SDL_CreateSurfaceFrom, SDL_DestroySurface
#include <stdio.h> // Para NULL
#include <stdlib.h> // Para exit
#include <iostream> // Para basic_ostream, char_traits, operator<<
#include <string> // Para operator<<, string
#include "stb_image.h" // Para stbi_failure_reason, stbi_image_free
Texture::Texture(SDL_Renderer *renderer)
{
this->renderer = renderer;
texture = nullptr;
width = 0;
height = 0;
}
: renderer_(renderer), texture_(nullptr), width_(0), height_(0) {}
Texture::Texture(SDL_Renderer *renderer, std::string filepath)
Texture::Texture(SDL_Renderer *renderer, const std::string &file_path)
: renderer_(renderer), texture_(nullptr), width_(0), height_(0)
{
this->renderer = renderer;
texture = nullptr;
width = 0;
height = 0;
loadFromFile(filepath);
loadFromFile(file_path);
}
Texture::~Texture()
{
free();
free();
}
bool Texture::loadFromFile(std::string path)
// Carga la imagen desde una ruta especificada
bool Texture::loadFromFile(const std::string &file_path)
{
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
int req_format = STBI_rgb_alpha;
int width, height, orig_format;
unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
if (data == nullptr)
{
SDL_Log("Loading image failed: %s", stbi_failure_reason());
exit(1);
}
else
{
std::cout << "Image loaded: " << filename.c_str() << std::endl;
}
const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
int req_format = STBI_rgb_alpha;
int width, height, orig_format;
unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
if (data == nullptr)
{
SDL_Log("Error al cargar la imagen: %s", stbi_failure_reason());
exit(1);
}
else
{
std::cout << "Imagen cargada: " << filename.c_str() << std::endl;
}
int depth, pitch;
Uint32 pixel_format;
if (req_format == STBI_rgb)
{
depth = 24;
pitch = 3 * width; // 3 bytes por pixel * pixels por linea
pixel_format = SDL_PIXELFORMAT_RGB24;
}
else
{ // STBI_rgb_alpha (RGBA)
depth = 32;
pitch = 4 * width;
pixel_format = SDL_PIXELFORMAT_RGBA32;
}
int pitch;
SDL_PixelFormat pixel_format;
if (req_format == STBI_rgb)
{
pitch = 3 * width; // 3 bytes por pixel * pixels por línea
pixel_format = SDL_PIXELFORMAT_RGB24;
}
else
{ // STBI_rgb_alpha (RGBA)
pitch = 4 * width;
pixel_format = SDL_PIXELFORMAT_RGBA32;
}
// Limpia
free();
// Libera la memoria previa
free();
// La textura final
SDL_Texture *newTexture = nullptr;
// La textura final
SDL_Texture *new_texture = nullptr;
// Carga la imagen desde una ruta específica
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
if (loadedSurface == nullptr)
{
std::cout << "Unable to load image " << path.c_str() << std::endl;
}
else
{
// Crea la textura desde los pixels de la surface
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
if (newTexture == nullptr)
{
std::cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
}
else
{
// Obtiene las dimensiones de la imagen
this->width = loadedSurface->w;
this->height = loadedSurface->h;
}
// Crea la superficie de la imagen desde los datos cargados
SDL_Surface *loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, (void *)data, pitch);
if (loaded_surface == nullptr)
{
std::cout << "No se pudo cargar la imagen " << file_path << std::endl;
}
else
{
// Crea la textura desde los píxeles de la superficie
new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
if (new_texture == nullptr)
{
std::cout << "No se pudo crear la textura desde " << file_path << "! Error de SDL: " << SDL_GetError() << std::endl;
}
else
{
// Obtiene las dimensiones de la imagen
width_ = loaded_surface->w;
height_ = loaded_surface->h;
}
// Elimina la textura cargada
SDL_FreeSurface(loadedSurface);
}
// Destruye la superficie cargada
SDL_DestroySurface(loaded_surface);
}
// Return success
stbi_image_free(data);
texture = newTexture;
return texture != nullptr;
// Devuelve el resultado del proceso
stbi_image_free(data);
texture_ = new_texture;
return texture_ != nullptr;
}
// Libera la textura si existe
void Texture::free()
{
// Free texture if it exists
if (texture != nullptr)
{
SDL_DestroyTexture(texture);
texture = nullptr;
width = 0;
height = 0;
}
if (texture_ != nullptr)
{
SDL_DestroyTexture(texture_);
texture_ = nullptr;
width_ = 0;
height_ = 0;
}
}
void Texture::render(SDL_Rect *src, SDL_Rect *dst)
// Renderiza la textura en pantalla
void Texture::render(SDL_FRect *src, SDL_FRect *dst)
{
// Render to screen
SDL_RenderCopy(renderer, texture, src, dst);
SDL_RenderTexture(renderer_, texture_, src, dst);
}
// Obtiene el ancho de la imagen
int Texture::getWidth()
{
return width;
return width_;
}
// Obtiene la altura de la imagen
int Texture::getHeight()
{
return height;
return height_;
}
// Modulación de color
// Modula el color de la textura
void Texture::setColor(int r, int g, int b)
{
SDL_SetTextureColorMod(texture, r, g, b);
SDL_SetTextureColorMod(texture_, r, g, b);
}

View File

@@ -1,40 +1,40 @@
#pragma once
#include <SDL2/SDL.h>
#include <iostream>
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_Texture
#include <string> // Para std::string
// Texture wrapper class
class Texture
{
private:
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Renderer *renderer_;
SDL_Texture *texture_;
// Image dimensions
int width;
int height;
// Dimensiones de la imagen
int width_;
int height_;
public:
// Initializes variables
Texture(SDL_Renderer *renderer);
Texture(SDL_Renderer *renderer, std::string filepath);
// Inicializa las variables
explicit Texture(SDL_Renderer *renderer);
Texture(SDL_Renderer *renderer, const std::string &file_path);
// Deallocates memory
// Libera la memoria
~Texture();
// Loads image at specified path
bool loadFromFile(std::string path);
// Carga una imagen desde la ruta especificada
bool loadFromFile(const std::string &path);
// Deallocates texture
// Libera la textura
void free();
// Renders texture at given point
void render(SDL_Rect *src = nullptr, SDL_Rect *dst = nullptr);
// Renderiza la textura en el punto especificado
void render(SDL_FRect *src = nullptr, SDL_FRect *dst = nullptr);
// Gets image dimensions
// Obtiene las dimensiones de la imagen
int getWidth();
int getHeight();
// Modulación de color
// Modula el color de la textura
void setColor(int r, int g, int b);
};