118 lines
2.2 KiB
C++
118 lines
2.2 KiB
C++
#include "ball.h"
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#include "defines.h"
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// Constructor
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Ball::Ball(float x, float vx, float vy, color_t color, Texture *texture)
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{
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this->x = x;
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this->y = 0.0f;
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this->w = BALL_SIZE;
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this->h = BALL_SIZE;
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this->vx = vx;
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this->vy = vy;
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sprite = new Sprite(texture);
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sprite->setPos({(int)x, (int)y});
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sprite->setSize(BALL_SIZE, BALL_SIZE);
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sprite->setClip({0, 0, BALL_SIZE, BALL_SIZE});
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this->color = color;
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g = GRAVITY;
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onFloor = false;
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stopped = false;
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loss = ((rand() % 30) * 0.01f) + 0.6f;
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}
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// Destructor
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Ball::~Ball()
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{
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if (sprite)
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{
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delete sprite;
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}
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}
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// Actualiza la lógica de la clase
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void Ball::update()
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{
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if (stopped)
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{
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return;
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}
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// Aplica la gravedad a la velocidad
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if (!onFloor && (y - SCREEN_HEIGHT) < BALL_SIZE * 2)
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{
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vy += g;
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}
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// Actualiza la posición en función de la velocidad
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x += vx;
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y += vy;
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// Comprueba las colisiones con el lateral izquierdo
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if (x < 0)
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{
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x = 0;
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vx = -vx;
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}
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// Comprueba las colisiones con el lateral derecho
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if (x + w > SCREEN_WIDTH)
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{
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x = SCREEN_WIDTH - w;
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vx = -vx;
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}
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// Comprueba las colisiones con la parte superior
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if (y < 0)
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{
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y = 0;
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vy = -vy;
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//vy = -vy * loss;
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}
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// Comprueba las colisiones con la parte inferior
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if (y + h > SCREEN_HEIGHT)
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{
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y = SCREEN_HEIGHT - h;
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vy = -vy * loss;
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if (abs(vy) < 0.1f)
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{
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vy = 0.0f;
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onFloor = true;
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}
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}
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// Aplica rozamiento al rodar por el suelo
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if (onFloor)
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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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{
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vx = 0.0f;
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stopped = true;
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}
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}
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// Actualiza la posición del sprite
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sprite->setPos({(int)x, (int)y});
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sprite->update();
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}
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// Pinta la clase
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void Ball::render()
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{
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sprite->setColor(color.r, color.g, color.b);
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sprite->render();
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}
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// Modifica la velocidad
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void Ball::modVel(float vx, float vy)
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{
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if (stopped)
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{
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this->vx = this->vx + vx;
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}
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this->vy = this->vy + vy;
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onFloor = false;
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stopped = false;
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} |