Input + moviment del jugador amb fletxes (flip, anim walk/stand, bounds) (v0.8.0)
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@@ -1,9 +1,59 @@
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#include "game/entities/player.hpp"
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#include "core/resources/resource_cache.hpp"
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#include <SDL3/SDL.h>
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Player::Player(float x, float y)
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: AnimatedSprite(Resource::Cache::get().getAnimationData("player.yaml")) {
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#include <algorithm>
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#include "core/resources/resource_cache.hpp"
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#include "utils/defines.hpp"
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namespace {
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// Velocitat constant. Si més endavant volem sprint, slow zones, etc.,
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// es pot convertir en un membre modificable.
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constexpr float SPEED_PX_PER_S = 60.0F;
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} // namespace
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Player::Player(float x, float y, const Controls& controls)
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: AnimatedSprite(Resource::Cache::get().getAnimationData("player.yaml")),
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controls_(controls) {
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setPos(x, y);
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setCurrentAnimation("stand");
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}
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void Player::update(float delta_time) {
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const bool* keys = SDL_GetKeyboardState(nullptr);
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float vx = 0.0F;
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float vy = 0.0F;
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if (keys[controls_.left]) { vx -= SPEED_PX_PER_S; }
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if (keys[controls_.right]) { vx += SPEED_PX_PER_S; }
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if (keys[controls_.up]) { vy -= SPEED_PX_PER_S; }
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if (keys[controls_.down]) { vy += SPEED_PX_PER_S; }
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setVelX(vx);
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setVelY(vy);
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// El sprite original mira a la dreta; flipem només si es mou a l'esquerra
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// i restaurem si torna a la dreta. Moviments purament verticals conserven
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// l'últim flip perquè el jugador no "gire" sense motiu.
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if (vx < 0.0F) {
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setFlip(SDL_FLIP_HORIZONTAL);
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} else if (vx > 0.0F) {
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setFlip(SDL_FLIP_NONE);
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}
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const bool MOVING = vx != 0.0F || vy != 0.0F;
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setCurrentAnimation(MOVING ? "walk" : "stand");
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AnimatedSprite::update(delta_time);
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// Límits de pantalla amb perspectiva falsa: el cap (12px superiors) pot
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// quedar fora per dalt; els peus (12×12 inferiors) sempre dins del canvas.
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constexpr auto MIN_X = 0.0F;
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constexpr auto MAX_X = static_cast<float>(GameCanvas::WIDTH - SPRITE_WIDTH);
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constexpr auto MIN_Y = -static_cast<float>(SPRITE_HEIGHT - COLLISION_HEIGHT);
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constexpr auto MAX_Y = static_cast<float>(GameCanvas::HEIGHT - SPRITE_HEIGHT);
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setPosX(std::clamp(getPosX(), MIN_X, MAX_X));
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setPosY(std::clamp(getPosY(), MIN_Y, MAX_Y));
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}
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