Motor de sprites/animacions/surfaces i jugador centrat (v0.2.0)
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#include "core/rendering/sprite/sprite.hpp"
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#include <utility>
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#include "core/rendering/surface.hpp"
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Sprite::Sprite() = default;
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Sprite::Sprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h)
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: surface_(std::move(surface)),
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pos_{.x = x, .y = y, .w = w, .h = h},
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clip_{.x = 0.0F, .y = 0.0F, .w = pos_.w, .h = pos_.h} {}
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Sprite::Sprite(std::shared_ptr<Surface> surface, SDL_FRect rect)
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: surface_(std::move(surface)),
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pos_(rect),
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clip_{.x = 0.0F, .y = 0.0F, .w = pos_.w, .h = pos_.h} {}
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Sprite::Sprite(std::shared_ptr<Surface> surface)
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: surface_(std::move(surface)),
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pos_{0.0F, 0.0F, static_cast<float>(surface_->getWidth()), static_cast<float>(surface_->getHeight())},
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clip_(pos_) {}
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void Sprite::render() {
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surface_->render(static_cast<int>(pos_.x), static_cast<int>(pos_.y), &clip_);
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}
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void Sprite::setPosition(float x, float y) {
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pos_.x = x;
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pos_.y = y;
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}
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void Sprite::setPosition(SDL_FPoint p) {
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pos_.x = p.x;
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pos_.y = p.y;
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}
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void Sprite::clear() {
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pos_ = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
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clip_ = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
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}
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void Sprite::update(float delta_time) {
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(void)delta_time;
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}
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