Motor de sprites/animacions/surfaces i jugador centrat (v0.2.0)

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JailDesigner committed 2026-04-18 21:02:55 +02:00
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#include "core/rendering/sprite/sprite.hpp"
#include <utility>
#include "core/rendering/surface.hpp"
Sprite::Sprite() = default;
Sprite::Sprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h)
: surface_(std::move(surface)),
pos_{.x = x, .y = y, .w = w, .h = h},
clip_{.x = 0.0F, .y = 0.0F, .w = pos_.w, .h = pos_.h} {}
Sprite::Sprite(std::shared_ptr<Surface> surface, SDL_FRect rect)
: surface_(std::move(surface)),
pos_(rect),
clip_{.x = 0.0F, .y = 0.0F, .w = pos_.w, .h = pos_.h} {}
Sprite::Sprite(std::shared_ptr<Surface> surface)
: surface_(std::move(surface)),
pos_{0.0F, 0.0F, static_cast<float>(surface_->getWidth()), static_cast<float>(surface_->getHeight())},
clip_(pos_) {}
void Sprite::render() {
surface_->render(static_cast<int>(pos_.x), static_cast<int>(pos_.y), &clip_);
}
void Sprite::setPosition(float x, float y) {
pos_.x = x;
pos_.y = y;
}
void Sprite::setPosition(SDL_FPoint p) {
pos_.x = p.x;
pos_.y = p.y;
}
void Sprite::clear() {
pos_ = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
clip_ = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
}
void Sprite::update(float delta_time) {
(void)delta_time;
}