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
1 parent 7bb1edd08a
commit de5a670fdb
34 files changed
+16137 -81

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-23
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#include "game/scenes/black_scene.hpp"
#include <SDL3/SDL.h>
#include "core/rendering/screen.hpp"
#include "core/system/event_buffer.hpp"
BlackScene::BlackScene() = default;
void BlackScene::update(int delta_ms) {
elapsed_ms_ += delta_ms;
for (const auto& event : EventBuffer::events) {
if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE) {
wants_quit_ = true;
}
}
}
void BlackScene::render() {
Screen::get()->clear(0x00, 0x00, 0x00);
Screen::get()->present();
}
-14
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#pragma once
#include "core/scene/scene.hpp"
class BlackScene : public Scene {
public:
BlackScene();
void update(int delta_ms) override;
void render() override;
private:
int elapsed_ms_{0};
};
+42
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#include "game/scenes/game_scene.hpp"
#include <SDL3/SDL.h>
#include "core/rendering/screen.hpp"
#include "core/resources/resource_cache.hpp"
#include "core/system/event_buffer.hpp"
#include "game/entities/player.hpp"
#include "utils/defines.hpp"
namespace {
constexpr float PLAYER_FRAME_W = 12.0F;
constexpr float PLAYER_FRAME_H = 24.0F;
} // namespace
GameScene::GameScene() {
Resource::Cache::get().loadSurface("player.gif", "data/player/player.gif");
Resource::Cache::get().loadAnimation("player.yaml", "data/player/player.yaml");
const float X = static_cast<float>(GameCanvas::CENTER_X) - (PLAYER_FRAME_W / 2.0F);
const float Y = static_cast<float>(GameCanvas::CENTER_Y) - (PLAYER_FRAME_H / 2.0F);
player_ = std::make_unique<Player>(X, Y);
}
GameScene::~GameScene() = default;
void GameScene::update(int delta_ms) {
for (const auto& event : EventBuffer::events) {
if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE) {
wants_quit_ = true;
}
}
const float DT = static_cast<float>(delta_ms) / 1000.0F;
player_->update(DT);
}
void GameScene::render() {
Screen::get().clear(0x00, 0x00, 0x00);
player_->render();
Screen::get().present();
}
+19
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#pragma once
#include <memory>
#include "core/scene/scene.hpp"
class Player;
class GameScene : public Scene {
public:
GameScene();
~GameScene() override;
void update(int delta_ms) override;
void render() override;
private:
std::unique_ptr<Player> player_;
};