- MovingSprite: el ctor delegat Sprite(surface, pos) ja assigna pos_;
el Sprite::pos_ = pos; manual que seguia era redundant (INC-06).
- Sprite(surface) usava initializer posicional {0.0F, 0.0F, ...} mentre
la resta del projecte usa designated initializers ({.x = ..., .y = ...}).
Unificat (INC-07).
INC-05 (el static_cast<int> de pos_.x a MovingSprite::move i setters)
es marca WONTFIX al document: és snap intencional a píxel per al
pixel-art, divergent només al setter per SDL_FRect que es reserva per
a posicionament directe sense arrodoniment.
Build + smoke 5s xvfb OK (exit 124).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
75 lines
1.7 KiB
C++
75 lines
1.7 KiB
C++
#include "core/rendering/sprite/moving_sprite.hpp"
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#include <utility>
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#include "core/rendering/surface.hpp"
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MovingSprite::MovingSprite() { Sprite::clear(); }
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MovingSprite::MovingSprite(std::shared_ptr<Surface> surface)
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: Sprite(std::move(surface)) { Sprite::clear(); }
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// pos_ ja queda inicialitzat pel ctor delegat Sprite(surface, pos); només
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// cal sincronitzar la posició float x_/y_ (i el flip si ve).
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MovingSprite::MovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
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: Sprite(std::move(surface), pos),
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x_(pos.x),
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y_(pos.y) {}
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MovingSprite::MovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos, SDL_FlipMode flip)
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: Sprite(std::move(surface), pos),
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x_(pos.x),
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y_(pos.y),
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flip_(flip) {}
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void MovingSprite::clear() {
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x_ = 0.0F;
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y_ = 0.0F;
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vx_ = 0.0F;
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vy_ = 0.0F;
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ax_ = 0.0F;
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ay_ = 0.0F;
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flip_ = SDL_FLIP_NONE;
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Sprite::clear();
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}
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void MovingSprite::move(float delta_time) {
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vx_ += ax_ * delta_time;
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vy_ += ay_ * delta_time;
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x_ += vx_ * delta_time;
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y_ += vy_ * delta_time;
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pos_.x = static_cast<int>(x_);
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pos_.y = static_cast<int>(y_);
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}
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void MovingSprite::update(float delta_time) {
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move(delta_time);
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}
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void MovingSprite::render() {
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surface_->render(static_cast<int>(pos_.x), static_cast<int>(pos_.y), &clip_, flip_);
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}
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void MovingSprite::setPos(SDL_FRect rect) {
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x_ = rect.x;
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y_ = rect.y;
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pos_ = rect;
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}
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void MovingSprite::setPos(float x, float y) {
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x_ = x;
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y_ = y;
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pos_.x = static_cast<int>(x_);
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pos_.y = static_cast<int>(y_);
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}
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void MovingSprite::setPosX(float value) {
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x_ = value;
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pos_.x = static_cast<int>(x_);
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}
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void MovingSprite::setPosY(float value) {
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y_ = value;
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pos_.y = static_cast<int>(y_);
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}
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