44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
#include "game/entities/entity.hpp"
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#include <utility>
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Entity::Entity(std::string name, TilePos tile, SDL_FRect pixel_rect)
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: name_(std::move(name)),
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tile_(tile),
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pixel_rect_(pixel_rect) {}
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void Entity::update(float delta_time) {
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if (anim_.has_value()) { anim_->tick(delta_time); }
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}
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void Entity::render() {
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// No-op de base. El dibuix real el fa `EntityManager::renderAll` (viu
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// a `entity_manager_loadlevel.cpp`, que sí depèn de `Surface`). Així
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// `entity.cpp` no arrossega el pipeline de render al smoke test
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// stand-alone. Les subclasses futures poden sobreescriure si volen
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// lògica pròpia (p.ex. render condicional segons estat).
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}
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void Entity::onPlayerContact(Player* /*player*/) {
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// No-op per defecte.
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}
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void Entity::notifyTileEntered(int /*col*/, int /*row*/) {
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// No-op per defecte; només `Sarcophagus` l'usa.
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}
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auto Entity::getCollisionRect() const -> SDL_FRect {
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if (!collision_box_.has_value()) { return pixel_rect_; }
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return {
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.x = pixel_rect_.x + static_cast<float>(collision_box_->offset_x),
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.y = pixel_rect_.y + static_cast<float>(collision_box_->offset_y),
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.w = static_cast<float>(collision_box_->width),
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.h = static_cast<float>(collision_box_->height),
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};
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}
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auto Entity::getFeetY() const -> float {
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const auto RECT = getCollisionRect();
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return RECT.y + RECT.h;
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}
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