reestructuració
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#include "sprite.hpp"
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#include <utility>
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#include <vector> // Para vector
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#include "texture.hpp" // Para Texture
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// Constructor
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Sprite::Sprite(std::shared_ptr<Texture> texture, float pos_x, float pos_y, float width, float height)
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: textures_{std::move(texture)},
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pos_((SDL_FRect){.x = pos_x, .y = pos_y, .w = width, .h = height}),
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sprite_clip_((SDL_FRect){.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
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Sprite::Sprite(std::shared_ptr<Texture> texture, SDL_FRect rect)
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: textures_{std::move(texture)},
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pos_(rect),
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sprite_clip_((SDL_FRect){.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
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Sprite::Sprite(std::shared_ptr<Texture> texture)
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: textures_{std::move(texture)},
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pos_(SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(textures_.at(texture_index_)->getWidth()), .h = static_cast<float>(textures_.at(texture_index_)->getHeight())}),
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sprite_clip_(pos_) {}
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// Muestra el sprite por pantalla
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void Sprite::render() {
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textures_.at(texture_index_)->render(pos_.x, pos_.y, &sprite_clip_, zoom_, zoom_);
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}
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// Establece la posición del objeto
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void Sprite::setPosition(float pos_x, float pos_y) {
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pos_.x = pos_x;
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pos_.y = pos_y;
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}
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// Establece la posición del objeto
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void Sprite::setPosition(SDL_FPoint point) {
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pos_.x = point.x;
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pos_.y = point.y;
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}
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// Reinicia las variables a cero
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void Sprite::clear() {
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pos_ = {.x = 0, .y = 0, .w = 0, .h = 0};
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sprite_clip_ = {.x = 0, .y = 0, .w = 0, .h = 0};
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}
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// Cambia la textura activa por índice
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auto Sprite::setActiveTexture(size_t index) -> bool {
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if (index < textures_.size()) {
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texture_index_ = index;
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}
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return index < textures_.size();
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}
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