diff --git a/source/bullet.cpp b/source/bullet.cpp index 11dfec0..5d5626d 100644 --- a/source/bullet.cpp +++ b/source/bullet.cpp @@ -1,7 +1,7 @@ #include "bullet.h" -#include "param.h" // for param -#include "sprite.h" // for Sprite -#include // for std::unique_ptr +#include "param.h" // for param +#include "sprite.h" // for Sprite +#include // for std::unique_ptr // Constantes evaluables en tiempo de compilación constexpr int BULLET_WIDTH = 12; @@ -11,12 +11,13 @@ constexpr int BULLET_VELX_LEFT = -2; constexpr int BULLET_VELX_RIGHT = 2; // Constructor -Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rect* playArea, Texture* texture) - : posX(x), posY(y), width(BULLET_WIDTH), height(BULLET_HEIGHT), velX(0), velY(BULLET_VELY), - kind(kind), owner(owner), playArea(playArea), +Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rect *playArea, Texture *texture) + : posX(x), posY(y), width(BULLET_WIDTH), height(BULLET_HEIGHT), velX(0), velY(BULLET_VELY), + kind(kind), owner(owner), playArea(playArea), sprite(std::unique_ptr(new Sprite(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture))) // Crear manualmente el std::unique_ptr { - velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT : 0; + velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT + : 0; auto spriteOffset = poweredUp ? 3 : 0; auto kindIndex = static_cast(kind); @@ -27,20 +28,24 @@ Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rec } // Implementación de render (llama al render del sprite) -void Bullet::render() { +void Bullet::render() +{ sprite->render(); } // Implementación del movimiento usando BulletMoveStatus -BulletMoveStatus Bullet::move() { +BulletMoveStatus Bullet::move() +{ posX += velX; - if (posX < param.game.playArea.rect.x - width || posX > playArea->w) { + if (posX < param.game.playArea.rect.x - width || posX > playArea->w) + { disable(); return BulletMoveStatus::OUT; } posY += velY; - if (posY < param.game.playArea.rect.y - height) { + if (posY < param.game.playArea.rect.y - height) + { disable(); return BulletMoveStatus::OUT; } @@ -52,47 +57,58 @@ BulletMoveStatus Bullet::move() { return BulletMoveStatus::OK; } -bool Bullet::isEnabled() const { +bool Bullet::isEnabled() const +{ return kind != BulletType::NULL_TYPE; } -void Bullet::disable() { +void Bullet::disable() +{ kind = BulletType::NULL_TYPE; } -int Bullet::getPosX() const { +int Bullet::getPosX() const +{ return posX; } -int Bullet::getPosY() const { +int Bullet::getPosY() const +{ return posY; } -void Bullet::setPosX(int x) { +void Bullet::setPosX(int x) +{ posX = x; } -void Bullet::setPosY(int y) { +void Bullet::setPosY(int y) +{ posY = y; } -int Bullet::getVelY() const { +int Bullet::getVelY() const +{ return velY; } -BulletType Bullet::getKind() const { +BulletType Bullet::getKind() const +{ return kind; } -int Bullet::getOwner() const { +int Bullet::getOwner() const +{ return owner; } -circle_t& Bullet::getCollider() { +circle_t &Bullet::getCollider() +{ return collider; } -void Bullet::shiftColliders() { +void Bullet::shiftColliders() +{ collider.x = posX + collider.r; collider.y = posY + collider.r; }