trabajando los items

This commit is contained in:
2022-10-03 11:45:09 +02:00
parent 9c35fadd55
commit 91b868572e
22 changed files with 266 additions and 194 deletions

View File

@@ -33,5 +33,5 @@ frames=36,37,38,39,40,41,42,43,44,45
name=pop
speed=5
loop=-1
frames=48,49,50,51,52,53,54,55,56,57,58,59
frames=60,61,62,63,64,65,66,67,68,69,70,71
[/animation]

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@@ -33,5 +33,5 @@ frames=36,37,38,39,40,41,42,43,44,45
name=pop
speed=5
loop=-1
frames=48,49,50,51,52,53,54,55,56,57,58,59
frames=60,61,62,63,64,65,66,67,68,69,70,71
[/animation]

View File

@@ -33,5 +33,5 @@ frames=36,37,38,39,40,41,42,43,44,45
name=pop
speed=5
loop=-1
frames=48,49,50,51,52,53,54,55,56,57,58,59
frames=60,61,62,63,64,65,66,67,68,69,70,71
[/animation]

View File

@@ -29,9 +29,16 @@ loop=0
frames=36,37,38,39,40,41,42,43,44,45
[/animation]
[animation]
name=powerball
speed=20
loop=0
frames=48
[/animation]
[animation]
name=pop
speed=5
loop=-1
frames=48,49,50,51,52,53,54,55,56,57,58,59
frames=60,61,62,63,64,65,66,67,68,69,70,71
[/animation]

9
data/gfx/item_clock.ani Normal file
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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=10
loop=0
frames=0,1
[/animation]

BIN
data/gfx/item_clock.png Normal file

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9
data/gfx/item_coffee.ani Normal file
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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=10
loop=0
frames=0,1
[/animation]

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data/gfx/item_coffee.png Normal file

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@@ -0,0 +1,9 @@
frameWidth=23
frameHeight=29
[animation]
name=default
speed=10
loop=0
frames=0,1,2,3
[/animation]

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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=10
loop=0
frames=0,1
[/animation]

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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=10
loop=0
frames=0,1
[/animation]

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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=10
loop=0
frames=0,1
[/animation]

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@@ -201,8 +201,20 @@ bool Director::setFileList()
asset->add("data/gfx/game_bg.png", t_bitmap);
asset->add("data/gfx/game_text.png", t_bitmap);
asset->add("data/gfx/intro.png", t_bitmap);
asset->add("data/gfx/items.png", t_bitmap);
asset->add("data/gfx/logo.png", t_bitmap);
asset->add("data/gfx/items.png", t_bitmap);
asset->add("data/gfx/item_points1_disk.png", t_bitmap);
asset->add("data/gfx/item_points1_disk.ani", t_data);
asset->add("data/gfx/item_points2_gavina.png", t_bitmap);
asset->add("data/gfx/item_points2_gavina.ani", t_data);
asset->add("data/gfx/item_points3_pacmar.png", t_bitmap);
asset->add("data/gfx/item_points3_pacmar.ani", t_data);
asset->add("data/gfx/item_clock.png", t_bitmap);
asset->add("data/gfx/item_clock.ani", t_data);
asset->add("data/gfx/item_coffee.png", t_bitmap);
asset->add("data/gfx/item_coffee.ani", t_data);
asset->add("data/gfx/item_coffee_machine.png", t_bitmap);
asset->add("data/gfx/item_coffee_machine.ani", t_data);
asset->add("data/gfx/title_bg_tile.png", t_bitmap);
asset->add("data/gfx/title_coffee.png", t_bitmap);

View File

@@ -2086,7 +2086,7 @@ LTexture *Game::balloonTexture(int kind)
else if (kind == 3 || kind == 7)
{
return balloon4Texture;
return balloon3Texture;
}
else if (kind == 4 || kind == 8 || kind == 9)
@@ -2214,7 +2214,7 @@ void Game::checkPlayerItemCollision(Player *player)
default:
break;
}
item->erase();
item->disable();
}
}
}
@@ -2255,12 +2255,12 @@ void Game::checkBulletBalloonCollision()
{
if (droppeditem != ITEM_COFFEE_MACHINE)
{
createItem(mTextureItems, mRenderer, balloon->getPosX(), balloon->getPosY(), droppeditem);
createItem(balloon->getPosX(), balloon->getPosY(), droppeditem);
JA_PlaySound(mSoundItemDrop);
}
else
{
createItem(mTextureItems, mRenderer, players[index]->getPosX(), 0, droppeditem);
createItem(players.at(index)->getPosX(), 0, droppeditem);
mCoffeeMachineEnabled = true;
}
}
@@ -2327,7 +2327,7 @@ void Game::updateItems()
for (auto item : items)
{
item->update();
if (item->floorCollision())
if (item->isOnFloor())
{
JA_PlaySound(mSoundCollision);
mEffect.shake = true;
@@ -2413,12 +2413,28 @@ Uint8 Game::dropItem()
}
// Crea un objeto item
void Game::createItem(LTexture *texture, SDL_Renderer *renderer, Uint8 type, float x, float y)
void Game::createItem(Uint8 type, float x, float y)
{
Item *i = new Item(texture, renderer, type, x, y);
Item *i = new Item(mRenderer, mAsset, type, x, y);
items.push_back(i);
}
// Vacia el vector de items
void Game::freeItems()
{
if (items.empty() == false)
{
for (int i = items.size() - 1; i >= 0; --i)
{
if (items.at(i)->isEnabled() == false)
{
delete items.at(i);
items.erase(items.begin() + i);
}
}
}
}
// Crea un objeto SmartSprite para mostrar la puntuación al coger un objeto
void Game::createItemScoreSprite(int x, int y, SmartSprite *sprite)
{
@@ -2691,6 +2707,7 @@ void Game::updatePlayField()
// Vacia los vectores
freeBullets();
freeBalloons();
freeItems();
}
// Actualiza el fondo
@@ -2787,6 +2804,8 @@ void Game::renderPlayField()
}
renderFlashEffect();
mText->write(0, 0, std::to_string(balloons.size()));
}
// Gestiona el nivel de amenaza
@@ -2825,45 +2844,45 @@ void Game::checkGameInput()
const int index = 0;
if (mDemo.dataFile[mDemo.counter].left == 1)
{
players[index]->setInput(INPUT_LEFT);
players.at(index)->setInput(INPUT_LEFT);
}
if (mDemo.dataFile[mDemo.counter].right == 1)
{
players[index]->setInput(INPUT_RIGHT);
players.at(index)->setInput(INPUT_RIGHT);
}
if (mDemo.dataFile[mDemo.counter].noInput == 1)
{
players[index]->setInput(INPUT_NULL);
players.at(index)->setInput(INPUT_NULL);
}
if (mDemo.dataFile[mDemo.counter].fire == 1)
{
if (players[index]->canFire())
if (players.at(index)->canFire())
{
players[index]->setInput(INPUT_BUTTON_2);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index);
players[index]->setFireCooldown(10);
players.at(index)->setInput(INPUT_BUTTON_2);
createBullet(players.at(index)->getPosX() + (players.at(index)->getWidth() / 2) - 4, players.at(index)->getPosY() + (players.at(index)->getHeight() / 2), BULLET_UP, players.at(index)->isPowerUp(), index);
players.at(index)->setFireCooldown(10);
}
}
if (mDemo.dataFile[mDemo.counter].fireLeft == 1)
{
if (players[index]->canFire())
if (players.at(index)->canFire())
{
players[index]->setInput(INPUT_BUTTON_1);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index);
players[index]->setFireCooldown(10);
players.at(index)->setInput(INPUT_BUTTON_1);
createBullet(players.at(index)->getPosX() + (players.at(index)->getWidth() / 2) - 4, players.at(index)->getPosY() + (players.at(index)->getHeight() / 2), BULLET_UP, players.at(index)->isPowerUp(), index);
players.at(index)->setFireCooldown(10);
}
}
if (mDemo.dataFile[mDemo.counter].fireRight == 1)
{
if (players[index]->canFire())
if (players.at(index)->canFire())
{
players[index]->setInput(INPUT_BUTTON_3);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index);
players[index]->setFireCooldown(10);
players.at(index)->setInput(INPUT_BUTTON_3);
createBullet(players.at(index)->getPosX() + (players.at(index)->getWidth() / 2) - 4, players.at(index)->getPosY() + (players.at(index)->getHeight() / 2), BULLET_UP, players.at(index)->isPowerUp(), index);
players.at(index)->setFireCooldown(10);
}
}

View File

@@ -384,7 +384,10 @@ private:
Uint8 dropItem();
// Crea un objeto item
void createItem(LTexture *texture, SDL_Renderer *renderer, Uint8 type, float x, float y);
void createItem(Uint8 type, float x, float y);
// Vacia el vector de items
void freeItems();
// Crea un objeto SmartSprite
void createItemScoreSprite(int x, int y, SmartSprite *sprite);

View File

@@ -13,7 +13,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *mAsset
// Reserva memoria para los punteros
mEventHandler = new SDL_Event();
mItemTexture = new LTexture(mRenderer,mAsset->get("items.png"));
mItemTexture = new LTexture(mRenderer, mAsset->get("items.png"));
mSprite = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, mItemTexture, mRenderer);
mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), mRenderer);
@@ -28,26 +28,14 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *mAsset
// Destructor
Instructions::~Instructions()
{
mRenderer = nullptr;
mScreen = nullptr;
mAsset = nullptr;
mLang = nullptr;
mItemTexture->unload();
delete mItemTexture;
mItemTexture = nullptr;
delete mSprite;
mSprite = nullptr;
delete mEventHandler;
mEventHandler = nullptr;
delete mText;
mText = nullptr;
SDL_DestroyTexture(mBackbuffer);
mBackbuffer = nullptr;
}
// Inicializa las variables necesarias para la sección 'Instructions'
@@ -87,7 +75,9 @@ void Instructions::run(Uint8 mode)
mSection.subsection = TITLE_SECTION_1;
}
else
{
mManualQuit = true;
}
}
}
@@ -97,9 +87,8 @@ void Instructions::run(Uint8 mode)
// Actualiza el contador de ticks
mTicks = SDL_GetTicks();
// Modo automático
if (mode == INSTRUCTIONS_MODE_AUTO)
{
{ // Modo automático
mCounter++;
if (mCounter == INSTRUCTIONS_COUNTER)
@@ -108,9 +97,8 @@ void Instructions::run(Uint8 mode)
mSection.subsection = TITLE_SECTION_1;
}
}
// Modo manual
else
{
{ // Modo manual
++mCounter %= 60000;
if (mManualQuit)
@@ -153,7 +141,9 @@ void Instructions::run(Uint8 mode)
mText->writeShadowed(84, 156, mLang->getText(21), shdwTxtColor);
if ((mode == INSTRUCTIONS_MODE_MANUAL) && (mCounter % 50 > 14))
{
mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, GAME_HEIGHT - 12, mLang->getText(22), 1, orangeColor, 1, shdwTxtColor);
}
// Disquito
mSprite->setPos(destRect1);
@@ -201,9 +191,13 @@ void Instructions::run(Uint8 mode)
// Establece la ventana del backbuffer
if (mode == INSTRUCTIONS_MODE_AUTO)
{
window.y = std::max(8, GAME_HEIGHT - mCounter + 100);
}
else
{
window.y = 0;
}
// Copia el backbuffer al renderizador
SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, &window);

View File

@@ -2,120 +2,107 @@
#include "item.h"
// Constructor
Item::Item(LTexture *texture, SDL_Renderer *renderer, Uint8 type, float x, float y)
Item::Item(SDL_Renderer *renderer, Asset *asset, Uint8 type, float x, float y)
{
mSprite = new AnimatedSprite(texture, renderer);
mClass = type;
mEnabled = true;
mTimeToLive = 600;
mPosX = x;
mPosY = y;
mWidth = 16;
mHeight = 16;
mVelX = -1.0f + ((rand() % 5) * 0.5f);
mVelY = -4.0f;
mAccelX = 0.0f;
mAccelY = 0.2f;
mFloorCollision = false;
mCollider.r = mWidth / 2;
shiftColliders();
mSprite->setAnimationFrames(0, 0, 0, 48, mWidth, mHeight);
mSprite->setAnimationFrames(0, 1, 0, 64, mWidth, mHeight);
mSprite->setCurrentFrame(0);
mSprite->setAnimationCounter(0);
mSprite->setAnimationSpeed(0, 10);
mSprite->setAnimationLoop(0, true);
mSprite->setSpriteClip(mSprite->getAnimationClip(0, 0));
mSprite->setPosX(mPosX);
mSprite->setPosY(mPosY);
std::string filePNG;
std::string fileANI;
switch (type)
{
case NO_KIND:
mEnabled = false;
mTimeToLive = 0;
mPosX = 0;
mPosY = 0;
mWidth = 0;
mHeight = 0;
mVelX = 0;
mVelY = 0;
break;
case ITEM_POINTS_1_DISK:
mSprite->setAnimationFrames(0, 0, 16 * 0, 16 * 0, mWidth, mHeight);
mSprite->setAnimationFrames(0, 1, 16 * 0, 16 * 1, mWidth, mHeight);
filePNG = asset->get("item_points1_disk.png");
fileANI = asset->get("item_points1_disk.ani");
break;
case ITEM_POINTS_2_GAVINA:
mSprite->setAnimationFrames(0, 0, 16 * 1, 16 * 0, mWidth, mHeight);
mSprite->setAnimationFrames(0, 1, 16 * 1, 16 * 1, mWidth, mHeight);
filePNG = asset->get("item_points2_gavina.png");
fileANI = asset->get("item_points2_gavina.ani");
break;
case ITEM_POINTS_3_PACMAR:
mSprite->setAnimationFrames(0, 0, 16 * 2, 16 * 0, mWidth, mHeight);
mSprite->setAnimationFrames(0, 1, 16 * 2, 16 * 1, mWidth, mHeight);
filePNG = asset->get("item_points3_pacmar.png");
fileANI = asset->get("item_points3_pacmar.ani");
break;
case ITEM_CLOCK:
mSprite->setAnimationFrames(0, 0, 16 * 3, 16 * 0, mWidth, mHeight);
mSprite->setAnimationFrames(0, 1, 16 * 3, 16 * 1, mWidth, mHeight);
filePNG = asset->get("item_clock.png");
fileANI = asset->get("item_clock.ani");
break;
case ITEM_COFFEE:
mSprite->setAnimationFrames(0, 0, 16 * 5, 16 * 0, mWidth, mHeight);
mSprite->setAnimationFrames(0, 1, 16 * 5, 16 * 1, mWidth, mHeight);
filePNG = asset->get("item_coffee.png");
fileANI = asset->get("item_coffee.ani");
break;
case ITEM_COFFEE_MACHINE:
mWidth = 32;
mHeight = 32;
mPosX = (((int)x + (PLAY_AREA_WIDTH / 2)) % (PLAY_AREA_WIDTH - mWidth - 5)) + 2;
mPosY = PLAY_AREA_TOP - mHeight;
mVelX = 0.0f;
mVelY = -0.1f;
mAccelY = 0.1f;
mSprite->setAnimationFrames(0, 0, 32 * 0, 16 * 2, mWidth, mHeight);
mSprite->setAnimationFrames(0, 1, 32 * 1, 16 * 2, mWidth, mHeight);
mSprite->setAnimationFrames(0, 2, 32 * 2, 16 * 2, mWidth, mHeight);
mSprite->setAnimationFrames(0, 3, 32 * 3, 16 * 2, mWidth, mHeight);
mSprite->setPosX(mPosX);
mSprite->setPosY(mPosY);
mCollider.r = 10;
shiftColliders();
filePNG = asset->get("item_coffee_machine.png");
fileANI = asset->get("item_coffee_machine.ani");
break;
default:
break;
}
texture = new LTexture(renderer, filePNG);
sprite = new AnimatedSprite(texture, renderer, fileANI);
this->type = type;
enabled = true;
timeToLive = 600;
accelX = 0.0f;
floorCollision = false;
if (type == ITEM_COFFEE_MACHINE)
{
width = 32;
height = 32;
posX = (((int)x + (PLAY_AREA_WIDTH / 2)) % (PLAY_AREA_WIDTH - width - 5)) + 2;
posY = PLAY_AREA_TOP - height;
velX = 0.0f;
velY = -0.1f;
accelY = 0.1f;
collider.r = 10;
}
else
{
width = 16;
height = 16;
posX = x;
posY = y;
velX = -1.0f + ((rand() % 5) * 0.5f);
velY = -4.0f;
accelY = 0.2f;
collider.r = width / 2;
}
sprite->setPosX(posX);
sprite->setPosY(posY);
shiftColliders();
}
// Destructor
Item::~Item()
{
delete mSprite;
mSprite = nullptr;
delete texture;
delete sprite;
}
// Centra el objeto en la posición X
void Item::allignTo(int x)
{
mPosX = float(x - (mWidth / 2));
posX = float(x - (width / 2));
if (mPosX < PLAY_AREA_LEFT)
if (posX < PLAY_AREA_LEFT)
{
mPosX = PLAY_AREA_LEFT + 1;
posX = PLAY_AREA_LEFT + 1;
}
else if ((mPosX + mWidth) > PLAY_AREA_RIGHT)
else if ((posX + width) > PLAY_AREA_RIGHT)
{
mPosX = float(PLAY_AREA_RIGHT - mWidth - 1);
posX = float(PLAY_AREA_RIGHT - width - 1);
}
// Posición X,Y del sprite
mSprite->setPosX(int(mPosX));
mSprite->setPosY(int(mPosY));
sprite->setPosX(int(posX));
sprite->setPosY(int(posY));
// Alinea el circulo de colisión con el objeto
shiftColliders();
@@ -124,15 +111,15 @@ void Item::allignTo(int x)
// Pinta el objeto en la pantalla
void Item::render()
{
if (mEnabled)
if (enabled)
{
if (mTimeToLive > 200)
if (timeToLive > 200)
{
mSprite->render();
sprite->render();
}
else if (mTimeToLive % 20 > 10)
else if (timeToLive % 20 > 10)
{
mSprite->render();
sprite->render();
}
}
}
@@ -140,71 +127,73 @@ void Item::render()
// Actualiza la posición y estados del objeto
void Item::move()
{
mFloorCollision = false;
floorCollision = false;
// Calcula la nueva posición
mPosX += mVelX;
mPosY += mVelY;
posX += velX;
posY += velY;
// Aplica las aceleraciones a la velocidad
mVelX += mAccelX;
mVelY += mAccelY;
velX += accelX;
velY += accelY;
// Si queda fuera de pantalla, corregimos su posición y cambiamos su sentido
if ((mPosX < PLAY_AREA_LEFT) || (mPosX + mWidth > PLAY_AREA_RIGHT))
if ((posX < PLAY_AREA_LEFT) || (posX + width > PLAY_AREA_RIGHT))
{
// Corregir posición
mPosX -= mVelX;
posX -= velX;
// Invertir sentido
mVelX = -mVelX;
velX = -velX;
}
// Si se sale por arriba rebota (excepto la maquina de café)
if ((mPosY < PLAY_AREA_TOP) && !(mClass == ITEM_COFFEE_MACHINE))
if ((posY < PLAY_AREA_TOP) && !(type == ITEM_COFFEE_MACHINE))
{
// Corrige
mPosY = PLAY_AREA_TOP;
posY = PLAY_AREA_TOP;
// Invierte el sentido
mVelY = -mVelY;
velY = -velY;
}
// Si el objeto se sale por la parte inferior
if (mPosY + mHeight > PLAY_AREA_BOTTOM)
if (posY + height > PLAY_AREA_BOTTOM)
{
// Corrige
mPosY -= mVelY;
posY -= velY;
// Detiene el objeto
mVelY = 0;
mVelX = 0;
mAccelX = 0;
mAccelY = 0;
mPosY = PLAY_AREA_BOTTOM - mHeight;
if (mClass == ITEM_COFFEE_MACHINE)
mFloorCollision = true;
velY = 0;
velX = 0;
accelX = 0;
accelY = 0;
posY = PLAY_AREA_BOTTOM - height;
if (type == ITEM_COFFEE_MACHINE)
{
floorCollision = true;
}
}
// Actualiza la posición del sprite
mSprite->setPosX(int(mPosX));
mSprite->setPosY(int(mPosY));
sprite->setPosX(int(posX));
sprite->setPosY(int(posY));
shiftColliders();
}
// Pone a cero todos los valores del objeto
void Item::erase()
void Item::disable()
{
// init(NO_KIND, 0, 0, nullptr, nullptr);
enabled = false;
}
// Actualiza el objeto a su posicion, animación y controla los contadores
void Item::update()
{
if (mEnabled)
if (enabled)
{
move();
shiftColliders();
mSprite->animate();
sprite->animate();
updateTimeToLive();
checkTimeToLive();
}
@@ -213,76 +202,70 @@ void Item::update()
// Actualiza el contador
void Item::updateTimeToLive()
{
if (mTimeToLive > 0)
if (timeToLive > 0)
{
mTimeToLive--;
timeToLive--;
}
}
// Comprueba si el objeto sigue vivo
void Item::checkTimeToLive()
{
if (mTimeToLive == 0)
erase();
if (timeToLive == 0)
disable();
}
// Obtiene del valor de la variable
float Item::getPosX()
{
return mPosX;
return posX;
}
// Obtiene del valor de la variable
float Item::getPosY()
{
return mPosY;
return posY;
}
// Obtiene del valor de la variable
int Item::getWidth()
{
return mWidth;
return width;
}
// Obtiene del valor de la variable
int Item::getHeight()
{
return mHeight;
return height;
}
// Obtiene del valor de la variable
int Item::getClass()
{
return mClass;
return type;
}
// Obtiene el valor de la variable
bool Item::isEnabled()
{
return mEnabled;
}
// Establece el valor de la variable
void Item::setEnabled(bool value)
{
mEnabled = value;
return enabled;
}
// Obtiene el circulo de colisión
circle_t &Item::getCollider()
{
return mCollider;
return collider;
}
// Alinea el circulo de colisión con la posición del objeto
void Item::shiftColliders()
{
mCollider.x = int(mPosX + (mWidth / 2));
mCollider.y = int(mPosY + (mHeight / 2));
collider.x = int(posX + (width / 2));
collider.y = int(posY + (height / 2));
}
// Informa si el objeto ha colisionado con el suelo
bool Item::floorCollision()
bool Item::isOnFloor()
{
return mFloorCollision;
return floorCollision;
}

View File

@@ -20,30 +20,35 @@
class Item
{
private:
float mPosX; // Posición X del objeto
float mPosY; // Posición Y del objeto
Uint8 mWidth; // Ancho del objeto
Uint8 mHeight; // Alto del objeto
float mVelX; // Velocidad en el eje X
float mVelY; // Velocidad en el eje Y
float mAccelX; // Aceleración en el eje X
float mAccelY; // Aceleración en el eje Y
bool mFloorCollision; // Indica si el objeto colisiona con el suelo
// Objetos
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
AnimatedSprite *sprite; // Sprite con los graficos del objeto
LTexture *texture; // Objeto con los graficos del item
AnimatedSprite *mSprite; // Sprite con los graficos del objeto
Uint8 mClass; // Especifica el tipo de objeto que es
bool mEnabled; // Especifica si el objeto está habilitado
circle_t mCollider; // Circulo de colisión del objeto
// Variables
float posX; // Posición X del objeto
float posY; // Posición Y del objeto
Uint8 width; // Ancho del objeto
Uint8 height; // Alto del objeto
float velX; // Velocidad en el eje X
float velY; // Velocidad en el eje Y
float accelX; // Aceleración en el eje X
float accelY; // Aceleración en el eje Y
bool floorCollision; // Indica si el objeto colisiona con el suelo
Uint8 type; // Especifica el tipo de objeto que es
bool enabled; // Especifica si el objeto está habilitado
circle_t collider; // Circulo de colisión del objeto
// Alinea el circulo de colisión con la posición del objeto
void shiftColliders();
// Actualiza la posición y estados del objeto
void move();
public:
Uint16 mTimeToLive; // Temporizador con el tiempo que el objeto está presente
Uint16 timeToLive; // Temporizador con el tiempo que el objeto está presente
// Constructor
Item(LTexture *texture, SDL_Renderer *renderer, Uint8 type, float x, float y);
Item(SDL_Renderer *renderer, Asset *asset, Uint8 type, float x, float y);
// Destructor
~Item();
@@ -54,11 +59,9 @@ public:
// Pinta el objeto en la pantalla
void render();
// Actualiza la posición y estados del objeto
void move();
// Pone a cero todos los valores del objeto
void erase();
void disable();
// Actualiza al objeto a su posicion, animación y controla los contadores
void update();
@@ -87,14 +90,11 @@ public:
// Obtiene el valor de la variable
bool isEnabled();
// Establece el valor de la variable
void setEnabled(bool value);
// Obtiene el circulo de colisión
circle_t &getCollider();
// Informa si el objeto ha colisionado con el suelo
bool floorCollision();
bool isOnFloor();
};
#endif