867 lines
16 KiB
C++
867 lines
16 KiB
C++
#include "const.h"
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#include "balloon.h"
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// Constructor
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Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer)
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{
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sprite = new AnimatedSprite(texture, renderer, "", animation);
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disable();
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enabled = true;
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switch (kind)
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{
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case BALLOON_1:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_1;
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height = BALLOON_WIDTH_1;
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size = BALLOON_SIZE_1;
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power = 1;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = 0;
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maxVelY = 3.0f;
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gravity = 0.09f;
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defaultVelY = 2.6f;
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// Puntos que da el globo al ser destruido
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score = BALLOON_SCORE_1;
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// Amenaza que genera el globo
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menace = 1;
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break;
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case BALLOON_2:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_2;
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height = BALLOON_WIDTH_2;
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size = BALLOON_SIZE_2;
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power = 3;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = 0;
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maxVelY = 3.0f;
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gravity = 0.10f;
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defaultVelY = 3.5f;
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// Puntos que da el globo al ser destruido
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score = BALLOON_SCORE_2;
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// Amenaza que genera el globo
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menace = 2;
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break;
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case BALLOON_3:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_3;
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height = BALLOON_WIDTH_3;
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size = BALLOON_SIZE_3;
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power = 7;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = 0;
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maxVelY = 3.0f;
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gravity = 0.10f;
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defaultVelY = 4.50f;
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// Puntos que da el globo al ser destruido
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score = BALLOON_SCORE_3;
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// Amenaza que genera el globo
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menace = 4;
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break;
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case BALLOON_4:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_4;
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height = BALLOON_WIDTH_4;
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size = BALLOON_SIZE_4;
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power = 15;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = 0;
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maxVelY = 3.0f;
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gravity = 0.10f;
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defaultVelY = 4.95f;
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// Puntos que da el globo al ser destruido
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score = BALLOON_SCORE_4;
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// Amenaza que genera el globo
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menace = 8;
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break;
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case HEXAGON_1:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_1;
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height = BALLOON_WIDTH_1;
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size = BALLOON_SIZE_1;
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power = 1;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = abs(velx) * 2;
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maxVelY = abs(velx) * 2;
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gravity = 0.00f;
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defaultVelY = abs(velx) * 2;
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// Puntos que da el globo al ser destruido
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score = BALLOON_SCORE_1;
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// Amenaza que genera el globo
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menace = 1;
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break;
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case HEXAGON_2:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_2;
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height = BALLOON_WIDTH_2;
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size = BALLOON_SIZE_2;
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power = 3;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = abs(velx) * 2;
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maxVelY = abs(velx) * 2;
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gravity = 0.00f;
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defaultVelY = abs(velx) * 2;
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// Puntos que da el globo al ser destruido
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score = BALLOON_SCORE_2;
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// Amenaza que genera el globo
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menace = 2;
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break;
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case HEXAGON_3:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_3;
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height = BALLOON_WIDTH_3;
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size = BALLOON_SIZE_3;
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power = 7;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = abs(velx) * 2;
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maxVelY = abs(velx) * 2;
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gravity = 0.00f;
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defaultVelY = abs(velx) * 2;
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// Puntos que da el globo al ser destruido
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score = BALLOON_SCORE_3;
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// Amenaza que genera el globo
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menace = 4;
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break;
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case HEXAGON_4:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_4;
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height = BALLOON_WIDTH_4;
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size = BALLOON_SIZE_4;
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power = 15;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = abs(velx) * 2;
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maxVelY = abs(velx) * 2;
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gravity = 0.00f;
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defaultVelY = abs(velx) * 2;
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// Puntos que da el globo al ser destruido
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score = BALLOON_SCORE_4;
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// Amenaza que genera el globo
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menace = 8;
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break;
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case POWER_BALL:
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// Alto y ancho del objeto
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width = BALLOON_WIDTH_4;
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height = BALLOON_WIDTH_4;
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size = 4;
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power = 0;
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// Inicializa los valores de velocidad y gravedad
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this->velX = velx;
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velY = 0;
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maxVelY = 3.0f;
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gravity = 0.10f;
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defaultVelY = 4.95f;
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// Puntos que da el globo al ser destruido
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score = 0;
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// Amenaza que genera el globo
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menace = 0;
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// Añade rotación al sprite
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sprite->setRotate(false);
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sprite->setRotateSpeed(0);
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if (velX > 0.0f)
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{
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sprite->setRotateAmount(2.0);
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}
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else
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{
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sprite->setRotateAmount(-2.0);
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}
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break;
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default:
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break;
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}
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// Posición inicial
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posX = x;
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posY = y;
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// Valores para el efecto de rebote
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bouncing.enabled = false;
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bouncing.counter = 0;
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bouncing.speed = 2;
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bouncing.zoomW = 1.0f;
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bouncing.zoomH = 1.0f;
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bouncing.despX = 0.0f;
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bouncing.despY = 0.0f;
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bouncing.w = {1.10f, 1.05f, 1.00f, 0.95f, 0.90f, 0.95f, 1.00f, 1.02f, 1.05f, 1.02f};
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bouncing.h = {0.90f, 0.95f, 1.00f, 1.05f, 1.10f, 1.05f, 1.00f, 0.98f, 0.95f, 0.98f};
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// Alto y ancho del sprite
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sprite->setWidth(width);
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sprite->setHeight(height);
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// Posición X,Y del sprite
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sprite->setPosX((int)posX);
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sprite->setPosY((int)posY);
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// Tamaño del circulo de colisión
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collider.r = width / 2;
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// Alinea el circulo de colisión con el objeto
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updateColliders();
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// Inicializa variables
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stopped = true;
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stoppedCounter = 0;
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blinking = false;
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visible = true;
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invulnerable = true;
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beingCreated = true;
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creationCounter = creationtimer;
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creationCounterIni = creationtimer;
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popping = false;
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// Actualiza valores
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beingCreated = creationCounter == 0 ? false : true;
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invulnerable = beingCreated == false ? false : true;
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counter = 0;
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travelY = 1.0f;
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this->speed = speed;
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// Tipo
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this->kind = kind;
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}
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// Destructor
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Balloon::~Balloon()
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{
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delete sprite;
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}
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// Centra el globo en la posición X
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void Balloon::allignTo(int x)
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{
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posX = float(x - (width / 2));
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if (posX < PLAY_AREA_LEFT)
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posX = PLAY_AREA_LEFT + 1;
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else if ((posX + width) > PLAY_AREA_RIGHT)
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posX = float(PLAY_AREA_RIGHT - width - 1);
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// Posición X,Y del sprite
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sprite->setPosX(getPosX());
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sprite->setPosY(getPosY());
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// Alinea el circulo de colisión con el objeto
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updateColliders();
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}
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// Pinta el globo en la pantalla
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void Balloon::render()
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{
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if ((visible) && (enabled))
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{
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if (bouncing.enabled)
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{
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if (kind != POWER_BALL)
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{
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// Aplica desplazamiento para el zoom
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sprite->setPosX(getPosX() + bouncing.despX);
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sprite->setPosY(getPosY() + bouncing.despY);
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sprite->render();
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sprite->setPosX(getPosX() - bouncing.despX);
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sprite->setPosY(getPosY() - bouncing.despY);
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}
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}
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else if (isBeingCreated())
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{
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// Aplica alpha blending
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sprite->getTexture()->setAlpha(255 - (int)((float)creationCounter * (255.0f / (float)creationCounterIni)));
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sprite->render();
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if (kind == POWER_BALL)
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{
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Sprite *sp = new Sprite(sprite->getRect(), sprite->getTexture(), sprite->getRenderer());
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sp->setSpriteClip(407, 0, 37, 37);
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sp->render();
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delete sp;
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}
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sprite->getTexture()->setAlpha(255);
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}
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else
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{
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sprite->render();
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if (kind == POWER_BALL and !popping)
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{
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Sprite *sp = new Sprite(sprite->getRect(), sprite->getTexture(), sprite->getRenderer());
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sp->setSpriteClip(407, 0, 37, 37);
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sp->render();
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delete sp;
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}
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}
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}
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}
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// Actualiza la posición y estados del globo
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void Balloon::move()
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{
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// Comprueba si se puede mover
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if (!isStopped())
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{
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// Lo mueve a izquierda o derecha
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posX += (velX * speed);
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// Si queda fuera de pantalla, corregimos su posición y cambiamos su sentido
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if ((posX < PLAY_AREA_LEFT) || (posX + width > PLAY_AREA_RIGHT))
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{
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// Corrige posición
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posX -= (velX * speed);
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// Invierte sentido
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velX = -velX;
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// Invierte la rotación
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sprite->switchRotate();
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// Activa el efecto de rebote
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if (kind != POWER_BALL)
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{
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bounceStart();
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}
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}
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// Mueve el globo hacia arriba o hacia abajo
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posY += (velY * speed);
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// Si se sale por arriba
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if (posY < PLAY_AREA_TOP)
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{
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// Corrige
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posY = PLAY_AREA_TOP;
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// Invierte sentido
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velY = -velY;
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// Activa el efecto de rebote
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if (kind != POWER_BALL)
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{
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bounceStart();
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}
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}
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// Si el globo se sale por la parte inferior
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if (posY + height > PLAY_AREA_BOTTOM)
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{
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// Corrige
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posY = PLAY_AREA_BOTTOM - height;
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// Invierte colocando una velocidad por defecto
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velY = -defaultVelY;
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// Activa el efecto de rebote
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if (kind != POWER_BALL)
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{
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bounceStart();
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}
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}
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/*
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Para aplicar la gravedad, el diseño original la aplicaba en cada iteración del bucle
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Al añadir el modificador de velocidad se reduce la distancia que recorre el objeto y por
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tanto recibe mas gravedad. Para solucionarlo se va a aplicar la gravedad cuando se haya
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recorrido una distancia igual a la velocidad en Y, que era el cálculo inicial
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*/
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// Incrementa la variable que calcula la distancia acumulada en Y
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travelY += speed;
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// Si la distancia acumulada en Y es igual a la velocidad, se aplica la gravedad
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if (travelY >= 1.0f)
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{
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// Quita el excedente
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travelY -= 1.0f;
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// Aplica la gravedad al objeto sin pasarse de una velocidad máxima
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velY += gravity;
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// Al parecer esta asignación se quedó sin hacer y ahora el juego no funciona
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// correctamente si se aplica, así que se deja sin efecto
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// velY = std::min(velY, maxVelY);
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}
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// Actualiza la posición del sprite
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sprite->setPosX(getPosX());
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sprite->setPosY(getPosY());
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}
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}
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// Deshabilita el globo y pone a cero todos los valores
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void Balloon::disable()
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{
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beingCreated = false;
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blinking = false;
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collider.r = 0;
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collider.x = 0;
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collider.y = 0;
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counter = 0;
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creationCounter = 0;
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creationCounterIni = 0;
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defaultVelY = 0.0f;
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enabled = false;
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gravity = 0.0f;
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height = 0;
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invulnerable = false;
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kind = 0;
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maxVelY = 0.0f;
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menace = 0;
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popping = false;
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posX = 0.0f;
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posY = 0.0f;
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power = 0;
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score = 0;
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size = 0;
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speed = 0;
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stopped = false;
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stoppedCounter = 0;
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travelY = 0;
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velX = 0.0f;
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velY = 0.0f;
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visible = false;
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width = 0;
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sprite->clear();
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}
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// Explosiona el globo
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void Balloon::pop()
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{
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setPopping(true);
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sprite->disableRotate();
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setStop(true);
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setStoppedTimer(2000);
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setInvulnerable(true);
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menace = 0;
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}
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// Actualiza al globo a su posicion, animación y controla los contadores
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void Balloon::update()
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{
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if (enabled)
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{
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sprite->MovingSprite::update();
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move();
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updateAnimation();
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updateColliders();
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updateState();
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updateBounce();
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counter++;
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}
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}
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// Actualiza los estados del globo
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void Balloon::updateState()
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{
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// Si está explotando
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if (isPopping())
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{
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setInvulnerable(true);
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setStop(true);
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if (sprite->animationIsCompleted())
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{
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disable();
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}
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}
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// Si se está creando
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if (isBeingCreated())
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{
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// Actualiza el valor de las variables
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setStop(true);
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setInvulnerable(true);
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// Todavia tiene tiempo en el contador
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if (creationCounter > 0)
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{
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// Desplaza lentamente el globo hacia abajo y hacia un lado
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if (creationCounter % 10 == 0)
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{
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posY++;
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posX += velX;
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// Comprueba no se salga por los laterales
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if ((posX < PLAY_AREA_LEFT) || (posX > (PLAY_AREA_RIGHT - width)))
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{
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// Corrige y cambia el sentido de la velocidad
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posX -= velX;
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velX = -velX;
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}
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// Actualiza la posición del sprite
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sprite->setPosX(getPosX());
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sprite->setPosY(getPosY());
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// Actualiza la posición del circulo de colisión
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updateColliders();
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}
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creationCounter--;
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}
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// El contador ha llegado a cero
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else
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{
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setBeingCreated(false);
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setStop(false);
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setVisible(true);
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setInvulnerable(false);
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if (kind == POWER_BALL)
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{
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sprite->setRotate(true);
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}
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}
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}
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// Solo comprueba el estado detenido cuando no se está creando
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else if (isStopped())
|
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{
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// Si es una powerball deja de rodar
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if (kind == POWER_BALL)
|
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{
|
|
sprite->setRotate(false);
|
|
}
|
|
|
|
// Reduce el contador
|
|
if (stoppedCounter > 0)
|
|
{
|
|
stoppedCounter--;
|
|
}
|
|
// Quitarles el estado "detenido" si no estan explosionando
|
|
else if (!isPopping())
|
|
{
|
|
// Si es una powerball vuelve a rodar
|
|
if (kind == POWER_BALL)
|
|
{
|
|
sprite->setRotate(true);
|
|
}
|
|
|
|
setStop(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Establece la animación correspondiente al estado
|
|
void Balloon::updateAnimation()
|
|
{
|
|
std::string creatingAnimation = "blue";
|
|
std::string normalAnimation = "orange";
|
|
|
|
if (kind == POWER_BALL)
|
|
{
|
|
creatingAnimation = "powerball";
|
|
normalAnimation = "powerball";
|
|
}
|
|
else if (getClass() == HEXAGON_CLASS)
|
|
{
|
|
creatingAnimation = "red";
|
|
normalAnimation = "green";
|
|
}
|
|
|
|
// Establece el frame de animación
|
|
if (isPopping())
|
|
{
|
|
sprite->setCurrentAnimation("pop");
|
|
}
|
|
else if (isBeingCreated())
|
|
{
|
|
sprite->setCurrentAnimation(creatingAnimation);
|
|
}
|
|
else
|
|
{
|
|
sprite->setCurrentAnimation(normalAnimation);
|
|
}
|
|
|
|
sprite->animate();
|
|
}
|
|
|
|
// Comprueba si el globo está habilitado
|
|
bool Balloon::isEnabled()
|
|
{
|
|
return enabled;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
float Balloon::getPosX()
|
|
{
|
|
return posX;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
float Balloon::getPosY()
|
|
{
|
|
return posY;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
float Balloon::getVelY()
|
|
{
|
|
return velY;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
int Balloon::getWidth()
|
|
{
|
|
return width;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
int Balloon::getHeight()
|
|
{
|
|
return height;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setVelY(float velY)
|
|
{
|
|
this->velY = velY;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setSpeed(float speed)
|
|
{
|
|
this->speed = speed;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
int Balloon::getKind()
|
|
{
|
|
return kind;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
Uint8 Balloon::getSize()
|
|
{
|
|
return size;
|
|
}
|
|
|
|
// Obtiene la clase a la que pertenece el globo
|
|
Uint8 Balloon::getClass()
|
|
{
|
|
if ((kind >= BALLOON_1) && (kind <= BALLOON_4))
|
|
{
|
|
return BALLOON_CLASS;
|
|
}
|
|
|
|
else if ((kind >= HEXAGON_1) && (kind <= HEXAGON_4))
|
|
{
|
|
return HEXAGON_CLASS;
|
|
}
|
|
|
|
return BALLOON_CLASS;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setStop(bool state)
|
|
{
|
|
stopped = state;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isStopped()
|
|
{
|
|
return stopped;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setBlink(bool value)
|
|
{
|
|
blinking = value;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isBlinking()
|
|
{
|
|
return blinking;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setVisible(bool value)
|
|
{
|
|
visible = value;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isVisible()
|
|
{
|
|
return visible;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setInvulnerable(bool value)
|
|
{
|
|
invulnerable = value;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isInvulnerable()
|
|
{
|
|
return invulnerable;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setBeingCreated(bool value)
|
|
{
|
|
beingCreated = value;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isBeingCreated()
|
|
{
|
|
return beingCreated;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setPopping(bool value)
|
|
{
|
|
popping = value;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isPopping()
|
|
{
|
|
return popping;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setStoppedTimer(Uint16 time)
|
|
{
|
|
stoppedCounter = time;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
Uint16 Balloon::getStoppedTimer()
|
|
{
|
|
return stoppedCounter;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
Uint16 Balloon::getScore()
|
|
{
|
|
return score;
|
|
}
|
|
|
|
// Obtiene el circulo de colisión
|
|
circle_t &Balloon::getCollider()
|
|
{
|
|
return collider;
|
|
}
|
|
|
|
// Alinea el circulo de colisión con la posición del objeto globo
|
|
void Balloon::updateColliders()
|
|
{
|
|
collider.x = Uint16(posX + collider.r);
|
|
collider.y = posY + collider.r;
|
|
}
|
|
|
|
// Obtiene le valor de la variable
|
|
Uint8 Balloon::getMenace()
|
|
{
|
|
if (isEnabled())
|
|
{
|
|
return menace;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Obtiene le valor de la variable
|
|
Uint8 Balloon::getPower()
|
|
{
|
|
return power;
|
|
}
|
|
|
|
void Balloon::bounceStart()
|
|
{
|
|
bouncing.enabled = true;
|
|
bouncing.zoomW = 1;
|
|
bouncing.zoomH = 1;
|
|
sprite->setZoomW(bouncing.zoomW);
|
|
sprite->setZoomH(bouncing.zoomH);
|
|
bouncing.despX = 0;
|
|
bouncing.despY = 0;
|
|
}
|
|
|
|
void Balloon::bounceStop()
|
|
{
|
|
bouncing.enabled = false;
|
|
bouncing.counter = 0;
|
|
bouncing.zoomW = 1.0f;
|
|
bouncing.zoomH = 1.0f;
|
|
sprite->setZoomW(bouncing.zoomW);
|
|
sprite->setZoomH(bouncing.zoomH);
|
|
bouncing.despX = 0.0f;
|
|
bouncing.despY = 0.0f;
|
|
}
|
|
|
|
void Balloon::updateBounce()
|
|
{
|
|
if (bouncing.enabled)
|
|
{
|
|
bouncing.zoomW = bouncing.w[bouncing.counter / bouncing.speed];
|
|
bouncing.zoomH = bouncing.h[bouncing.counter / bouncing.speed];
|
|
sprite->setZoomW(bouncing.zoomW);
|
|
sprite->setZoomH(bouncing.zoomH);
|
|
bouncing.despX = (sprite->getSpriteClip().w - (sprite->getSpriteClip().w * bouncing.zoomW));
|
|
bouncing.despY = (sprite->getSpriteClip().h - (sprite->getSpriteClip().h * bouncing.zoomH));
|
|
bouncing.counter++;
|
|
if ((bouncing.counter / bouncing.speed) > (MAX_BOUNCE - 1))
|
|
{
|
|
bounceStop();
|
|
}
|
|
}
|
|
} |