862 lines
17 KiB
C++
862 lines
17 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, LTexture *texture, std::vector<std::string> *buffer, SDL_Renderer *renderer)
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{
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mSprite = new AnimatedSprite(texture, renderer, "", buffer);
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disable();
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mEnabled = 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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mWidth = BALLOON_WIDTH_1;
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mHeight = BALLOON_WIDTH_1;
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mSize = BALLOON_SIZE_1;
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mPower = 1;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = 0;
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mMaxVelY = 3.0f;
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mGravity = 0.09f;
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mDefaultVelY = 2.6f;
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// Puntos que da el globo al ser destruido
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mScore = BALLOON_SCORE_1;
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// Amenaza que genera el globo
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mMenace = 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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mWidth = BALLOON_WIDTH_2;
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mHeight = BALLOON_WIDTH_2;
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mSize = BALLOON_SIZE_2;
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mPower = 3;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = 0;
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mMaxVelY = 3.0f;
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mGravity = 0.10f;
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mDefaultVelY = 3.5f;
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// Puntos que da el globo al ser destruido
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mScore = BALLOON_SCORE_2;
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// Amenaza que genera el globo
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mMenace = 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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mWidth = BALLOON_WIDTH_3;
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mHeight = BALLOON_WIDTH_3;
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mSize = BALLOON_SIZE_3;
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mPower = 7;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = 0;
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mMaxVelY = 3.0f;
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mGravity = 0.10f;
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mDefaultVelY = 4.50f;
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// Puntos que da el globo al ser destruido
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mScore = BALLOON_SCORE_3;
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// Amenaza que genera el globo
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mMenace = 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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mWidth = BALLOON_WIDTH_4;
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mHeight = BALLOON_WIDTH_4;
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mSize = BALLOON_SIZE_4;
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mPower = 15;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = 0;
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mMaxVelY = 3.0f;
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mGravity = 0.10f;
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mDefaultVelY = 4.95f;
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// Puntos que da el globo al ser destruido
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mScore = BALLOON_SCORE_4;
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// Amenaza que genera el globo
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mMenace = 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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mWidth = BALLOON_WIDTH_1;
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mHeight = BALLOON_WIDTH_1;
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mSize = BALLOON_SIZE_1;
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mPower = 1;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = abs(velx) * 2;
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mMaxVelY = abs(velx) * 2;
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mGravity = 0.00f;
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mDefaultVelY = abs(velx) * 2;
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// Puntos que da el globo al ser destruido
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mScore = BALLOON_SCORE_1;
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// Amenaza que genera el globo
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mMenace = 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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mWidth = BALLOON_WIDTH_2;
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mHeight = BALLOON_WIDTH_2;
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mSize = BALLOON_SIZE_2;
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mPower = 3;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = abs(velx) * 2;
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mMaxVelY = abs(velx) * 2;
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mGravity = 0.00f;
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mDefaultVelY = abs(velx) * 2;
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// Puntos que da el globo al ser destruido
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mScore = BALLOON_SCORE_2;
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// Amenaza que genera el globo
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mMenace = 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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mWidth = BALLOON_WIDTH_3;
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mHeight = BALLOON_WIDTH_3;
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mSize = BALLOON_SIZE_3;
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mPower = 7;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = abs(velx) * 2;
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mMaxVelY = abs(velx) * 2;
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mGravity = 0.00f;
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mDefaultVelY = abs(velx) * 2;
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// Puntos que da el globo al ser destruido
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mScore = BALLOON_SCORE_3;
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// Amenaza que genera el globo
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mMenace = 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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mWidth = BALLOON_WIDTH_4;
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mHeight = BALLOON_WIDTH_4;
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mSize = BALLOON_SIZE_4;
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mPower = 15;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = abs(velx) * 2;
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mMaxVelY = abs(velx) * 2;
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mGravity = 0.00f;
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mDefaultVelY = abs(velx) * 2;
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// Puntos que da el globo al ser destruido
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mScore = BALLOON_SCORE_4;
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// Amenaza que genera el globo
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mMenace = 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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mWidth = BALLOON_WIDTH_4;
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mHeight = BALLOON_WIDTH_4;
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mSize = 4;
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mPower = 0;
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// Inicializa los valores de velocidad y gravedad
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mVelX = velx;
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mVelY = 0;
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mMaxVelY = 3.0f;
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mGravity = 0.10f;
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mDefaultVelY = 4.95f;
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// Puntos que da el globo al ser destruido
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mScore = 0;
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// Amenaza que genera el globo
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mMenace = 0;
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// Añade rotación al sprite
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mSprite->setRotate(false);
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mSprite->setRotateSpeed(0);
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mSprite->setRotateAmount(2.0);
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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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mPosX = x;
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mPosY = y;
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// Valores para el efecto de rebote
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mBouncing.enabled = false;
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mBouncing.counter = 0;
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mBouncing.speed = 2;
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mBouncing.zoomW = 1.0f;
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mBouncing.zoomH = 1.0f;
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mBouncing.despX = 0.0f;
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mBouncing.despY = 0.0f;
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mBouncing.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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mBouncing.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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mSprite->setWidth(mWidth);
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mSprite->setHeight(mHeight);
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// Posición X,Y del sprite
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mSprite->setPosX((int)mPosX);
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mSprite->setPosY((int)mPosY);
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// Tamaño del circulo de colisión
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mCollider.r = mWidth / 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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mStopped = true;
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mStoppedCounter = 0;
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mBlinking = false;
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mVisible = true;
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mInvulnerable = true;
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mBeingCreated = true;
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mCreationCounter = creationtimer;
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mCreationCounterIni = creationtimer;
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mPopping = false;
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mCounter = 0;
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mTravelY = 1.0f;
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mSpeed = speed;
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// Tipo
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mKind = kind;
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// Selecciona un frame para pintar
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mSprite->setSpriteClip(mSprite->getAnimationClip(0, 0));
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}
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// Destructor
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Balloon::~Balloon()
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{
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delete mSprite;
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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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mPosX = float(x - (mWidth / 2));
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if (mPosX < PLAY_AREA_LEFT)
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mPosX = PLAY_AREA_LEFT + 1;
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else if ((mPosX + mWidth) > PLAY_AREA_RIGHT)
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mPosX = float(PLAY_AREA_RIGHT - mWidth - 1);
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// Posición X,Y del sprite
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mSprite->setPosX(getPosX());
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mSprite->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 ((mVisible) && (mEnabled))
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{
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if (mBouncing.enabled)
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{
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if (mKind != POWER_BALL)
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{
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// Aplica desplazamiento para el zoom
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mSprite->setPosX(getPosX() + mBouncing.despX);
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mSprite->setPosY(getPosY() + mBouncing.despY);
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mSprite->render();
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mSprite->setPosX(getPosX() - mBouncing.despX);
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mSprite->setPosY(getPosY() - mBouncing.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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mSprite->getTexture()->setAlpha(255 - (int)((float)mCreationCounter * (255.0f / (float)mCreationCounterIni)));
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mSprite->render();
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if (mKind == POWER_BALL)
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{
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Sprite *sp = new Sprite(mSprite->getRect(), mSprite->getTexture(), mSprite->getRenderer());
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sp->setSpriteClip(370, 148, 37, 37);
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sp->render();
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delete sp;
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}
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mSprite->getTexture()->setAlpha(255);
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}
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else
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{
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mSprite->render();
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if (mKind == POWER_BALL and !mPopping)
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{
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Sprite *sp = new Sprite(mSprite->getRect(), mSprite->getTexture(), mSprite->getRenderer());
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sp->setSpriteClip(370, 148, 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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mPosX += (mVelX * mSpeed);
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// Si queda fuera de pantalla, corregimos su posición y cambiamos su sentido
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if ((mPosX < PLAY_AREA_LEFT) || (mPosX + mWidth > PLAY_AREA_RIGHT))
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{
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// Corrige posición
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mPosX -= (mVelX * mSpeed);
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// Invierte sentido
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mVelX = -mVelX;
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// Invierte la rotación
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mSprite->switchRotate();
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// Activa el efecto de rebote
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if (mKind != 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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mPosY += (mVelY * mSpeed);
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// Si se sale por arriba
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if (mPosY < PLAY_AREA_TOP)
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{
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// Corrige
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mPosY = PLAY_AREA_TOP;
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// Invierte sentido
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mVelY = -mVelY;
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// Activa el efecto de rebote
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if (mKind != 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 (mPosY + mHeight > PLAY_AREA_BOTTOM)
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{
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// Corrige
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mPosY = PLAY_AREA_BOTTOM - mHeight;
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// Invierte colocando una velocidad por defecto
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mVelY = -mDefaultVelY;
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// Activa el efecto de rebote
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if (mKind != 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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mTravelY += mSpeed;
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// Si la distancia acumulada en Y es igual a la velocidad, se aplica la gravedad
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if (mTravelY >= 1.0f)
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{
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// Quita el excedente
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mTravelY -= 1.0f;
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// Aplica la gravedad al objeto sin pasarse de una velocidad máxima
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mVelY += mGravity;
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std::min(mVelY, mMaxVelY);
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}
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// Actualiza la posición del sprite
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mSprite->setPosX(getPosX());
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mSprite->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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mBeingCreated = false;
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mBlinking = false;
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mCollider.r = 0;
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mCollider.x = 0;
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mCollider.y = 0;
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mCounter = 0;
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mCreationCounter = 0;
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mCreationCounterIni = 0;
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mDefaultVelY = 0.0f;
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mEnabled = false;
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mGravity = 0.0f;
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mHeight = 0;
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mInvulnerable = false;
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mKind = 0;
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mMaxVelY = 0.0f;
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mMenace = 0;
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mPopping = false;
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mPosX = 0.0f;
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mPosY = 0.0f;
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mPower = 0;
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mScore = 0;
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mSize = 0;
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mSpeed = 0;
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mStopped = false;
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mStoppedCounter = 0;
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// mTimeToLive = 0;
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mTravelY = 0;
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mVelX = 0.0f;
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mVelY = 0.0f;
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mVisible = false;
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mWidth = 0;
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mSprite->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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mSprite->disableRotate();
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setStop(true);
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setStoppedTimer(2000);
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setInvulnerable(true);
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mMenace = 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 (mEnabled)
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{
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mSprite->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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mCounter++;
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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 (mSprite->animationIsCompleted())
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{
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// mSprite->setAnimationCompleted(BALLOON_POP_ANIMATION, false);
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// mTimeToLive = 0;
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disable();
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}
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/*else if (mTimeToLive > 0)
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{
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mTimeToLive--;
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}
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else
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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 (mCreationCounter > 0)
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{
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// Desplaza lentamente el globo hacia abajo y hacia un lado
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if (mCreationCounter % 10 == 0)
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{
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mPosY++;
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mPosX += mVelX;
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// Comprueba no se salga por los laterales
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if ((mPosX < PLAY_AREA_LEFT) || (mPosX > (PLAY_AREA_RIGHT - mWidth)))
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{
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// Corrige y cambia el sentido de la velocidad
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mPosX -= mVelX;
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mVelX = -mVelX;
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}
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// Actualiza la posición del sprite
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mSprite->setPosX(getPosX());
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mSprite->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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mCreationCounter--;
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}
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// El contador ha llegado a cero
|
|
else
|
|
{
|
|
setBeingCreated(false);
|
|
setStop(false);
|
|
setVisible(true);
|
|
setInvulnerable(false);
|
|
if (mKind == POWER_BALL)
|
|
{
|
|
mSprite->setRotate(true);
|
|
if (mVelX > 0.0f)
|
|
{
|
|
mSprite->setRotateAmount(2.0);
|
|
}
|
|
else
|
|
{
|
|
mSprite->setRotateAmount(-2.0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Solo comprueba el estado detenido cuando no se está creando
|
|
else if (isStopped())
|
|
{
|
|
// Si está detenido, reduce el contador
|
|
if (mStoppedCounter > 0)
|
|
{
|
|
mStoppedCounter--;
|
|
}
|
|
// Si el contador ha llegado a cero, ya no está detenido
|
|
else if (!isPopping())
|
|
{ // Quitarles el estado "detenido" si no estan explosionando
|
|
setStop(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Establece la animación correspondiente al estado
|
|
void Balloon::updateAnimation()
|
|
{
|
|
std::string creatingAnimation = "blue";
|
|
std::string normalAnimation = "orange";
|
|
|
|
if (mKind == POWER_BALL)
|
|
{
|
|
creatingAnimation = "powerball";
|
|
normalAnimation = "powerball";
|
|
}
|
|
else if (getClass() == HEXAGON_CLASS)
|
|
{
|
|
creatingAnimation = "red";
|
|
normalAnimation = "green";
|
|
}
|
|
|
|
// Establece el frame de animación
|
|
if (isPopping())
|
|
{
|
|
mSprite->setCurrentAnimation("pop");
|
|
}
|
|
else if (isBeingCreated())
|
|
{
|
|
mSprite->setCurrentAnimation(creatingAnimation);
|
|
}
|
|
else
|
|
{
|
|
mSprite->setCurrentAnimation(normalAnimation);
|
|
}
|
|
|
|
mSprite->animate();
|
|
}
|
|
|
|
// Comprueba si el globo está habilitado
|
|
bool Balloon::isEnabled()
|
|
{
|
|
return mEnabled;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
float Balloon::getPosX()
|
|
{
|
|
return mPosX;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
float Balloon::getPosY()
|
|
{
|
|
return mPosY;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
float Balloon::getVelY()
|
|
{
|
|
return mVelY;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
int Balloon::getWidth()
|
|
{
|
|
return mWidth;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
int Balloon::getHeight()
|
|
{
|
|
return mHeight;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setVelY(float velY)
|
|
{
|
|
mVelY = velY;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setSpeed(float speed)
|
|
{
|
|
mSpeed = speed;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
int Balloon::getKind()
|
|
{
|
|
return mKind;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
Uint8 Balloon::getSize()
|
|
{
|
|
return mSize;
|
|
}
|
|
|
|
// Obtiene la clase a la que pertenece el globo
|
|
Uint8 Balloon::getClass()
|
|
{
|
|
if ((mKind >= BALLOON_1) && (mKind <= BALLOON_4))
|
|
{
|
|
return BALLOON_CLASS;
|
|
}
|
|
else if ((mKind >= HEXAGON_1) && (mKind <= HEXAGON_4))
|
|
{
|
|
return HEXAGON_CLASS;
|
|
}
|
|
|
|
return BALLOON_CLASS;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setStop(bool state)
|
|
{
|
|
mStopped = state;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isStopped()
|
|
{
|
|
return mStopped;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setBlink(bool state)
|
|
{
|
|
mBlinking = state;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isBlinking()
|
|
{
|
|
return mBlinking;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setVisible(bool state)
|
|
{
|
|
mVisible = state;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isVisible()
|
|
{
|
|
return mVisible;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setInvulnerable(bool state)
|
|
{
|
|
mInvulnerable = state;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isInvulnerable()
|
|
{
|
|
return mInvulnerable;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setBeingCreated(bool state)
|
|
{
|
|
mBeingCreated = state;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isBeingCreated()
|
|
{
|
|
return mBeingCreated;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setPopping(bool state)
|
|
{
|
|
mPopping = state;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
bool Balloon::isPopping()
|
|
{
|
|
return mPopping;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Balloon::setStoppedTimer(Uint16 time)
|
|
{
|
|
mStoppedCounter = time;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
Uint16 Balloon::getStoppedTimer()
|
|
{
|
|
return mStoppedCounter;
|
|
}
|
|
|
|
// Obtiene del valor de la variable
|
|
Uint16 Balloon::getScore()
|
|
{
|
|
return mScore;
|
|
}
|
|
|
|
// Obtiene el circulo de colisión
|
|
circle_t &Balloon::getCollider()
|
|
{
|
|
return mCollider;
|
|
}
|
|
|
|
// Alinea el circulo de colisión con la posición del objeto globo
|
|
void Balloon::updateColliders()
|
|
{
|
|
mCollider.x = Uint16(mPosX + mCollider.r);
|
|
mCollider.y = mPosY + mCollider.r;
|
|
}
|
|
|
|
// Obtiene le valor de la variable
|
|
Uint8 Balloon::getMenace()
|
|
{
|
|
if (isEnabled())
|
|
{
|
|
return mMenace;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Obtiene le valor de la variable
|
|
Uint8 Balloon::getPower()
|
|
{
|
|
return mPower;
|
|
}
|
|
|
|
void Balloon::bounceStart()
|
|
{
|
|
mBouncing.enabled = true;
|
|
mBouncing.zoomW = 1;
|
|
mBouncing.zoomH = 1;
|
|
mSprite->setZoomW(mBouncing.zoomW);
|
|
mSprite->setZoomH(mBouncing.zoomH);
|
|
mBouncing.despX = 0;
|
|
mBouncing.despY = 0;
|
|
}
|
|
|
|
void Balloon::bounceStop()
|
|
{
|
|
mBouncing.enabled = false;
|
|
mBouncing.counter = 0;
|
|
mBouncing.zoomW = 1.0f;
|
|
mBouncing.zoomH = 1.0f;
|
|
mSprite->setZoomW(mBouncing.zoomW);
|
|
mSprite->setZoomH(mBouncing.zoomH);
|
|
mBouncing.despX = 0.0f;
|
|
mBouncing.despY = 0.0f;
|
|
}
|
|
|
|
void Balloon::updateBounce()
|
|
{
|
|
if (mBouncing.enabled)
|
|
{
|
|
mBouncing.zoomW = mBouncing.w.at(mBouncing.counter / mBouncing.speed);
|
|
mBouncing.zoomH = mBouncing.h.at(mBouncing.counter / mBouncing.speed);
|
|
mSprite->setZoomW(mBouncing.zoomW);
|
|
mSprite->setZoomH(mBouncing.zoomH);
|
|
mBouncing.despX = (mSprite->getSpriteClip().w - (mSprite->getSpriteClip().w * mBouncing.zoomW));
|
|
mBouncing.despY = (mSprite->getSpriteClip().h - (mSprite->getSpriteClip().h * mBouncing.zoomH));
|
|
mBouncing.counter++;
|
|
if ((mBouncing.counter / mBouncing.speed) > (MAX_BOUNCE - 1))
|
|
{
|
|
bounceStop();
|
|
}
|
|
}
|
|
} |