novetat: canvi de color de les bales quan queda poc powerUp

This commit is contained in:
2025-09-26 14:13:52 +02:00
parent 35f4bf690c
commit 0c670fd344
6 changed files with 257 additions and 219 deletions

View File

@@ -4,28 +4,29 @@
#include <string> // Para char_traits, basic_string, operator+, string
#include "param.h" // Para Param, ParamGame, param
#include "player.h" // Para Player::Id
#include "resource.h" // Para Resource
// Constructor
Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered, Player::Id owner)
Bullet::Bullet(float x, float y, Type type, Color color, int owner)
: sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("bullet.png"), Resource::get()->getAnimation("bullet.ani"))),
bullet_type_(bullet_type),
type_(type),
owner_(owner),
pos_x_(x),
pos_y_(y) {
vel_x_ = calculateVelocity(bullet_type_);
sprite_->setCurrentAnimation(buildAnimationString(bullet_type_, powered));
vel_x_ = calculateVelocity(type_);
sprite_->setCurrentAnimation(buildAnimationString(type_, color));
collider_.r = WIDTH / 2;
shiftColliders();
}
// Calcula la velocidad horizontal de la bala basada en su tipo
auto Bullet::calculateVelocity(BulletType bullet_type) -> float {
switch (bullet_type) {
case BulletType::LEFT:
auto Bullet::calculateVelocity(Type type) -> float {
switch (type) {
case Type::LEFT:
return VEL_X_LEFT;
case BulletType::RIGHT:
case Type::RIGHT:
return VEL_X_RIGHT;
default:
return VEL_X_CENTER;
@@ -33,17 +34,17 @@ auto Bullet::calculateVelocity(BulletType bullet_type) -> float {
}
// Construye el string de animación basado en el tipo de bala y si está potenciada
auto Bullet::buildAnimationString(BulletType bullet_type, bool powered) -> std::string {
std::string animation_string = powered ? "powered_" : "normal_";
auto Bullet::buildAnimationString(Type type, Color color) -> std::string {
std::string animation_string = color == Color::GREEN ? "powered_" : "normal_";
switch (bullet_type) {
case BulletType::UP:
switch (type) {
case Type::UP:
animation_string += "up";
break;
case BulletType::LEFT:
case Type::LEFT:
animation_string += "left";
break;
case BulletType::RIGHT:
case Type::RIGHT:
animation_string += "right";
break;
default:
@@ -53,49 +54,48 @@ auto Bullet::buildAnimationString(BulletType bullet_type, bool powered) -> std::
return animation_string;
}
// Implementación de render (llama al render del sprite_)
// Implementación de render
void Bullet::render() {
if (bullet_type_ != BulletType::NONE) {
if (type_ != Type::NONE) {
sprite_->render();
}
}
// Actualiza el estado del objeto (time-based)
auto Bullet::update(float deltaTime) -> BulletMoveStatus {
// Actualiza el estado del objeto
auto Bullet::update(float deltaTime) -> MoveStatus {
sprite_->update(deltaTime);
return move(deltaTime);
}
// Implementación del movimiento usando BulletMoveStatus (time-based)
auto Bullet::move(float deltaTime) -> BulletMoveStatus {
// DeltaTime puro: velocidad (pixels/segundo) * tiempo (segundos)
// Implementación del movimiento usando MoveStatus
auto Bullet::move(float deltaTime) -> MoveStatus {
pos_x_ += vel_x_ * deltaTime;
if (pos_x_ < param.game.play_area.rect.x - WIDTH || pos_x_ > param.game.play_area.rect.w) {
disable();
return BulletMoveStatus::OUT;
return MoveStatus::OUT;
}
pos_y_ += VEL_Y * deltaTime;
if (pos_y_ < param.game.play_area.rect.y - HEIGHT) {
disable();
return BulletMoveStatus::OUT;
return MoveStatus::OUT;
}
shiftSprite();
shiftColliders();
return BulletMoveStatus::OK;
return MoveStatus::OK;
}
auto Bullet::isEnabled() const -> bool {
return bullet_type_ != BulletType::NONE;
return type_ != Type::NONE;
}
void Bullet::disable() {
bullet_type_ = BulletType::NONE;
type_ = Type::NONE;
}
auto Bullet::getOwner() const -> Player::Id {
auto Bullet::getOwner() const -> int {
return owner_;
}