Bullet: ara tenen animació de tres frames, encara que no es nota una puta merda

This commit is contained in:
2025-06-26 21:13:51 +02:00
parent 00b496957c
commit 57123d6b8a
9 changed files with 88 additions and 24 deletions

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@@ -62,7 +62,7 @@ notification.color 303030
service_menu.title_color 99FF62
service_menu.text_color FFFFFF
service_menu.selected_color FFDC44
service_menu.bg_color 000000F0
service_menu.bg_color 003000F5
service_menu.drop_shadow false
## --- INTRO ---

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@@ -62,7 +62,7 @@ notification.color 303030
service_menu.title_color 99FF62
service_menu.text_color FFFFFF
service_menu.selected_color FFDC44
service_menu.bg_color 000000F0
service_menu.bg_color 000F00F5
service_menu.drop_shadow false
## --- INTRO ---

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@@ -0,0 +1,44 @@
frame_width=12
frame_height=12
[animation]
name=normal_up
speed=5
loop=0
frames=0,1,2,2,1,0
[/animation]
[animation]
name=normal_left
speed=5
loop=0
frames=3,4,5,5,4,3
[/animation]
[animation]
name=normal_right
speed=5
loop=0
frames=6,7,8,8,7,6
[/animation]
[animation]
name=powered_up
speed=5
loop=0
frames=9,10,11,11,10,9
[/animation]
[animation]
name=powered_left
speed=5
loop=0
frames=12,13,14,14,13,12
[/animation]
[animation]
name=powered_right
speed=5
loop=0
frames=15,16,17,17,26,15
[/animation]

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@@ -3,11 +3,12 @@
#include <memory> // Para unique_ptr, make_unique, shared_ptr
#include "param.h" // Para Param, ParamGame, param
#include "sprite.h" // Para Sprite
class Texture; // lines 5-5
#include "resource.h"
class Texture; // lines 5-5
// Constructor
Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered_up, int owner, std::shared_ptr<Texture> texture)
: sprite_(std::make_unique<Sprite>(texture, SDL_FRect{x, y, BULLET_WIDTH_, BULLET_HEIGHT_})),
Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered, int owner)
: sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("bullet.png"), Resource::get()->getAnimation("bullet.ani"))),
pos_x_(x),
pos_y_(y),
bullet_type_(bullet_type),
@@ -17,9 +18,24 @@ Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered_up, int ow
: (bullet_type_ == BulletType::RIGHT) ? BULLET_VEL_X_RIGHT_
: 0;
int sprite_offset = powered_up ? 3 : 0;
int offset = (static_cast<int>(bullet_type) + sprite_offset) * BULLET_WIDTH_;
sprite_->setSpriteClip(offset, 0, BULLET_WIDTH_, BULLET_HEIGHT_);
std::string powered_type = powered ? "powered_" : "normal_";
switch (bullet_type)
{
case BulletType::UP:
sprite_->setCurrentAnimation(powered_type + "up");
break;
case BulletType::LEFT:
sprite_->setCurrentAnimation(powered_type + "left");
break;
case BulletType::RIGHT:
sprite_->setCurrentAnimation(powered_type + "right");
break;
default:
break;
}
collider_.r = BULLET_WIDTH_ / 2;
shiftColliders();
@@ -28,7 +44,15 @@ Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered_up, int ow
// Implementación de render (llama al render del sprite_)
void Bullet::render()
{
sprite_->render();
if (bullet_type_ != BulletType::NONE)
sprite_->render();
}
// Actualiza el estado del objeto
BulletMoveStatus Bullet::update()
{
sprite_->update();
return move();
}
// Implementación del movimiento usando BulletMoveStatus

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@@ -2,7 +2,7 @@
#include <SDL3/SDL_stdinc.h> // Para Uint8
#include <memory> // Para shared_ptr, unique_ptr
#include "sprite.h" // Para Sprite
#include "animated_sprite.h" // Para AnimatedSprite
#include "utils.h" // Para Circle
class Texture;
@@ -27,12 +27,12 @@ class Bullet
{
public:
// Constructor y Destructor
Bullet(float x, float y, BulletType bullet_type, bool powered_up, int owner, std::shared_ptr<Texture> texture);
Bullet(float x, float y, BulletType bullet_type, bool powered, int owner);
~Bullet() = default;
// Métodos principales
void render(); // Dibuja la bala en pantalla
BulletMoveStatus move(); // Mueve la bala y devuelve su estado
void render(); // Dibuja la bala en pantalla
BulletMoveStatus update(); // Actualiza el estado del objeto
// Estado de la bala
bool isEnabled() const; // Comprueba si está activa
@@ -51,7 +51,7 @@ private:
static constexpr float BULLET_VEL_X_RIGHT_ = 2.0f;
// Propiedades
std::unique_ptr<Sprite> sprite_; // Sprite con los gráficos
std::unique_ptr<AnimatedSprite> sprite_; // Sprite con los gráficos
float pos_x_; // Posición en el eje X
float pos_y_; // Posición en el eje Y
@@ -62,6 +62,7 @@ private:
Circle collider_; // Círculo de colisión
// Métodos internos
void shiftColliders(); // Ajusta el círculo de colisión
void shiftSprite(); // Ajusta el sprite
void shiftColliders(); // Ajusta el círculo de colisión
void shiftSprite(); // Ajusta el sprite
BulletMoveStatus move(); // Mueve la bala y devuelve su estado
};

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@@ -355,6 +355,7 @@ void Director::setFileList()
{ // Bala
Asset::get()->add(prefix + "/data/gfx/bullet/bullet.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/bullet/bullet.ani", AssetType::ANIMATION);
}
{ // Tabe

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@@ -124,11 +124,6 @@ Game::~Game()
// Asigna texturas y animaciones
void Game::setResources()
{
// Texturas
{
bullet_texture_ = Resource::get()->getTexture("bullet.png");
}
// Texturas - Game_text
{
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_1000_points"));
@@ -638,7 +633,7 @@ void Game::updateBullets()
{
for (auto &bullet : bullets_)
{
if (bullet->move() == BulletMoveStatus::OUT)
if (bullet->update() == BulletMoveStatus::OUT)
{
getPlayer(bullet->getOwner())->decScoreMultiplier();
}
@@ -656,7 +651,7 @@ void Game::renderBullets()
void Game::createBullet(int x, int y, BulletType kind, bool powered_up, int owner)
{
bullets_.emplace_back(
std::make_unique<Bullet>(x, y, kind, powered_up, owner, bullet_texture_));
std::make_unique<Bullet>(x, y, kind, powered_up, owner));
}
// Vacia el vector de balas

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@@ -118,7 +118,6 @@ private:
std::vector<std::unique_ptr<SmartSprite>> smart_sprites_; // Vector con los smartsprites
std::vector<std::unique_ptr<PathSprite>> path_sprites_; // Vector con los pathsprites
std::shared_ptr<Texture> bullet_texture_; // Textura para las balas
std::vector<std::shared_ptr<Texture>> item_textures_; // Vector con las texturas de los items
std::vector<std::vector<std::shared_ptr<Texture>>> player_textures_; // Vector con todas las texturas de los jugadores