Afegides utilitats per a linux

Arreglats alguns includes
This commit is contained in:
2024-10-01 17:24:38 +02:00
parent dee5bcb4e4
commit 7dbddd5524
9 changed files with 41 additions and 207 deletions

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@@ -1,114 +0,0 @@
#include "bullet.h"
#include "param.h" // for param
#include "sprite.h" // for Sprite
#include <memory> // for std::unique_ptr
// Constantes evaluables en tiempo de compilación
constexpr int BULLET_WIDTH = 12;
constexpr int BULLET_HEIGHT = 12;
constexpr int BULLET_VELY = -3;
constexpr int BULLET_VELX_LEFT = -2;
constexpr int BULLET_VELX_RIGHT = 2;
// Constructor
Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rect *playArea, Texture *texture)
: posX(x), posY(y), kind(kind), owner(owner), playArea(playArea),
width(BULLET_WIDTH), height(BULLET_HEIGHT), velY(BULLET_VELY),
sprite(std::make_unique<Sprite>(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture))
{
velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT
: 0;
auto spriteOffset = poweredUp ? 3 : 0;
auto kindIndex = static_cast<int>(kind);
sprite->setSpriteClip((kindIndex + spriteOffset) * width, 0, sprite->getWidth(), sprite->getHeight());
collider.r = width / 2;
shiftColliders();
}
// Implementación de render (llama al render del sprite)
void Bullet::render()
{
sprite->render();
}
// Implementación del movimiento usando BulletMoveStatus
BulletMoveStatus Bullet::move()
{
posX += velX;
if (posX < param.game.playArea.rect.x - width || posX > playArea->w)
{
disable();
return BulletMoveStatus::OUT;
}
posY += velY;
if (posY < param.game.playArea.rect.y - height)
{
disable();
return BulletMoveStatus::OUT;
}
sprite->setPosX(posX);
sprite->setPosY(posY);
shiftColliders();
return BulletMoveStatus::OK;
}
bool Bullet::isEnabled() const
{
return kind != BulletType::NULL_TYPE;
}
void Bullet::disable()
{
kind = BulletType::NULL_TYPE;
}
int Bullet::getPosX() const
{
return posX;
}
int Bullet::getPosY() const
{
return posY;
}
void Bullet::setPosX(int x)
{
posX = x;
}
void Bullet::setPosY(int y)
{
posY = y;
}
int Bullet::getVelY() const
{
return velY;
}
BulletType Bullet::getKind() const
{
return kind;
}
int Bullet::getOwner() const
{
return owner;
}
circle_t &Bullet::getCollider()
{
return collider;
}
void Bullet::shiftColliders()
{
collider.x = posX + collider.r;
collider.y = posY + collider.r;
}

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@@ -1,62 +0,0 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint8
#include "utils.h" // for circle_t
#include <memory> // for std::unique_ptr
class Sprite;
class Texture;
// Enumeración para los diferentes tipos de balas
enum class BulletType {
UP,
LEFT,
RIGHT,
NULL_TYPE
};
// Enumeración para los resultados del movimiento de la bala
enum class BulletMoveStatus : Uint8 {
OK = 0,
OUT = 1
};
// Clase Bullet
class Bullet
{
private:
std::unique_ptr<Sprite> sprite; // Sprite con los gráficos y métodos de pintado
int posX; // Posición en el eje X
int posY; // Posición en el eje Y
Uint8 width; // Ancho del objeto
Uint8 height; // Alto del objeto
int velX; // Velocidad en el eje X
int velY; // Velocidad en el eje Y
BulletType kind; // Tipo de objeto
int owner; // Identificador del dueño del objeto
circle_t collider; // Círculo de colisión del objeto
SDL_Rect *playArea; // Rectángulo con la zona de juego
void shiftColliders(); // Alinea el círculo de colisión con el objeto
public:
Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rect *playArea, Texture *texture);
~Bullet() = default;
void render(); // Pinta el objeto en pantalla
BulletMoveStatus move(); // Actualiza la posición y estado del objeto
bool isEnabled() const; // Comprueba si el objeto está habilitado
void disable(); // Deshabilita el objeto
int getPosX() const;
int getPosY() const;
void setPosX(int x);
void setPosY(int y);
int getVelY() const;
BulletType getKind() const;
int getOwner() const;
circle_t& getCollider();
};

8
linux-utils/check-includes.sh Executable file
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@@ -0,0 +1,8 @@
#!/bin/bash
SOURCEPATH=../source/
for i in "$SOURCEPATH"/*.cpp
do
include-what-you-use -D DEBUG -D VERBOSE -std=c++11 -Wall "$i"
done

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linux-utils/include-what-you-use Executable file

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@@ -1,10 +1,10 @@
#include "balloon.h" #include "balloon.h"
#include <math.h> // for abs #include <math.h> // for abs
#include "animated_sprite.h" // for AnimatedSprite #include "animated_sprite.h" // for AnimatedSprite
#include "moving_sprite.h" // for MovingSprite #include "moving_sprite.h" // for MovingSprite
#include "param.h" // for param #include "param.h" // for param
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include "texture.h" // for Texture #include "texture.h" // for Texture
// Constructor // Constructor
Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector<std::string> *animation) Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector<std::string> *animation)

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@@ -2,11 +2,10 @@
#include <SDL2/SDL_rect.h> // for SDL_Rect #include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint8 #include <SDL2/SDL_stdinc.h> // for Uint8
#include <memory> // for unique_ptr
#include "sprite.h" // for Sprite
#include "utils.h" // for circle_t #include "utils.h" // for circle_t
#include <memory> // for std::unique_ptr class Texture; // lines 9-9
class Sprite;
class Texture;
// Enumeración para los diferentes tipos de balas // Enumeración para los diferentes tipos de balas
enum class BulletType enum class BulletType

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@@ -7,24 +7,24 @@
#include <vector> // for vector #include <vector> // for vector
#include "section.h" // for options_e #include "section.h" // for options_e
#include "utils.h" // for demoKeys_t, color_t, hiScoreEntry_t #include "utils.h" // for demoKeys_t, color_t, hiScoreEntry_t
#include "bullet.h" class Asset; // lines 11-11
class Asset; class Background; // lines 12-12
class Background; class Balloon; // lines 13-13
class Balloon; class Bullet; // lines 14-14
class Bullet; class EnemyFormations; // lines 15-15
class EnemyFormations; class Explosions; // lines 16-16
class Explosions; class Fade; // lines 17-17
class Fade; class Input; // lines 18-18
class Input; class Item; // lines 19-19
class Item; class Player; // lines 20-20
class Player; class Scoreboard; // lines 21-21
class Scoreboard; class Screen; // lines 22-22
class Screen; class SmartSprite; // lines 23-23
class SmartSprite; class Text; // lines 24-24
class Text; class Texture; // lines 25-25
class Texture; enum class BulletType;
struct JA_Music_t; struct JA_Music_t; // lines 26-26
struct JA_Sound_t; struct JA_Sound_t; // lines 27-27
#define GAME_MODE_DEMO_OFF false #define GAME_MODE_DEMO_OFF false
#define GAME_MODE_DEMO_ON true #define GAME_MODE_DEMO_ON true

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@@ -1,7 +1,10 @@
#include "utils.h" #include "utils.h"
#include <stdlib.h> // for free, malloc #include <stdlib.h> // for free, malloc
struct JA_Music_t; #include <algorithm> // for max, min
struct JA_Sound_t; #include <cctype> // for isspace
#include <iterator> // for distance
struct JA_Music_t; // lines 3-3
struct JA_Sound_t; // lines 4-4
// Colores // Colores
const color_t bgColor = {0x27, 0x27, 0x36}; const color_t bgColor = {0x27, 0x27, 0x36};