Afegit formato Allman a bullet.cpp

This commit is contained in:
2024-10-01 18:16:08 +02:00
parent 5913d7548a
commit d993a6def4

View File

@@ -1,7 +1,7 @@
#include "bullet.h" #include "bullet.h"
#include "param.h" // for param #include "param.h" // for param
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include <memory> // for std::unique_ptr #include <memory> // for std::unique_ptr
// Constantes evaluables en tiempo de compilación // Constantes evaluables en tiempo de compilación
constexpr int BULLET_WIDTH = 12; constexpr int BULLET_WIDTH = 12;
@@ -11,12 +11,13 @@ constexpr int BULLET_VELX_LEFT = -2;
constexpr int BULLET_VELX_RIGHT = 2; constexpr int BULLET_VELX_RIGHT = 2;
// Constructor // Constructor
Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rect* playArea, Texture* texture) Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rect *playArea, Texture *texture)
: posX(x), posY(y), width(BULLET_WIDTH), height(BULLET_HEIGHT), velX(0), velY(BULLET_VELY), : posX(x), posY(y), width(BULLET_WIDTH), height(BULLET_HEIGHT), velX(0), velY(BULLET_VELY),
kind(kind), owner(owner), playArea(playArea), kind(kind), owner(owner), playArea(playArea),
sprite(std::unique_ptr<Sprite>(new Sprite(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture))) // Crear manualmente el std::unique_ptr sprite(std::unique_ptr<Sprite>(new Sprite(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture))) // Crear manualmente el std::unique_ptr
{ {
velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT : 0; velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT
: 0;
auto spriteOffset = poweredUp ? 3 : 0; auto spriteOffset = poweredUp ? 3 : 0;
auto kindIndex = static_cast<int>(kind); auto kindIndex = static_cast<int>(kind);
@@ -27,20 +28,24 @@ Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rec
} }
// Implementación de render (llama al render del sprite) // Implementación de render (llama al render del sprite)
void Bullet::render() { void Bullet::render()
{
sprite->render(); sprite->render();
} }
// Implementación del movimiento usando BulletMoveStatus // Implementación del movimiento usando BulletMoveStatus
BulletMoveStatus Bullet::move() { BulletMoveStatus Bullet::move()
{
posX += velX; posX += velX;
if (posX < param.game.playArea.rect.x - width || posX > playArea->w) { if (posX < param.game.playArea.rect.x - width || posX > playArea->w)
{
disable(); disable();
return BulletMoveStatus::OUT; return BulletMoveStatus::OUT;
} }
posY += velY; posY += velY;
if (posY < param.game.playArea.rect.y - height) { if (posY < param.game.playArea.rect.y - height)
{
disable(); disable();
return BulletMoveStatus::OUT; return BulletMoveStatus::OUT;
} }
@@ -52,47 +57,58 @@ BulletMoveStatus Bullet::move() {
return BulletMoveStatus::OK; return BulletMoveStatus::OK;
} }
bool Bullet::isEnabled() const { bool Bullet::isEnabled() const
{
return kind != BulletType::NULL_TYPE; return kind != BulletType::NULL_TYPE;
} }
void Bullet::disable() { void Bullet::disable()
{
kind = BulletType::NULL_TYPE; kind = BulletType::NULL_TYPE;
} }
int Bullet::getPosX() const { int Bullet::getPosX() const
{
return posX; return posX;
} }
int Bullet::getPosY() const { int Bullet::getPosY() const
{
return posY; return posY;
} }
void Bullet::setPosX(int x) { void Bullet::setPosX(int x)
{
posX = x; posX = x;
} }
void Bullet::setPosY(int y) { void Bullet::setPosY(int y)
{
posY = y; posY = y;
} }
int Bullet::getVelY() const { int Bullet::getVelY() const
{
return velY; return velY;
} }
BulletType Bullet::getKind() const { BulletType Bullet::getKind() const
{
return kind; return kind;
} }
int Bullet::getOwner() const { int Bullet::getOwner() const
{
return owner; return owner;
} }
circle_t& Bullet::getCollider() { circle_t &Bullet::getCollider()
{
return collider; return collider;
} }
void Bullet::shiftColliders() { void Bullet::shiftColliders()
{
collider.x = posX + collider.r; collider.x = posX + collider.r;
collider.y = posY + collider.r; collider.y = posY + collider.r;
} }