#include "sprite.hpp" #include #include // Para vector #include "texture.hpp" // Para Texture // Constructor Sprite::Sprite(std::shared_ptr texture, float pos_x, float pos_y, float width, float height) : textures_{std::move(texture)}, pos_((SDL_FRect){.x = pos_x, .y = pos_y, .w = width, .h = height}), sprite_clip_((SDL_FRect){.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {} Sprite::Sprite(std::shared_ptr texture, SDL_FRect rect) : textures_{std::move(texture)}, pos_(rect), sprite_clip_((SDL_FRect){.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {} Sprite::Sprite(std::shared_ptr texture) : textures_{std::move(texture)}, pos_(SDL_FRect{.x = 0, .y = 0, .w = static_cast(textures_.at(texture_index_)->getWidth()), .h = static_cast(textures_.at(texture_index_)->getHeight())}), sprite_clip_(pos_) {} // Muestra el sprite por pantalla void Sprite::render() { textures_.at(texture_index_)->render(pos_.x, pos_.y, &sprite_clip_, zoom_, zoom_); } // Establece la posición del objeto void Sprite::setPosition(float pos_x, float pos_y) { pos_.x = pos_x; pos_.y = pos_y; } // Establece la posición del objeto void Sprite::setPosition(SDL_FPoint point) { pos_.x = point.x; pos_.y = point.y; } // Reinicia las variables a cero void Sprite::clear() { pos_ = {.x = 0, .y = 0, .w = 0, .h = 0}; sprite_clip_ = {.x = 0, .y = 0, .w = 0, .h = 0}; } // Cambia la textura activa por índice auto Sprite::setActiveTexture(size_t index) -> bool { if (index < textures_.size()) { texture_index_ = index; } return index < textures_.size(); }