#include "bullet.h" #include "param.h" // for param #include "sprite.h" // for Sprite #include // 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), width(BULLET_WIDTH), height(BULLET_HEIGHT), velX(0), velY(BULLET_VELY), kind(kind), owner(owner), playArea(playArea) { velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT : 0; auto spriteOffset = poweredUp ? 3 : 0; auto kindIndex = static_cast(kind); sprite = std::make_unique(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture); 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; }