#include "sprite.h" #include #include // Para vector #include "texture.h" // 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){pos_x, pos_y, width, height}), sprite_clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {} Sprite::Sprite(std::shared_ptr texture, SDL_FRect rect) : textures_{std::move(texture)}, pos_(rect), sprite_clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {} Sprite::Sprite(std::shared_ptr texture) : textures_{std::move(texture)}, pos_(SDL_FRect{0, 0, static_cast(textures_.at(texture_index_)->getWidth()), 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 true; } return false; // Índice fuera de rango }