419 lines
8.7 KiB
C++
419 lines
8.7 KiB
C++
#include "balloon.h"
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#include <algorithm> // Para clamp
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#include <cmath> // Para fabs
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#include "animated_sprite.h" // Para AnimatedSprite
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#include "param.h" // Para Param, param, ParamBalloon, ParamGame
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#include "sprite.h" // Para Sprite
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#include "texture.h" // Para Texture
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#include "resource.h"
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#include "audio.h"
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// Constructor
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Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, SDL_FRect play_area, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
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: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
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x_(x),
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y_(y),
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vx_(vel_x),
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being_created_(creation_timer > 0),
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invulnerable_(creation_timer > 0),
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stopped_(creation_timer > 0),
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creation_counter_(creation_timer),
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creation_counter_ini_(creation_timer),
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type_(type),
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size_(size),
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speed_(speed),
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play_area_(play_area)
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{
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switch (type_)
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{
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case BalloonType::BALLOON:
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{
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vy_ = 0;
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max_vy_ = 3.0f;
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const int index = static_cast<int>(size_);
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gravity_ = param.balloon.at(index).grav;
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default_vy_ = param.balloon.at(index).vel;
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h_ = w_ = BALLOON_SIZE[index];
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power_ = BALLOON_POWER[index];
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menace_ = BALLOON_MENACE[index];
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score_ = BALLOON_SCORE[index];
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sound_ = BALLOON_SOUND[index];
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break;
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}
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case BalloonType::FLOATER:
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{
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default_vy_ = max_vy_ = vy_ = fabs(vx_ * 2.0f);
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gravity_ = 0.00f;
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const int index = static_cast<int>(size_);
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h_ = w_ = BALLOON_SIZE[index];
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power_ = BALLOON_POWER[index];
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menace_ = BALLOON_MENACE[index];
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score_ = BALLOON_SCORE[index];
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sound_ = BALLOON_SOUND[index];
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break;
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}
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case BalloonType::POWERBALL:
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{
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constexpr int index = 3;
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h_ = w_ = BALLOON_SIZE[4];
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sound_ = BALLOON_SOUND[3];
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power_ = score_ = menace_ = 0;
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vy_ = 0;
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max_vy_ = 3.0f;
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gravity_ = param.balloon.at(index).grav;
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default_vy_ = param.balloon.at(index).vel;
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sprite_->setRotate(creation_timer <= 0);
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sprite_->setRotateAmount(vx_ > 0.0f ? 2.0 : -2.0);
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break;
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}
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default:
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break;
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}
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// Configura el sprite
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sprite_->setWidth(w_);
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sprite_->setHeight(h_);
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shiftSprite();
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// Alinea el circulo de colisión con el objeto
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collider_.r = w_ / 2;
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shiftColliders();
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// Establece la animación a usar
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setAnimation();
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}
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// Centra el globo en la posición X
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void Balloon::alignTo(int x)
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{
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x_ = static_cast<float>(x - (w_ / 2));
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const int min_x = play_area_.x;
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const int max_x = play_area_.w - w_;
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x_ = std::clamp(x_, static_cast<float>(min_x), static_cast<float>(max_x));
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}
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// Pinta el globo en la pantalla
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void Balloon::render()
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{
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if (type_ == BalloonType::POWERBALL)
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{
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// Renderiza el fondo azul
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{
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auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
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sp->setSpriteClip(0, 0, BALLOON_SIZE[4], BALLOON_SIZE[4]);
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sp->render();
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}
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// Renderiza la estrella
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if (!invulnerable_)
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{
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SDL_FPoint p = {24.0f, 24.0f};
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sprite_->setRotatingCenter(p);
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sprite_->render();
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}
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// Añade la máscara del borde y los reflejos
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{
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auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
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sp->setSpriteClip(BALLOON_SIZE[4] * 2, 0, BALLOON_SIZE[4], BALLOON_SIZE[4]);
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sp->render();
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}
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}
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else
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{
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// Renderizado para el resto de globos
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if (isBeingCreated())
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{
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// Renderizado con transparencia
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sprite_->getTexture()->setAlpha(255 - (int)((float)creation_counter_ * (255.0f / (float)creation_counter_ini_)));
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sprite_->render();
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sprite_->getTexture()->setAlpha(255);
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}
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else
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{
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// Renderizado normal
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sprite_->render();
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}
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}
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}
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// Actualiza la posición y estados del globo
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void Balloon::move()
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{
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// Comprueba si se puede mover
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if (!isStopped())
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{
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// Mueve el globo en horizontal
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x_ += vx_ * speed_;
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// Colisión en las partes laterales de la zona de juego
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const int clip = 2;
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const float min_x = play_area_.x - clip;
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const float max_x = play_area_.x + play_area_.w - w_ + clip;
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if (x_ < min_x || x_ > max_x)
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{
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playSound();
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x_ = std::clamp(x_, min_x, max_x);
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vx_ = -vx_;
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// Activa el efecto de rebote o invierte la rotación
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if (type_ == BalloonType::POWERBALL)
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{
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sprite_->switchRotate();
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}
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else
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{
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enableBounce();
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}
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}
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// Mueve el globo en vertical
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y_ += vy_ * speed_;
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// Colisión en la parte superior solo si el globo va de subida
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if (vy_ < 0)
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{
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const int min_y = play_area_.y;
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if (y_ < min_y)
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{
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playSound();
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y_ = min_y;
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vy_ = -vy_;
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enableBounce();
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}
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}
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// Colisión en la parte inferior de la zona de juego
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const int max_y = play_area_.y + play_area_.h - h_;
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if (y_ > max_y)
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{
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playSound();
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y_ = max_y;
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vy_ = -default_vy_;
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if (type_ != BalloonType::POWERBALL)
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{
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enableBounce();
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}
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else
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{
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setInvulnerable(false);
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}
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}
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/*
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Para aplicar la gravedad, el diseño original la aplicaba en cada iteración del bucle
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Al añadir el modificador de velocidad se reduce la distancia que recorre el objeto y por
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tanto recibe mas gravedad. Para solucionarlo se va a aplicar la gravedad cuando se haya
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recorrido una distancia igual a la velocidad en Y, que era el cálculo inicial
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*/
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// Incrementa la variable que calcula la distancia acumulada en Y
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travel_y_ += speed_;
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// Si la distancia acumulada en Y es igual a la velocidad, se aplica la gravedad
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if (travel_y_ >= 1.0f)
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{
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// Quita el excedente
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travel_y_ -= 1.0f;
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// Aplica la gravedad al objeto sin pasarse de una velocidad máxima
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vy_ += gravity_;
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}
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}
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}
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// Actualiza al globo a su posicion, animación y controla los contadores
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void Balloon::update()
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{
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move();
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updateState();
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updateBounce();
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shiftSprite();
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shiftColliders();
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sprite_->update();
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++counter_;
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}
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// Actualiza los estados del globo
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void Balloon::updateState()
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{
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// Si se está creando
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if (isBeingCreated())
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{
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// Actualiza el valor de las variables
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stop();
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setInvulnerable(true);
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if (creation_counter_ > 0)
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{
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// Desplaza lentamente el globo hacia abajo y hacia un lado
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if (creation_counter_ % 10 == 0)
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{
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y_++;
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x_ += vx_;
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// Comprueba no se salga por los laterales
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const int min_x = play_area_.x;
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const int max_x = play_area_.w - w_;
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if (x_ < min_x || x_ > max_x)
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{
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// Corrige y cambia el sentido de la velocidad
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x_ -= vx_;
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vx_ = -vx_;
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}
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}
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--creation_counter_;
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}
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else
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{
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// El contador ha llegado a cero
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being_created_ = false;
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start();
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setInvulnerable(false);
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setAnimation();
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}
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}
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}
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// Establece la animación correspondiente al estado
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void Balloon::setAnimation()
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{
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std::string creating_animation;
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std::string normal_animation;
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switch (type_)
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{
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case BalloonType::POWERBALL:
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creating_animation = "powerball";
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normal_animation = "powerball";
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break;
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case BalloonType::FLOATER:
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creating_animation = "red";
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normal_animation = "green";
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break;
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default:
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creating_animation = "blue";
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normal_animation = "orange";
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break;
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}
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// Establece el frame de animación
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if (use_reversed_colors_)
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sprite_->setCurrentAnimation(creating_animation);
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else
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sprite_->setCurrentAnimation(isBeingCreated() ? creating_animation : normal_animation);
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}
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// Detiene el globo
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void Balloon::stop()
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{
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stopped_ = true;
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if (isPowerBall())
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{
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sprite_->setRotate(!stopped_);
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}
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}
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// Pone el globo en movimiento
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void Balloon::start()
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{
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stopped_ = false;
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if (isPowerBall())
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{
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sprite_->setRotate(!stopped_);
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}
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}
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// Alinea el circulo de colisión con la posición del objeto globo
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void Balloon::shiftColliders()
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{
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collider_.x = static_cast<int>(x_) + collider_.r;
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collider_.y = static_cast<int>(y_) + collider_.r;
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}
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// Alinea el sprite con la posición del objeto globo
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void Balloon::shiftSprite()
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{
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sprite_->setPosX(x_);
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sprite_->setPosY(y_);
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}
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// Establece el nivel de zoom del sprite
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void Balloon::zoomSprite()
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{
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sprite_->setZoomW(bouncing_.zoomW);
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sprite_->setZoomH(bouncing_.zoomH);
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}
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// Activa el efecto
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void Balloon::enableBounce()
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{
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bouncing_.enabled = true;
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bouncing_.reset();
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zoomSprite();
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}
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// Detiene el efecto
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void Balloon::disableBounce()
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{
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bouncing_.enabled = false;
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bouncing_.reset();
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zoomSprite();
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}
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// Aplica el efecto
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void Balloon::updateBounce()
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{
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if (bouncing_.enabled)
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{
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const int index = bouncing_.counter / bouncing_.speed;
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bouncing_.zoomW = bouncing_.w[index];
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bouncing_.zoomH = bouncing_.h[index];
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zoomSprite();
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if (++bouncing_.counter / bouncing_.speed >= MAX_BOUNCE)
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{
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disableBounce();
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}
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}
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}
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// Pone el color alternativo en el globo
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void Balloon::useReverseColor()
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{
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if (!isBeingCreated())
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{
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use_reversed_colors_ = true;
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setAnimation();
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}
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}
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// Pone el color normal en el globo
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void Balloon::useNormalColor()
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{
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use_reversed_colors_ = false;
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setAnimation();
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}
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// Reproduce el sonido al rebotar
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void Balloon::playSound()
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{
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if (sound_enabled_)
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{
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Audio::get().playSound(sound_);
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}
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} |