Files
coffee_crisis_arcade_edition/source/bullet.cpp
2025-08-17 10:20:41 +02:00

114 lines
2.9 KiB
C++

#include "bullet.h"
#include <memory> // Para allocator, unique_ptr, make_unique
#include <string> // Para char_traits, basic_string, operator+, string
#include "param.h" // Para Param, ParamGame, param
#include "resource.h" // Para Resource
// Constructor
Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered, Player::Id owner)
: sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("bullet.png"), Resource::get()->getAnimation("bullet.ani"))),
bullet_type_(bullet_type),
owner_(owner),
pos_x_(x),
pos_y_(y) {
vel_x_ = calculateVelocity(bullet_type_);
sprite_->setCurrentAnimation(buildAnimationString(bullet_type_, powered));
collider_.r = WIDTH / 2;
shiftColliders();
}
// Calcula la velocidad horizontal de la bala basada en su tipo
auto Bullet::calculateVelocity(BulletType bullet_type) -> float {
switch (bullet_type) {
case BulletType::LEFT:
return VEL_X_LEFT;
case BulletType::RIGHT:
return VEL_X_RIGHT;
default:
return VEL_X_CENTER;
}
}
// Construye el string de animación basado en el tipo de bala y si está potenciada
auto Bullet::buildAnimationString(BulletType bullet_type, bool powered) -> std::string {
std::string animation_string = powered ? "powered_" : "normal_";
switch (bullet_type) {
case BulletType::UP:
animation_string += "up";
break;
case BulletType::LEFT:
animation_string += "left";
break;
case BulletType::RIGHT:
animation_string += "right";
break;
default:
break;
}
return animation_string;
}
// Implementación de render (llama al render del sprite_)
void Bullet::render() {
if (bullet_type_ != BulletType::NONE) {
sprite_->render();
}
}
// Actualiza el estado del objeto
auto Bullet::update() -> BulletMoveStatus {
sprite_->update();
return move();
}
// Implementación del movimiento usando BulletMoveStatus
auto Bullet::move() -> BulletMoveStatus {
pos_x_ += vel_x_;
if (pos_x_ < param.game.play_area.rect.x - WIDTH || pos_x_ > param.game.play_area.rect.w) {
disable();
return BulletMoveStatus::OUT;
}
pos_y_ += VEL_Y;
if (pos_y_ < param.game.play_area.rect.y - HEIGHT) {
disable();
return BulletMoveStatus::OUT;
}
shiftSprite();
shiftColliders();
return BulletMoveStatus::OK;
}
auto Bullet::isEnabled() const -> bool {
return bullet_type_ != BulletType::NONE;
}
void Bullet::disable() {
bullet_type_ = BulletType::NONE;
}
auto Bullet::getOwner() const -> Player::Id {
return owner_;
}
auto Bullet::getCollider() -> Circle& {
return collider_;
}
void Bullet::shiftColliders() {
collider_.x = pos_x_ + collider_.r;
collider_.y = pos_y_ + collider_.r;
}
void Bullet::shiftSprite() {
sprite_->setX(pos_x_);
sprite_->setY(pos_y_);
}