148 lines
4.0 KiB
C++
148 lines
4.0 KiB
C++
// IWYU pragma: no_include <bits/std_abs.h>
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#include "tabe.h"
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#include <SDL2/SDL_render.h> // Para SDL_FLIP_HORIZONTAL, SDL_FLIP_NONE
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#include <stdlib.h> // Para rand, abs
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#include "jail_audio.h" // Para JA_PlaySound
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#include "param.h" // Para Param, ParamGame, param
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#include "resource.h" // Para Resource
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#include "utils.h" // Para Zone
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// Constructor
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Tabe::Tabe()
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: sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("tabe.png"), Resource::get()->getAnimation("tabe.ani"))) {}
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// Actualiza la lógica
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void Tabe::update()
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{
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if (enabled_)
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{
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sprite_->update();
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move();
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}
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}
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// Dibuja el objeto
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void Tabe::render()
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{
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if (enabled_)
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{
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sprite_->render();
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}
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}
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// Mueve el objeto
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void Tabe::move()
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{
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const int x = static_cast<int>(x_);
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speed_ += accel_;
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x_ += speed_;
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fly_distance_ -= std::abs(x - static_cast<int>(x_));
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// Comprueba si sale por los bordes
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const float min_x = param.game.game_area.rect.x - WIDTH_;
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const float max_x = param.game.game_area.rect.x + param.game.game_area.rect.w;
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switch (destiny_)
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{
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case TabeDirection::TO_THE_LEFT:
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{
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if (x_ < min_x)
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{
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enabled_ = false;
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}
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if (x_ > param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH_ && direction_ == TabeDirection::TO_THE_RIGHT)
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{
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setRandomFlyPath(TabeDirection::TO_THE_LEFT, 80);
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x_ = param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH_;
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}
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break;
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}
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case TabeDirection::TO_THE_RIGHT:
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{
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if (x_ > max_x)
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{
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enabled_ = false;
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}
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if (x_ < param.game.game_area.rect.x && direction_ == TabeDirection::TO_THE_LEFT)
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{
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setRandomFlyPath(TabeDirection::TO_THE_RIGHT, 80);
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x_ = param.game.game_area.rect.x;
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}
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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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if (fly_distance_ <= 0)
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{
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if (waiting_counter_ > 0)
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{
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accel_ = speed_ = 0.0f;
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--waiting_counter_;
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}
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else
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{
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constexpr int CHOICES = 4;
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const TabeDirection left[CHOICES] = {TabeDirection::TO_THE_LEFT, TabeDirection::TO_THE_LEFT, TabeDirection::TO_THE_LEFT, TabeDirection::TO_THE_RIGHT};
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const TabeDirection right[CHOICES] = {TabeDirection::TO_THE_LEFT, TabeDirection::TO_THE_RIGHT, TabeDirection::TO_THE_RIGHT, TabeDirection::TO_THE_RIGHT};
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const TabeDirection direction = destiny_ == TabeDirection::TO_THE_LEFT ? left[rand() % CHOICES] : right[rand() % CHOICES];
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setRandomFlyPath(direction, 20 + rand() % 40);
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}
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}
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shiftSprite();
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}
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// Habilita el objeto
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void Tabe::enable()
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{
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if (!enabled_)
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{
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enabled_ = true;
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y_ = 20.0f;
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// Establece una dirección aleatoria
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destiny_ = direction_ = rand() % 2 == 0 ? TabeDirection::TO_THE_LEFT : TabeDirection::TO_THE_RIGHT;
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// Establece la posición inicial
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x_ = (direction_ == TabeDirection::TO_THE_LEFT) ? param.game.game_area.rect.x + param.game.game_area.rect.w : param.game.game_area.rect.x - WIDTH_;
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// Crea una ruta de vuelo
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setRandomFlyPath(direction_, 60);
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shiftSprite();
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}
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}
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// Establece un vuelo aleatorio
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void Tabe::setRandomFlyPath(TabeDirection direction, int lenght)
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{
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direction_ = direction;
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fly_distance_ = lenght;
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waiting_counter_ = 5 + rand() % 15;
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JA_PlaySound(Resource::get()->getSound("tabe.wav"));
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constexpr float SPEED = 2.0f;
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switch (direction)
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{
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case TabeDirection::TO_THE_LEFT:
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{
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speed_ = -1.0f * SPEED;
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accel_ = -1.0f * (1 + rand() % 10) / 30.0f;
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sprite_->setFlip(SDL_FLIP_NONE);
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break;
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}
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case TabeDirection::TO_THE_RIGHT:
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{
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speed_ = SPEED;
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accel_ = (1 + rand() % 10) / 30.0f;
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sprite_->setFlip(SDL_FLIP_HORIZONTAL);
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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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} |