212 lines
5.7 KiB
C++
212 lines
5.7 KiB
C++
// IWYU pragma: no_include <bits/std_abs.h>
|
|
#include "tabe.h"
|
|
|
|
#include <SDL3/SDL.h> // Para SDL_FlipMode, SDL_GetTicks
|
|
#include <algorithm> // Para max
|
|
#include <array> // Para array
|
|
#include <cstdlib> // Para rand, abs
|
|
|
|
#include "audio.h" // Para Audio
|
|
#include "param.h" // Para Param, ParamGame, param
|
|
#include "resource.h" // Para Resource
|
|
#include "utils.h" // Para Zone
|
|
|
|
// Constructor
|
|
Tabe::Tabe()
|
|
: sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("tabe.png"), Resource::get()->getAnimation("tabe.ani"))),
|
|
timer_(TabeTimer(2.5F, 4.0F)) {}
|
|
|
|
// Actualiza la lógica
|
|
void Tabe::update() {
|
|
if (enabled_ && !timer_.is_paused) {
|
|
sprite_->update();
|
|
move();
|
|
updateState();
|
|
}
|
|
|
|
timer_.update();
|
|
if (timer_.shouldSpawn()) {
|
|
enable();
|
|
}
|
|
}
|
|
|
|
// Dibuja el objeto
|
|
void Tabe::render() {
|
|
if (enabled_) {
|
|
sprite_->render();
|
|
}
|
|
}
|
|
|
|
// Mueve el objeto
|
|
void Tabe::move() {
|
|
const int X = static_cast<int>(x_);
|
|
speed_ += accel_;
|
|
x_ += speed_;
|
|
fly_distance_ -= std::abs(X - static_cast<int>(x_));
|
|
|
|
// Comprueba si sale por los bordes
|
|
const float MIN_X = param.game.game_area.rect.x - WIDTH;
|
|
const float MAX_X = param.game.game_area.rect.x + param.game.game_area.rect.w;
|
|
switch (destiny_) {
|
|
case TabeDirection::TO_THE_LEFT: {
|
|
if (x_ < MIN_X) {
|
|
disable();
|
|
}
|
|
if (x_ > param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH && direction_ == TabeDirection::TO_THE_RIGHT) {
|
|
setRandomFlyPath(TabeDirection::TO_THE_LEFT, 80);
|
|
x_ = param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TabeDirection::TO_THE_RIGHT: {
|
|
if (x_ > MAX_X) {
|
|
disable();
|
|
}
|
|
if (x_ < param.game.game_area.rect.x && direction_ == TabeDirection::TO_THE_LEFT) {
|
|
setRandomFlyPath(TabeDirection::TO_THE_RIGHT, 80);
|
|
x_ = param.game.game_area.rect.x;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (fly_distance_ <= 0) {
|
|
if (waiting_counter_ > 0) {
|
|
accel_ = speed_ = 0.0F;
|
|
--waiting_counter_;
|
|
} else {
|
|
constexpr int CHOICES = 4;
|
|
const std::array<TabeDirection, CHOICES> LEFT = {
|
|
TabeDirection::TO_THE_LEFT,
|
|
TabeDirection::TO_THE_LEFT,
|
|
TabeDirection::TO_THE_LEFT,
|
|
TabeDirection::TO_THE_RIGHT};
|
|
|
|
const std::array<TabeDirection, CHOICES> RIGHT = {
|
|
TabeDirection::TO_THE_LEFT,
|
|
TabeDirection::TO_THE_RIGHT,
|
|
TabeDirection::TO_THE_RIGHT,
|
|
TabeDirection::TO_THE_RIGHT};
|
|
|
|
const TabeDirection DIRECTION = destiny_ == TabeDirection::TO_THE_LEFT
|
|
? LEFT[rand() % CHOICES]
|
|
: RIGHT[rand() % CHOICES];
|
|
|
|
setRandomFlyPath(DIRECTION, 20 + rand() % 40);
|
|
}
|
|
}
|
|
|
|
shiftSprite();
|
|
}
|
|
|
|
// Habilita el objeto
|
|
void Tabe::enable() {
|
|
if (!enabled_) {
|
|
enabled_ = true;
|
|
has_bonus_ = true;
|
|
hit_counter_ = 0;
|
|
number_of_hits_ = 0;
|
|
y_ = param.game.game_area.rect.y + 20.0F;
|
|
|
|
// Establece una dirección aleatoria
|
|
destiny_ = direction_ = rand() % 2 == 0 ? TabeDirection::TO_THE_LEFT : TabeDirection::TO_THE_RIGHT;
|
|
|
|
// Establece la posición inicial
|
|
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;
|
|
|
|
// Crea una ruta de vuelo
|
|
setRandomFlyPath(direction_, 60);
|
|
shiftSprite();
|
|
}
|
|
}
|
|
|
|
// Establece un vuelo aleatorio
|
|
void Tabe::setRandomFlyPath(TabeDirection direction, int lenght) {
|
|
direction_ = direction;
|
|
fly_distance_ = lenght;
|
|
waiting_counter_ = 5 + rand() % 15;
|
|
Audio::get()->playSound("tabe.wav");
|
|
|
|
constexpr float SPEED = 2.0F;
|
|
|
|
switch (direction) {
|
|
case TabeDirection::TO_THE_LEFT: {
|
|
speed_ = -1.0F * SPEED;
|
|
accel_ = -1.0F * (1 + rand() % 10) / 30.0F;
|
|
sprite_->setFlip(SDL_FLIP_NONE);
|
|
break;
|
|
}
|
|
|
|
case TabeDirection::TO_THE_RIGHT: {
|
|
speed_ = SPEED;
|
|
accel_ = (1 + rand() % 10) / 30.0F;
|
|
sprite_->setFlip(SDL_FLIP_HORIZONTAL);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Establece el estado
|
|
void Tabe::setState(TabeState state) {
|
|
if (enabled_) {
|
|
state_ = state;
|
|
|
|
switch (state) {
|
|
case TabeState::FLY:
|
|
sprite_->setCurrentAnimation("fly");
|
|
break;
|
|
|
|
case TabeState::HIT:
|
|
sprite_->setCurrentAnimation("hit");
|
|
hit_counter_ = 5;
|
|
++number_of_hits_;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Actualiza el estado
|
|
void Tabe::updateState() {
|
|
if (state_ == TabeState::HIT) {
|
|
--hit_counter_;
|
|
if (hit_counter_ == 0) {
|
|
setState(TabeState::FLY);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Intenta obtener el bonus
|
|
auto Tabe::tryToGetBonus() -> bool {
|
|
if (has_bonus_ && rand() % std::max(1, 15 - number_of_hits_) == 0) {
|
|
has_bonus_ = false;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Actualiza el temporizador
|
|
void Tabe::updateTimer() {
|
|
timer_.current_time = SDL_GetTicks();
|
|
timer_.delta_time = timer_.current_time - timer_.last_time;
|
|
timer_.last_time = timer_.current_time;
|
|
}
|
|
|
|
// Deshabilita el objeto
|
|
void Tabe::disable() {
|
|
enabled_ = false;
|
|
timer_.reset();
|
|
}
|
|
|
|
// Detiene/activa el timer
|
|
void Tabe::pauseTimer(bool value) {
|
|
timer_.setPaused(value);
|
|
} |