Files
coffee_crisis_arcade_edition/source/bullet.cpp

115 lines
2.4 KiB
C++

#include "bullet.h"
#include "param.h" // for param
#include "sprite.h" // for Sprite
#include <memory> // for std::unique_ptr
// Constantes evaluables en tiempo de compilación
constexpr int BULLET_WIDTH = 12;
constexpr int BULLET_HEIGHT = 12;
constexpr int BULLET_VELY = -3;
constexpr int BULLET_VELX_LEFT = -2;
constexpr int BULLET_VELX_RIGHT = 2;
// Constructor
Bullet::Bullet(int x, int y, BulletType kind, bool poweredUp, int owner, SDL_Rect *playArea, Texture *texture)
: posX(x), posY(y), width(BULLET_WIDTH), height(BULLET_HEIGHT), velX(0), velY(BULLET_VELY),
kind(kind), owner(owner), playArea(playArea),
sprite(std::unique_ptr<Sprite>(new Sprite(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture))) // Crear manualmente el std::unique_ptr
{
velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT
: 0;
auto spriteOffset = poweredUp ? 3 : 0;
auto kindIndex = static_cast<int>(kind);
sprite->setSpriteClip((kindIndex + spriteOffset) * width, 0, sprite->getWidth(), sprite->getHeight());
collider.r = width / 2;
shiftColliders();
}
// Implementación de render (llama al render del sprite)
void Bullet::render()
{
sprite->render();
}
// Implementación del movimiento usando BulletMoveStatus
BulletMoveStatus Bullet::move()
{
posX += velX;
if (posX < param.game.playArea.rect.x - width || posX > playArea->w)
{
disable();
return BulletMoveStatus::OUT;
}
posY += velY;
if (posY < param.game.playArea.rect.y - height)
{
disable();
return BulletMoveStatus::OUT;
}
sprite->setPosX(posX);
sprite->setPosY(posY);
shiftColliders();
return BulletMoveStatus::OK;
}
bool Bullet::isEnabled() const
{
return kind != BulletType::NULL_TYPE;
}
void Bullet::disable()
{
kind = BulletType::NULL_TYPE;
}
int Bullet::getPosX() const
{
return posX;
}
int Bullet::getPosY() const
{
return posY;
}
void Bullet::setPosX(int x)
{
posX = x;
}
void Bullet::setPosY(int y)
{
posY = y;
}
int Bullet::getVelY() const
{
return velY;
}
BulletType Bullet::getKind() const
{
return kind;
}
int Bullet::getOwner() const
{
return owner;
}
circle_t &Bullet::getCollider()
{
return collider;
}
void Bullet::shiftColliders()
{
collider.x = posX + collider.r;
collider.y = posY + collider.r;
}