Optimitzada la funció updateBalloonSpeed() i eliminades funcions sobrants o redundants
123 lines
2.5 KiB
C++
123 lines
2.5 KiB
C++
#include "bullet.h"
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#include "param.h" // for param
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#include "sprite.h" // for Sprite
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#include <memory> // for std::unique_ptr
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// Constantes evaluables en tiempo de compilación
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constexpr int BULLET_WIDTH = 12;
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constexpr int BULLET_HEIGHT = 12;
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constexpr int BULLET_VELY = -3;
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constexpr int BULLET_VELX_LEFT = -2;
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constexpr int BULLET_VELX_RIGHT = 2;
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// Constructor
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Bullet::Bullet(int x, int y, BulletType kind, bool powered_up, int owner, SDL_Rect *play_area, std::shared_ptr<Texture> texture)
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: sprite_(std::make_unique<Sprite>(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture)),
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pos_x_(x),
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pos_y_(y),
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width_(BULLET_WIDTH),
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height_(BULLET_HEIGHT),
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vel_x_(0),
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vel_y_(BULLET_VELY),
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kind_(kind),
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owner_(owner),
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play_area_(play_area)
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{
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vel_x_ = (kind_ == BulletType::LEFT) ? BULLET_VELX_LEFT
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: (kind_ == BulletType::RIGHT) ? BULLET_VELX_RIGHT
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: 0;
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auto sprite_offset = powered_up ? 3 : 0;
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auto kind_index = static_cast<int>(kind);
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sprite_->setSpriteClip((kind_index + sprite_offset) * width_, 0, sprite_->getWidth(), sprite_->getHeight());
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collider_.r = width_ / 2;
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shiftColliders();
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}
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// Implementación de render (llama al render del sprite_)
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void Bullet::render()
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{
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sprite_->render();
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}
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// Implementación del movimiento usando BulletMoveStatus
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BulletMoveStatus Bullet::move()
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{
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pos_x_ += vel_x_;
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if (pos_x_ < param.game.play_area.rect.x - width_ || pos_x_ > play_area_->w)
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{
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disable();
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return BulletMoveStatus::OUT;
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}
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pos_y_ += vel_y_;
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if (pos_y_ < param.game.play_area.rect.y - height_)
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{
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disable();
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return BulletMoveStatus::OUT;
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}
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sprite_->setPosX(pos_x_);
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sprite_->setPosY(pos_y_);
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shiftColliders();
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return BulletMoveStatus::OK;
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}
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bool Bullet::isEnabled() const
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{
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return kind_ != BulletType::NULL_TYPE;
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}
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void Bullet::disable()
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{
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kind_ = BulletType::NULL_TYPE;
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}
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int Bullet::getPosX() const
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{
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return pos_x_;
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}
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int Bullet::getPosY() const
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{
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return pos_y_;
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}
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void Bullet::setPosX(int x)
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{
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pos_x_ = x;
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}
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void Bullet::setPosY(int y)
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{
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pos_y_ = y;
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}
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int Bullet::getVelY() const
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{
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return vel_y_;
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}
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BulletType Bullet::getKind() const
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{
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return kind_;
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}
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int Bullet::getOwner() const
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{
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return owner_;
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}
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Circle &Bullet::getCollider()
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{
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return collider_;
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}
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void Bullet::shiftColliders()
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{
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collider_.x = pos_x_ + collider_.r;
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collider_.y = pos_y_ + collider_.r;
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}
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