Files
coffee_crisis_arcade_edition/source/path_sprite.cpp
2025-07-20 14:56:00 +02:00

147 lines
4.3 KiB
C++

// IWYU pragma: no_include <bits/std_abs.h>
#include "path_sprite.h"
#include <cmath> // Para abs
#include <functional> // Para function
#include <utility> // Para move
// Devuelve un vector con los puntos que conforman la ruta
auto createPath(float start, float end, PathType type, float fixed_pos, int steps, const std::function<double(double)> &easing_function) -> std::vector<SDL_FPoint> {
std::vector<SDL_FPoint> v;
v.reserve(steps);
for (int i = 0; i < steps; ++i) {
double t = static_cast<double>(i) / (steps - 1);
double value = start + (end - start) * easing_function(t);
if ((start > 0 && end < 0) || (start < 0 && end > 0)) {
value = start + (end > 0 ? 1 : -1) * std::abs(end - start) * easing_function(t);
}
switch (type) {
case PathType::HORIZONTAL:
v.emplace_back(SDL_FPoint{static_cast<float>(value), fixed_pos});
break;
case PathType::VERTICAL:
v.emplace_back(SDL_FPoint{fixed_pos, static_cast<float>(value)});
break;
default:
break;
}
}
return v;
}
// Actualiza la posición y comprueba si ha llegado a su destino
void PathSprite::update() {
if (enabled_ && !has_finished_) {
moveThroughCurrentPath();
goToNextPathOrDie();
}
}
// Muestra el sprite por pantalla
void PathSprite::render() {
if (enabled_) {
Sprite::render();
}
}
// Añade un recorrido
void PathSprite::addPath(Path path, bool centered) {
PathCentered path_centered = PathCentered::NONE;
if (centered) {
path_centered = (path.spots.back().x == path.spots.front().x) ? PathCentered::ON_X : PathCentered::ON_Y;
}
switch (path_centered) {
case PathCentered::ON_X: {
const int X = path.spots.back().x - pos_.w / 2;
for (auto &spot : path.spots) {
spot.x = X;
}
paths_.emplace_back(path);
break;
}
case PathCentered::ON_Y: {
const int Y = path.spots.back().y - pos_.h / 2;
for (auto &spot : path.spots) {
spot.y = Y;
}
paths_.emplace_back(path);
break;
}
default:
paths_.emplace_back(path);
break;
}
}
// Añade un recorrido
void PathSprite::addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easing_function, int waiting_counter) {
paths_.emplace_back(createPath(start, end, type, fixed_pos, steps, easing_function), waiting_counter);
}
// Añade un recorrido
void PathSprite::addPath(std::vector<SDL_FPoint> spots, int waiting_counter) {
paths_.emplace_back(std::move(spots), waiting_counter);
}
// Habilita el objeto
void PathSprite::enable() {
if (paths_.empty() || enabled_) {
return;
}
enabled_ = true;
// Establece la posición
auto &path = paths_.at(current_path_);
const auto &p = path.spots.at(path.counter);
setPosition(p);
}
// Coloca el sprite en los diferentes puntos del recorrido
void PathSprite::moveThroughCurrentPath() {
auto &path = paths_.at(current_path_);
// Establece la posición
const auto &p = path.spots.at(path.counter);
setPosition(p);
// Comprobar si ha terminado el recorrido
if (!path.on_destination) {
++path.counter;
if (path.counter >= static_cast<int>(path.spots.size())) {
path.on_destination = true;
path.counter = static_cast<int>(path.spots.size()) - 1;
}
}
// Comprobar si ha terminado la espera
if (path.on_destination) {
if (path.waiting_counter == 0) {
path.finished = true;
} else {
--path.waiting_counter;
}
}
}
// Cambia de recorrido o finaliza
void PathSprite::goToNextPathOrDie() {
// Comprueba si ha terminado el recorrdo actual
if (paths_.at(current_path_).finished) {
++current_path_;
}
// Comprueba si quedan mas recorridos
if (current_path_ >= static_cast<int>(paths_.size())) {
has_finished_ = true;
current_path_ = 0;
}
}
// Indica si ha terminado todos los recorridos
auto PathSprite::hasFinished() const -> bool { return has_finished_; }