99 lines
2.3 KiB
C++
99 lines
2.3 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 poweredUp, int owner, SDL_Rect* playArea, Texture* texture)
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: posX(x), posY(y), width(BULLET_WIDTH), height(BULLET_HEIGHT), velX(0), velY(BULLET_VELY),
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kind(kind), owner(owner), playArea(playArea),
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sprite(std::unique_ptr<Sprite>(new Sprite(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture))) // Crear manualmente el std::unique_ptr
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{
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velX = (kind == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind == BulletType::RIGHT) ? BULLET_VELX_RIGHT : 0;
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auto spriteOffset = poweredUp ? 3 : 0;
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auto kindIndex = static_cast<int>(kind);
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sprite->setSpriteClip((kindIndex + spriteOffset) * 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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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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posX += velX;
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if (posX < param.game.playArea.rect.x - width || posX > playArea->w) {
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disable();
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return BulletMoveStatus::OUT;
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}
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posY += velY;
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if (posY < param.game.playArea.rect.y - height) {
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disable();
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return BulletMoveStatus::OUT;
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}
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sprite->setPosX(posX);
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sprite->setPosY(posY);
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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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return kind != BulletType::NULL_TYPE;
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}
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void Bullet::disable() {
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kind = BulletType::NULL_TYPE;
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}
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int Bullet::getPosX() const {
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return posX;
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}
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int Bullet::getPosY() const {
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return posY;
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}
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void Bullet::setPosX(int x) {
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posX = x;
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}
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void Bullet::setPosY(int y) {
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posY = y;
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}
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int Bullet::getVelY() const {
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return velY;
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}
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BulletType Bullet::getKind() const {
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return kind;
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}
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int Bullet::getOwner() const {
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return owner;
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}
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circle_t& Bullet::getCollider() {
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return collider;
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}
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void Bullet::shiftColliders() {
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collider.x = posX + collider.r;
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collider.y = posY + collider.r;
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}
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