247 lines
5.5 KiB
C++
247 lines
5.5 KiB
C++
#include "item.h"
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#include <stdlib.h> // Para rand
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#include <algorithm> // Para clamp
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#include "animated_sprite.h" // Para AnimatedSprite
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#include "param.h" // Para Param, ParamGame, param
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class Texture; // lines 6-6
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Item::Item(ItemType type, float x, float y, SDL_FRect &play_area, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
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: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
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type_(type),
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play_area_(play_area)
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{
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switch (type)
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{
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case ItemType::COFFEE_MACHINE:
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{
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width_ = COFFEE_MACHINE_WIDTH;
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height_ = COFFEE_MACHINE_HEIGHT;
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pos_x_ = getCoffeeMachineSpawn(x, width_, play_area_.w);
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pos_y_ = y;
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vel_x_ = ((rand() % 3) - 1) * 0.5f;
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vel_y_ = -0.1f;
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accel_y_ = 0.1f;
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collider_.r = 10;
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break;
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}
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default:
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{
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width_ = param.game.item_size;
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height_ = param.game.item_size;
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pos_x_ = x;
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pos_y_ = y;
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vel_x_ = -1.0f + ((rand() % 5) * 0.5f);
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vel_y_ = -4.0f;
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accel_y_ = 0.2f;
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collider_.r = width_ / 2;
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break;
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}
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}
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// Actualiza el sprite
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shiftSprite();
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shiftColliders();
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}
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void Item::alignTo(int x)
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{
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const float min_x = param.game.play_area.rect.x + 1;
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const float max_x = play_area_.w - width_ - 1;
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pos_x_ = x - (width_ / 2);
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// Ajusta para que no quede fuera de la zona de juego
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pos_x_ = std::clamp(pos_x_, min_x, max_x);
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// Actualiza el sprite
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shiftSprite();
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shiftColliders();
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}
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void Item::render()
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{
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if (enabled_)
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{
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if (time_to_live_ > 200)
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{
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sprite_->render();
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}
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else if (time_to_live_ % 20 > 10)
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{
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sprite_->render();
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}
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}
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}
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void Item::move()
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{
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floor_collision_ = false;
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// Calcula la nueva posición
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pos_x_ += vel_x_;
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pos_y_ += vel_y_;
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// Aplica las aceleraciones a la velocidad
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vel_x_ += accel_x_;
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vel_y_ += accel_y_;
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// Comprueba los laterales de la zona de juego
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const float MIN_X = param.game.play_area.rect.x;
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const float MAX_X = play_area_.w - width_;
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pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
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// Si toca el borde lateral, invierte la velocidad horizontal
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if (pos_x_ == MIN_X || pos_x_ == MAX_X)
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{
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vel_x_ = -vel_x_;
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}
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// Si colisiona por arriba, rebota (excepto la máquina de café)
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if ((pos_y_ < param.game.play_area.rect.y) && !(type_ == ItemType::COFFEE_MACHINE))
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{
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// Corrige
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pos_y_ = param.game.play_area.rect.y;
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// Invierte la velocidad
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vel_y_ = -vel_y_;
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}
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// Si colisiona con la parte inferior
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if (pos_y_ > play_area_.h - height_)
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{
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// Corrige la posición
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pos_y_ = play_area_.h - height_;
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switch (type_)
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{
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case ItemType::COFFEE_MACHINE:
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// La máquina de café es mas pesada y tiene una fisica diferente, ademas hace ruido
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floor_collision_ = true;
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if (vel_y_ < 1.0f)
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{
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// Si la velocidad vertical es baja, detiene el objeto
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vel_y_ = vel_x_ = accel_x_ = accel_y_ = 0;
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}
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else
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{
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// Si la velocidad vertical es alta, el objeto rebota y pierde velocidad
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vel_y_ *= -0.20f;
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vel_x_ *= 0.75f;
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}
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break;
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default:
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// Si no es una máquina de café
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if (vel_y_ < 1.0f)
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{
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// Si la velocidad vertical es baja, detiene el objeto
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vel_y_ = vel_x_ = accel_x_ = accel_y_ = 0;
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}
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else
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{
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// Si la velocidad vertical es alta, el objeto rebota y pierde velocidad
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vel_y_ *= -0.5f;
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vel_x_ *= 0.75f;
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}
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break;
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}
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}
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// Actualiza la posición del sprite
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shiftSprite();
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shiftColliders();
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}
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void Item::disable() { enabled_ = false; }
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void Item::update()
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{
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move();
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sprite_->update();
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updateTimeToLive();
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}
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void Item::updateTimeToLive()
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{
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if (time_to_live_ > 0)
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{
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time_to_live_--;
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}
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else
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{
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disable();
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}
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}
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void Item::shiftColliders()
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{
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collider_.x = static_cast<int>(pos_x_ + (width_ / 2));
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collider_.y = static_cast<int>(pos_y_ + (height_ / 2));
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}
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void Item::shiftSprite()
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{
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sprite_->setPosX(pos_x_);
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sprite_->setPosY(pos_y_);
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}
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// Calcula la zona de aparición de la máquina de café
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int Item::getCoffeeMachineSpawn(int player_x, int item_width, int area_width, int margin)
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{
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// Distancia mínima del jugador (ajusta según necesites)
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const int MIN_DISTANCE_FROM_PLAYER = area_width / 2;
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const int LEFT_BOUND = margin;
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const int RIGHT_BOUND = area_width - item_width - margin;
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// Calcular zona de exclusión alrededor del jugador
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int exclude_left = player_x - MIN_DISTANCE_FROM_PLAYER;
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int exclude_right = player_x + MIN_DISTANCE_FROM_PLAYER;
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// Verificar si hay espacio suficiente a la izquierda
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bool can_spawn_left = (exclude_left > LEFT_BOUND) && (exclude_left - LEFT_BOUND > item_width);
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// Verificar si hay espacio suficiente a la derecha
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bool can_spawn_right = (exclude_right < RIGHT_BOUND) && (RIGHT_BOUND - exclude_right > item_width);
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if (can_spawn_left && can_spawn_right)
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{
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// Ambos lados disponibles, elegir aleatoriamente
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if (rand() % 2 == 0)
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{
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// Lado izquierdo
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return rand() % (exclude_left - LEFT_BOUND) + LEFT_BOUND;
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}
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else
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{
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// Lado derecho
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return rand() % (RIGHT_BOUND - exclude_right) + exclude_right;
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}
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}
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else if (can_spawn_left)
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{
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// Solo lado izquierdo disponible
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return rand() % (exclude_left - LEFT_BOUND) + LEFT_BOUND;
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}
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else if (can_spawn_right)
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{
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// Solo lado derecho disponible
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return rand() % (RIGHT_BOUND - exclude_right) + exclude_right;
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}
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else
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{
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// No hay espacio suficiente lejos del jugador
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// Por ahora, intentar spawn en el extremo más lejano posible
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int distance_to_left = abs(player_x - LEFT_BOUND);
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int distance_to_right = abs(RIGHT_BOUND - player_x);
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if (distance_to_left > distance_to_right)
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{
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return LEFT_BOUND;
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}
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else
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{
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return RIGHT_BOUND - item_width;
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}
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}
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}
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