225 lines
7.7 KiB
C++
225 lines
7.7 KiB
C++
// IWYU pragma: no_include <bits/std_abs.h>
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#include "path_sprite.hpp"
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#include <cmath> // Para abs
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#include <functional> // Para function
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#include <utility> // Para move
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// Constructor para paths por puntos (convertido a segundos)
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Path::Path(const std::vector<SDL_FPoint>& spots_init, float waiting_time_s_init)
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: spots(spots_init),
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is_point_path(true) {
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waiting_time_s = waiting_time_s_init;
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}
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// Devuelve un vector con los puntos que conforman la ruta
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auto createPath(float start, float end, PathType type, float fixed_pos, int steps, const std::function<double(double)>& easing_function) -> std::vector<SDL_FPoint> {
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std::vector<SDL_FPoint> v;
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v.reserve(steps);
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for (int i = 0; i < steps; ++i) {
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double t = static_cast<double>(i) / (steps - 1);
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double value = start + ((end - start) * easing_function(t));
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if ((start > 0 && end < 0) || (start < 0 && end > 0)) {
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value = start + (end > 0 ? 1 : -1) * std::abs(end - start) * easing_function(t);
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}
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switch (type) {
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case PathType::HORIZONTAL:
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v.emplace_back(SDL_FPoint{static_cast<float>(value), fixed_pos});
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break;
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case PathType::VERTICAL:
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v.emplace_back(SDL_FPoint{fixed_pos, static_cast<float>(value)});
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break;
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default:
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break;
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}
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}
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return v;
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}
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// Actualiza la posición y comprueba si ha llegado a su destino
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void PathSprite::update(float delta_time) {
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if (enabled_ && !has_finished_) {
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moveThroughCurrentPath(delta_time);
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goToNextPathOrDie();
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}
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}
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// Muestra el sprite por pantalla
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void PathSprite::render() {
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if (enabled_) {
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Sprite::render();
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}
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}
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// Añade un recorrido
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void PathSprite::addPath(Path path, bool centered) {
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PathCentered path_centered = PathCentered::NONE;
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if (centered) {
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if (path.is_point_path) {
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// Lógica de centrado para paths por PUNTOS (como antes)
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if (!path.spots.empty()) {
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// Si X es constante, es un path Vertical, centramos en X
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path_centered = (path.spots.back().x == path.spots.front().x) ? PathCentered::ON_X : PathCentered::ON_Y;
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}
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} else {
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// Lógica de centrado para paths GENERADOS (por duración)
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// Si el tipo es Vertical, centramos en X
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path_centered = (path.type == PathType::VERTICAL) ? PathCentered::ON_X : PathCentered::ON_Y;
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}
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}
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switch (path_centered) {
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case PathCentered::ON_X: {
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// Centrar en el eje X (para paths Verticales)
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const float X_OFFSET = pos_.w / 2.0F; // Asume que pos_.w está inicializado por el constructor de Sprite
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if (path.is_point_path) {
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const float X_BASE = !path.spots.empty() ? path.spots.front().x : 0.0F;
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const float X = X_BASE - X_OFFSET;
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for (auto& spot : path.spots) {
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spot.x = X;
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}
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} else {
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// Es un path generado, ajustamos la posición fija (que es X)
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path.fixed_pos -= X_OFFSET;
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}
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paths_.emplace_back(std::move(path)); // Usamos std::move
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break;
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}
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case PathCentered::ON_Y: {
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// Centrar en el eje Y (para paths Horizontales)
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const float Y_OFFSET = pos_.h / 2.0F; // Asume que pos_.h está inicializado
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if (path.is_point_path) {
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const float Y_BASE = !path.spots.empty() ? path.spots.front().y : 0.0F;
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const float Y = Y_BASE - Y_OFFSET;
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for (auto& spot : path.spots) {
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spot.y = Y;
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}
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} else {
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// Es un path generado, ajustamos la posición fija (que es Y)
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path.fixed_pos -= Y_OFFSET;
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}
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paths_.emplace_back(std::move(path)); // Usamos std::move
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break;
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}
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default:
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// Sin centrado
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paths_.emplace_back(std::move(path)); // Usamos std::move
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break;
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}
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}
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// Añade un recorrido generado (en segundos)
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void PathSprite::addPath(float start, float end, PathType type, float fixed_pos, float duration_s, const std::function<double(double)>& easing_function, float waiting_time_s) {
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paths_.emplace_back(start, end, type, fixed_pos, duration_s, waiting_time_s, easing_function);
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}
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// Añade un recorrido por puntos (en segundos)
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void PathSprite::addPath(const std::vector<SDL_FPoint>& spots, float waiting_time_s) {
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paths_.emplace_back(spots, waiting_time_s);
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}
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// Habilita el objeto
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void PathSprite::enable() {
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if (paths_.empty() || enabled_) {
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return;
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}
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enabled_ = true;
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// Establece la posición inicial
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auto& path = paths_.at(current_path_);
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if (path.is_point_path) {
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const auto& p = path.spots.at(path.counter);
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setPosition(p);
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} else {
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// Para paths generados, establecer posición inicial
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SDL_FPoint initial_pos;
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if (path.type == PathType::HORIZONTAL) {
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initial_pos = {.x = path.start_pos, .y = path.fixed_pos};
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} else {
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initial_pos = {.x = path.fixed_pos, .y = path.start_pos};
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}
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setPosition(initial_pos);
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}
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}
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// Coloca el sprite en los diferentes puntos del recorrido
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void PathSprite::moveThroughCurrentPath(float delta_time) {
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auto& path = paths_.at(current_path_);
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if (path.is_point_path) {
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// Lógica para paths por puntos (compatibilidad)
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const auto& p = path.spots.at(path.counter);
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setPosition(p);
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if (!path.on_destination) {
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++path.counter;
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if (path.counter >= static_cast<int>(path.spots.size())) {
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path.on_destination = true;
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path.counter = static_cast<int>(path.spots.size()) - 1;
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}
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}
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if (path.on_destination) {
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path.waiting_elapsed += delta_time;
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if (path.waiting_elapsed >= path.waiting_time_s) {
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path.finished = true;
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}
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}
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} else {
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// Lógica para paths generados en tiempo real
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if (!path.on_destination) {
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path.elapsed_time += delta_time;
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// Calcular progreso (0.0 a 1.0)
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float progress = path.elapsed_time / path.duration_s;
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if (progress >= 1.0F) {
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progress = 1.0F;
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path.on_destination = true;
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}
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// Aplicar función de easing
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double eased_progress = path.easing_function(progress);
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// Calcular posición actual
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float current_pos = path.start_pos + ((path.end_pos - path.start_pos) * static_cast<float>(eased_progress));
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// Establecer posición según el tipo
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SDL_FPoint position;
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if (path.type == PathType::HORIZONTAL) {
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position = {.x = current_pos, .y = path.fixed_pos};
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} else {
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position = {.x = path.fixed_pos, .y = current_pos};
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}
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setPosition(position);
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} else {
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// Esperar en destino
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path.waiting_elapsed += delta_time;
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if (path.waiting_elapsed >= path.waiting_time_s) {
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path.finished = true;
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}
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}
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}
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}
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// Cambia de recorrido o finaliza
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void PathSprite::goToNextPathOrDie() {
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// Comprueba si ha terminado el recorrdo actual
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if (paths_.at(current_path_).finished) {
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++current_path_;
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}
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// Comprueba si quedan mas recorridos
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if (current_path_ >= static_cast<int>(paths_.size())) {
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has_finished_ = true;
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current_path_ = 0;
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}
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}
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// Indica si ha terminado todos los recorridos
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auto PathSprite::hasFinished() const -> bool { return has_finished_; } |