drag'n drop de enemics, boundaries i items

This commit is contained in:
2026-04-02 10:53:21 +02:00
parent b6fec3eba7
commit b31346830f
15 changed files with 321 additions and 83 deletions

View File

@@ -7,16 +7,18 @@
#include <cmath> // Para std::round
#include <iostream> // Para cout
#include "core/input/mouse.hpp" // Para Mouse
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/input/mouse.hpp" // Para Mouse
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/resources/resource_cache.hpp" // Para Resource::Cache
#include "game/editor/editor_statusbar.hpp" // Para EditorStatusBar
#include "game/entities/player.hpp" // Para Player
#include "game/gameplay/room.hpp" // Para Room
#include "game/options.hpp" // Para Options
#include "utils/defines.hpp" // Para Tile::SIZE, PlayArea
#include "utils/utils.hpp" // Para stringToColor
#include "game/editor/editor_statusbar.hpp" // Para EditorStatusBar
#include "game/entities/player.hpp" // Para Player
#include "game/gameplay/enemy_manager.hpp" // Para EnemyManager
#include "game/gameplay/item_manager.hpp" // Para ItemManager
#include "game/gameplay/room.hpp" // Para Room
#include "game/options.hpp" // Para Options
#include "utils/defines.hpp" // Para Tile::SIZE, PlayArea
#include "utils/utils.hpp" // Para stringToColor
// Singleton
MapEditor* MapEditor::instance_ = nullptr;
@@ -41,8 +43,7 @@ MapEditor::MapEditor() = default;
MapEditor::~MapEditor() = default;
// Entra en modo editor
void MapEditor::enter(std::shared_ptr<Room> room, std::shared_ptr<Player> player,
const std::string& room_path, std::shared_ptr<Scoreboard::Data> scoreboard_data) {
void MapEditor::enter(std::shared_ptr<Room> room, std::shared_ptr<Player> player, const std::string& room_path, std::shared_ptr<Scoreboard::Data> scoreboard_data) {
if (active_) { return; }
room_ = std::move(room);
@@ -61,6 +62,9 @@ void MapEditor::enter(std::shared_ptr<Room> room, std::shared_ptr<Player> player
Options::cheats.invincible = Options::Cheat::State::ENABLED;
player_->setColor();
// Resetear enemigos a su posición inicial (pueden haberse movido durante el gameplay)
room_->resetEnemyPositions(room_data_.enemies);
// Crear la barra de estado
statusbar_ = std::make_unique<EditorStatusBar>(room_->getNumber(), room_->getName());
@@ -108,9 +112,34 @@ void MapEditor::update(float delta_time) {
updateDrag();
}
// Actualizar la barra de estado con las coordenadas del ratón
// Actualizar la barra de estado con las coordenadas del ratón y la selección
if (statusbar_) {
statusbar_->setMouseTile(mouse_tile_x_, mouse_tile_y_);
// Construir info de selección
std::string sel_info;
if (drag_.target != DragTarget::NONE) {
switch (drag_.target) {
case DragTarget::PLAYER:
sel_info = "PLAYER";
break;
case DragTarget::ENEMY_INITIAL:
sel_info = "ENEMY " + std::to_string(drag_.index);
break;
case DragTarget::ENEMY_BOUND1:
sel_info = "E" + std::to_string(drag_.index) + " BOUND1";
break;
case DragTarget::ENEMY_BOUND2:
sel_info = "E" + std::to_string(drag_.index) + " BOUND2";
break;
case DragTarget::ITEM:
sel_info = "ITEM " + std::to_string(drag_.index);
break;
case DragTarget::NONE:
break;
}
}
statusbar_->setSelectionInfo(sel_info);
statusbar_->update(delta_time);
}
}
@@ -147,34 +176,108 @@ void MapEditor::handleEvent(const SDL_Event& event) {
// Procesa click del ratón: hit test + inicio de drag
void MapEditor::handleMouseDown(float game_x, float game_y) {
// Prioridad de hit test: jugador → enemigos → items
// Prioridad de hit test: jugador → enemigos (initial) → enemigos (boundaries) → items
// 1. Hit test sobre el jugador
// Helper para iniciar drag
auto startDrag = [&](DragTarget target, int index, float entity_x, float entity_y) {
drag_.target = target;
drag_.index = index;
drag_.offset_x = game_x - entity_x;
drag_.offset_y = game_y - entity_y;
drag_.snap_x = entity_x;
drag_.snap_y = entity_y;
};
// 1. Hit test sobre el jugador (8x16)
SDL_FRect player_rect = player_->getRect();
if (pointInRect(game_x, game_y, player_rect)) {
drag_.target = DragTarget::PLAYER;
drag_.index = -1;
drag_.offset_x = game_x - player_rect.x;
drag_.offset_y = game_y - player_rect.y;
drag_.snap_x = player_rect.x;
drag_.snap_y = player_rect.y;
startDrag(DragTarget::PLAYER, -1, player_rect.x, player_rect.y);
return;
}
// (Fases 4+: hit test sobre enemigos e items)
// 2. Hit test sobre enemigos: posición inicial (usan el rect del sprite vivo)
auto* enemy_mgr = room_->getEnemyManager();
for (int i = 0; i < enemy_mgr->getCount(); ++i) {
SDL_FRect enemy_rect = enemy_mgr->getEnemy(i)->getRect();
if (pointInRect(game_x, game_y, enemy_rect)) {
startDrag(DragTarget::ENEMY_INITIAL, i, enemy_rect.x, enemy_rect.y);
return;
}
}
// 3. Hit test sobre boundaries de enemigos (rectángulos 8x8 en las posiciones de room_data_)
for (int i = 0; i < static_cast<int>(room_data_.enemies.size()); ++i) {
const auto& ed = room_data_.enemies[i];
constexpr float SZ = static_cast<float>(Tile::SIZE);
SDL_FRect b1_rect = {.x = static_cast<float>(ed.x1), .y = static_cast<float>(ed.y1), .w = SZ, .h = SZ};
if (pointInRect(game_x, game_y, b1_rect)) {
startDrag(DragTarget::ENEMY_BOUND1, i, b1_rect.x, b1_rect.y);
return;
}
SDL_FRect b2_rect = {.x = static_cast<float>(ed.x2), .y = static_cast<float>(ed.y2), .w = SZ, .h = SZ};
if (pointInRect(game_x, game_y, b2_rect)) {
startDrag(DragTarget::ENEMY_BOUND2, i, b2_rect.x, b2_rect.y);
return;
}
}
// 4. Hit test sobre items (8x8)
auto* item_mgr = room_->getItemManager();
for (int i = 0; i < item_mgr->getCount(); ++i) {
SDL_FRect item_rect = item_mgr->getItem(i)->getCollider();
if (pointInRect(game_x, game_y, item_rect)) {
startDrag(DragTarget::ITEM, i, item_rect.x, item_rect.y);
return;
}
}
}
// Procesa soltar el ratón: commit del drag
void MapEditor::handleMouseUp() {
if (drag_.target == DragTarget::NONE) { return; }
const int IDX = drag_.index;
const int SNAP_X = static_cast<int>(drag_.snap_x);
const int SNAP_Y = static_cast<int>(drag_.snap_y);
switch (drag_.target) {
case DragTarget::PLAYER:
// Mover el jugador a la posición snapped
player_->setDebugPosition(drag_.snap_x, drag_.snap_y);
player_->finalizeDebugTeleport();
break;
default:
case DragTarget::ENEMY_INITIAL:
// Actualizar datos mutables y posición del sprite vivo
if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) {
room_data_.enemies[IDX].x = drag_.snap_x;
room_data_.enemies[IDX].y = drag_.snap_y;
room_->getEnemyManager()->getEnemy(IDX)->resetToInitialPosition(room_data_.enemies[IDX]);
}
break;
case DragTarget::ENEMY_BOUND1:
if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) {
room_data_.enemies[IDX].x1 = SNAP_X;
room_data_.enemies[IDX].y1 = SNAP_Y;
}
break;
case DragTarget::ENEMY_BOUND2:
if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) {
room_data_.enemies[IDX].x2 = SNAP_X;
room_data_.enemies[IDX].y2 = SNAP_Y;
}
break;
case DragTarget::ITEM:
if (IDX >= 0 && IDX < room_->getItemManager()->getCount()) {
room_->getItemManager()->getItem(IDX)->setPosition(drag_.snap_x, drag_.snap_y);
}
break;
case DragTarget::NONE:
break;
}
@@ -191,8 +294,37 @@ void MapEditor::updateDrag() {
drag_.snap_y = snapToGrid(raw_y);
// Mientras arrastramos, mover la entidad visualmente a la posición snapped
if (drag_.target == DragTarget::PLAYER) {
player_->setDebugPosition(drag_.snap_x, drag_.snap_y);
switch (drag_.target) {
case DragTarget::PLAYER:
player_->setDebugPosition(drag_.snap_x, drag_.snap_y);
break;
case DragTarget::ENEMY_INITIAL:
if (drag_.index >= 0 && drag_.index < room_->getEnemyManager()->getCount()) {
// Mover el sprite vivo del enemigo durante el arrastre
auto& enemy = room_->getEnemyManager()->getEnemy(drag_.index);
Enemy::Data temp_data = room_data_.enemies[drag_.index];
temp_data.x = drag_.snap_x;
temp_data.y = drag_.snap_y;
enemy->resetToInitialPosition(temp_data);
}
break;
case DragTarget::ENEMY_BOUND1:
// Los boundaries se actualizan visualmente en renderEnemyBoundaries() via drag_.snap
break;
case DragTarget::ENEMY_BOUND2:
break;
case DragTarget::ITEM:
if (drag_.index >= 0 && drag_.index < room_->getItemManager()->getCount()) {
room_->getItemManager()->getItem(drag_.index)->setPosition(drag_.snap_x, drag_.snap_y);
}
break;
case DragTarget::NONE:
break;
}
}
@@ -204,13 +336,32 @@ void MapEditor::renderSelectionHighlight() {
if (!game_surface) { return; }
const Uint8 HIGHLIGHT_COLOR = stringToColor("bright_white");
constexpr float SZ = static_cast<float>(Tile::SIZE);
SDL_FRect highlight_rect{};
switch (drag_.target) {
case DragTarget::PLAYER:
highlight_rect = player_->getRect();
break;
default:
case DragTarget::ENEMY_INITIAL:
if (drag_.index >= 0 && drag_.index < room_->getEnemyManager()->getCount()) {
highlight_rect = room_->getEnemyManager()->getEnemy(drag_.index)->getRect();
}
break;
case DragTarget::ENEMY_BOUND1:
case DragTarget::ENEMY_BOUND2:
highlight_rect = {.x = drag_.snap_x, .y = drag_.snap_y, .w = SZ, .h = SZ};
break;
case DragTarget::ITEM:
if (drag_.index >= 0 && drag_.index < room_->getItemManager()->getCount()) {
highlight_rect = room_->getItemManager()->getItem(drag_.index)->getCollider();
}
break;
case DragTarget::NONE:
return;
}
@@ -219,8 +370,7 @@ void MapEditor::renderSelectionHighlight() {
.x = highlight_rect.x - 1,
.y = highlight_rect.y - 1,
.w = highlight_rect.w + 2,
.h = highlight_rect.h + 2
};
.h = highlight_rect.h + 2};
game_surface->drawRectBorder(&border, HIGHLIGHT_COLOR);
}
@@ -243,25 +393,39 @@ void MapEditor::renderEnemyBoundaries() {
const Uint8 COLOR_BOUND2 = stringToColor("bright_yellow");
const Uint8 COLOR_ROUTE = stringToColor("bright_white");
for (const auto& enemy : room_data_.enemies) {
// Dibujar línea de ruta: boundary1 → posición inicial → boundary2
for (int i = 0; i < static_cast<int>(room_data_.enemies.size()); ++i) {
const auto& enemy = room_data_.enemies[i];
constexpr float HALF = Tile::SIZE / 2.0F;
float init_cx = enemy.x + HALF;
float init_cy = enemy.y + HALF;
float b1_cx = static_cast<float>(enemy.x1) + HALF;
float b1_cy = static_cast<float>(enemy.y1) + HALF;
float b2_cx = static_cast<float>(enemy.x2) + HALF;
float b2_cy = static_cast<float>(enemy.y2) + HALF;
// Posiciones base (pueden estar siendo arrastradas)
float init_x = enemy.x;
float init_y = enemy.y;
float b1_x = static_cast<float>(enemy.x1);
float b1_y = static_cast<float>(enemy.y1);
float b2_x = static_cast<float>(enemy.x2);
float b2_y = static_cast<float>(enemy.y2);
// Línea de boundary1 a posición inicial
game_surface->drawLine(b1_cx, b1_cy, init_cx, init_cy, COLOR_ROUTE);
// Línea de posición inicial a boundary2
game_surface->drawLine(init_cx, init_cy, b2_cx, b2_cy, COLOR_ROUTE);
// Si estamos arrastrando una boundary de este enemigo, usar la posición snapped
if (drag_.index == i) {
if (drag_.target == DragTarget::ENEMY_BOUND1) {
b1_x = drag_.snap_x;
b1_y = drag_.snap_y;
} else if (drag_.target == DragTarget::ENEMY_BOUND2) {
b2_x = drag_.snap_x;
b2_y = drag_.snap_y;
} else if (drag_.target == DragTarget::ENEMY_INITIAL) {
init_x = drag_.snap_x;
init_y = drag_.snap_y;
}
}
// Dibujar líneas de ruta
game_surface->drawLine(b1_x + HALF, b1_y + HALF, init_x + HALF, init_y + HALF, COLOR_ROUTE);
game_surface->drawLine(init_x + HALF, init_y + HALF, b2_x + HALF, b2_y + HALF, COLOR_ROUTE);
// Marcadores en las boundaries
renderBoundaryMarker(static_cast<float>(enemy.x1), static_cast<float>(enemy.y1), COLOR_BOUND1);
renderBoundaryMarker(static_cast<float>(enemy.x2), static_cast<float>(enemy.y2), COLOR_BOUND2);
renderBoundaryMarker(b1_x, b1_y, COLOR_BOUND1);
renderBoundaryMarker(b2_x, b2_y, COLOR_BOUND2);
}
}