887 lines
30 KiB
C++
887 lines
30 KiB
C++
// IWYU pragma: no_include <bits/std_abs.h>
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#include "game/entities/player.hpp"
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#include <algorithm> // Para max, min
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#include <cmath> // Para ceil, abs
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#include <iostream>
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#include <ranges> // Para std::ranges::any_of
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#include "core/audio/audio.hpp" // Para Audio
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#include "core/input/input.hpp" // Para Input, InputAction
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#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
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#include "core/resources/resource_cache.hpp" // Para Resource
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#include "game/gameplay/room.hpp" // Para Room, TileType
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#include "game/options.hpp" // Para Cheat, Options, options
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#include "utils/defines.hpp" // Para RoomBorder::BOTTOM, RoomBorder::LEFT, RoomBorder::RIGHT
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#ifdef _DEBUG
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#include "core/system/debug.hpp" // Para Debug
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#endif
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// Constructor
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Player::Player(const Data& player)
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: room_(player.room) {
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initSprite(player.animations_path);
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setColor();
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applySpawnValues(player.spawn_data);
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placeSprite();
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initSounds();
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previous_state_ = state_;
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}
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// Pinta el jugador en pantalla
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void Player::render() {
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sprite_->render(1, color_);
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#ifdef _DEBUG
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if (Debug::get()->isEnabled()) {
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Screen::get()->getRendererSurface()->putPixel(under_right_foot_.x, under_right_foot_.y, static_cast<Uint8>(PaletteColor::GREEN));
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Screen::get()->getRendererSurface()->putPixel(under_left_foot_.x, under_left_foot_.y, static_cast<Uint8>(PaletteColor::GREEN));
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}
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#endif
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}
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// Actualiza las variables del objeto
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void Player::update(float delta_time) {
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if (!is_paused_) {
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handleInput();
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updateState(delta_time);
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move(delta_time);
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animate(delta_time);
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handleBorders();
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}
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}
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// Comprueba las entradas y modifica variables
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void Player::handleInput() {
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if (Input::get()->checkAction(InputAction::LEFT)) {
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wanna_go_ = Direction::LEFT;
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} else if (Input::get()->checkAction(InputAction::RIGHT)) {
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wanna_go_ = Direction::RIGHT;
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} else {
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wanna_go_ = Direction::NONE;
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}
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wanna_jump_ = Input::get()->checkAction(InputAction::JUMP);
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}
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// La lógica de movimiento está distribuida en move
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void Player::move(float delta_time) {
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switch (state_) {
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case State::ON_GROUND:
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moveOnGround(delta_time);
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break;
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case State::ON_SLOPE:
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moveOnSlope(delta_time);
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break;
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case State::JUMPING:
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moveJumping(delta_time);
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break;
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case State::FALLING:
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moveFalling(delta_time);
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break;
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}
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syncSpriteAndCollider(); // Actualiza la posición del sprite y las colisiones
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#ifdef _DEBUG
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Debug::get()->add(std::string("X: " + std::to_string(static_cast<int>(x_))));
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Debug::get()->add(std::string("Y: " + std::to_string(static_cast<int>(y_))));
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#endif
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}
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void Player::handleConveyorBelts() {
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if (!auto_movement_ and isOnConveyorBelt() and wanna_go_ == Direction::NONE) {
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auto_movement_ = true;
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}
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if (auto_movement_ and !isOnConveyorBelt()) {
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auto_movement_ = false;
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}
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}
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void Player::handleShouldFall() {
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if (!isOnFloor() and (state_ == State::ON_GROUND || state_ == State::ON_SLOPE)) {
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transitionToState(State::FALLING);
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}
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}
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void Player::transitionToState(State state) {
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previous_state_ = state_;
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state_ = state;
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switch (state) {
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case State::ON_GROUND:
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//std::cout << "ON_GROUND\n";
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vy_ = 0;
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handleDeathByFalling();
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resetSoundControllersOnLanding();
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current_slope_ = nullptr;
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break;
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case State::ON_SLOPE:
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//std::cout << "ON_SLOPE\n";
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vy_ = 0;
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handleDeathByFalling();
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resetSoundControllersOnLanding();
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updateCurrentSlope();
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break;
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case State::JUMPING:
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//std::cout << "JUMPING\n";
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// Puede saltar desde ON_GROUND o ON_SLOPE
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if (previous_state_ == State::ON_GROUND || previous_state_ == State::ON_SLOPE) {
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vy_ = -MAX_VY;
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last_grounded_position_ = y_;
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updateVelocity();
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jump_sound_ctrl_.start();
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current_slope_ = nullptr;
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}
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break;
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case State::FALLING:
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//std::cout << "FALLING\n";
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fall_start_position_ = static_cast<int>(y_);
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last_grounded_position_ = static_cast<int>(y_);
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vy_ = MAX_VY;
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vx_ = 0.0F;
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jump_sound_ctrl_.reset();
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fall_sound_ctrl_.start(y_);
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current_slope_ = nullptr;
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break;
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}
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}
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void Player::updateState(float delta_time) {
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switch (state_) {
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case State::ON_GROUND:
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updateOnGround(delta_time);
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break;
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case State::ON_SLOPE:
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updateOnSlope(delta_time);
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break;
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case State::JUMPING:
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updateJumping(delta_time);
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break;
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case State::FALLING:
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updateFalling(delta_time);
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break;
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}
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}
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// Actualización lógica del estado ON_GROUND
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void Player::updateOnGround(float delta_time) {
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(void)delta_time; // No usado en este método, pero se mantiene por consistencia
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handleConveyorBelts(); // Gestiona las cintas transportadoras
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handleShouldFall(); // Verifica si debe caer (no tiene suelo)
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// Verifica si el jugador quiere saltar
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if (wanna_jump_) { transitionToState(State::JUMPING); }
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}
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// Actualización lógica del estado ON_SLOPE
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void Player::updateOnSlope(float delta_time) {
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(void)delta_time; // No usado en este método, pero se mantiene por consistencia
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// NOTA: No llamamos handleShouldFall() aquí porque moveOnSlope() ya maneja
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// todas las condiciones de salida de la rampa (out of bounds, transición a superficie plana)
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// Verifica si el jugador quiere saltar
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if (wanna_jump_) { transitionToState(State::JUMPING); }
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}
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// Actualización lógica del estado JUMPING
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void Player::updateJumping(float delta_time) {
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auto_movement_ = false; // Desactiva el movimiento automático durante el salto
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playJumpSound(delta_time); // Reproduce los sonidos de salto
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handleJumpEnd(); // Verifica si el salto ha terminado (alcanzó la altura inicial)
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}
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// Actualización lógica del estado FALLING
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void Player::updateFalling(float delta_time) {
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auto_movement_ = false; // Desactiva el movimiento automático durante la caída
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playFallSound(delta_time); // Reproduce los sonidos de caída
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}
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// Movimiento físico del estado ON_GROUND
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void Player::moveOnGround(float delta_time) {
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// Determinama cuál debe ser la velocidad a partir de automovement o de wanna_go_
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updateVelocity();
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if (vx_ == 0.0F) { return; }
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// Movimiento horizontal y colision con muros
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applyHorizontalMovement(delta_time);
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// Comprueba colision con rampas, corrige y cambia estado
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const int SIDE_X = vx_ < 0.0F ? static_cast<int>(x_) : static_cast<int>(x_) + WIDTH - 1;
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const LineVertical SIDE = {
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.x = SIDE_X,
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.y1 = static_cast<int>(y_) + HEIGHT - 2,
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.y2 = static_cast<int>(y_) + HEIGHT - 1};
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// Comprueba la rampa correspondiente según la dirección
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const int SLOPE_Y = vx_ < 0.0F ? room_->checkLeftSlopes(SIDE) : room_->checkRightSlopes(SIDE);
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if (SLOPE_Y != Collision::NONE) {
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// Hay rampa: sube al jugador para pegarlo a la rampa
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y_ = SLOPE_Y - HEIGHT;
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transitionToState(State::ON_SLOPE);
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}
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// Comprueba si está sobre una rampa
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if (isOnSlope()) { transitionToState(State::ON_SLOPE); }
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}
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// Movimiento físico del estado ON_SLOPE
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void Player::moveOnSlope(float delta_time) {
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// Determinama cuál debe ser la velocidad a partir de automovement o de wanna_go_
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updateVelocity();
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if (vx_ == 0.0F) { return; }
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// Verificar que tenemos una rampa válida
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if (current_slope_ == nullptr) {
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transitionToState(State::FALLING);
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return;
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}
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// Determinar el tipo de rampa
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const bool IS_LEFT_SLOPE = isLeftSlope();
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// Movimiento horizontal con colisión lateral
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applyHorizontalMovement(delta_time);
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// Seleccionar el pie apropiado según el tipo de rampa
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// Left slopes (forma \) colisionan con el pie izquierdo
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// Right slopes (forma /) colisionan con el pie derecho
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const int X = IS_LEFT_SLOPE ? x_ : x_ + WIDTH - 1;
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// Calcular la Y basada en la ecuación de la rampa (45 grados)
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// Left slope (\): y aumenta con x -> y = y1 + (x - x1)
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// Right slope (/): y disminuye con x -> y = y1 - (x - x1)
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if (IS_LEFT_SLOPE) {
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y_ = current_slope_->y1 + (X - current_slope_->x1) - HEIGHT;
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} else {
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y_ = current_slope_->y1 - (X - current_slope_->x1) - HEIGHT;
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}
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// Verificar si el pie ha salido de los límites horizontales de la rampa
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// Usar min/max porque LEFT slopes tienen x1<x2 pero RIGHT slopes tienen x1>x2
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const int MIN_X = std::min(current_slope_->x1, current_slope_->x2);
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const int MAX_X = std::max(current_slope_->x1, current_slope_->x2);
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const bool OUT_OF_BOUNDS = (X < MIN_X) || (X > MAX_X);
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if (OUT_OF_BOUNDS) {
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// Determinar si estamos saliendo por arriba o por abajo de la rampa
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const bool EXITING_DOWNWARD = (X > current_slope_->x2 && IS_LEFT_SLOPE) ||
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(X < current_slope_->x1 && !IS_LEFT_SLOPE);
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const bool EXITING_UPWARD = (X < current_slope_->x1 && IS_LEFT_SLOPE) ||
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(X > current_slope_->x2 && !IS_LEFT_SLOPE);
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if (EXITING_DOWNWARD) {
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// Salida por abajo: no hacer nada
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// y_ += 1.0F;
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}
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if (EXITING_UPWARD) {
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// Salida por arriba: bajar un pixel ya que ha subido 1 de mas al salirse de la recta
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y_ += 1.0F;
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}
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// Verificar si hay soporte debajo (suelo plano o conveyor belt)
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if (isOnTopSurface() || isOnConveyorBelt()) {
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// Hay soporte: transición a ON_GROUND (podría ser superficie o conveyor belt)
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transitionToState(State::ON_GROUND);
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} else {
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// Sin soporte: empezar a caer
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transitionToState(State::FALLING);
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}
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return;
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}
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// Verificar transición a superficie plana
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/*if (isOnTopSurface()) {
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transitionToState(State::ON_GROUND);
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return;
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}*/
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}
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// Movimiento físico del estado JUMPING
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void Player::moveJumping(float delta_time) {
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// Movimiento horizontal
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applyHorizontalMovement(delta_time);
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// Movimiento vertical
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applyGravity(delta_time);
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const float DISPLACEMENT_Y = vy_ * delta_time;
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// Movimiento vertical hacia arriba
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if (vy_ < 0.0F) {
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const SDL_FRect PROJECTION = getProjection(Direction::UP, DISPLACEMENT_Y);
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// Comprueba la colisión
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const int POS = room_->checkBottomSurfaces(PROJECTION);
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// Calcula la nueva posición
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if (POS == Collision::NONE) {
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// Si no hay colisión
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y_ += DISPLACEMENT_Y;
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} else {
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// Si hay colisión lo mueve hasta donde no colisiona -> FALLING
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y_ = POS + 1;
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transitionToState(State::FALLING);
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}
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}
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// Movimiento vertical hacia abajo
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else if (vy_ > 0.0F) {
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// Crea el rectangulo de proyección en el eje Y para ver si colisiona
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const SDL_FRect PROJECTION = getProjection(Direction::DOWN, DISPLACEMENT_Y);
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// JUMPING colisiona con rampas solo si vx_ == 0
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if (vx_ == 0.0F) {
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handleLandingFromAir(DISPLACEMENT_Y, PROJECTION);
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} else {
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// Comprueba la colisión con las superficies y las cintas transportadoras (sin rampas)
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const float POS = std::max(room_->checkTopSurfaces(PROJECTION), room_->checkAutoSurfaces(PROJECTION));
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if (POS != Collision::NONE) {
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// Si hay colisión lo mueve hasta donde no colisiona y pasa a estar sobre la superficie
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y_ = POS - HEIGHT;
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transitionToState(State::ON_GROUND);
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} else {
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// Esta saltando con movimiento horizontal y no hay colisión con los muros
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// Calcula la nueva posición (atraviesa rampas)
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y_ += DISPLACEMENT_Y;
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}
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}
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}
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}
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// Movimiento físico del estado FALLING
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void Player::moveFalling(float delta_time) {
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// Crea el rectangulo de proyección en el eje Y para ver si colisiona
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const float DISPLACEMENT = vy_ * delta_time;
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const SDL_FRect PROJECTION = getProjection(Direction::DOWN, DISPLACEMENT);
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// Comprueba aterrizaje en superficies y rampas
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handleLandingFromAir(DISPLACEMENT, PROJECTION);
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}
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// Comprueba si está situado en alguno de los cuatro bordes de la habitación
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void Player::handleBorders() {
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if (x_ < PLAY_AREA_LEFT) {
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border_ = Room::Border::LEFT;
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is_on_border_ = true;
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}
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else if (x_ + WIDTH > PLAY_AREA_RIGHT) {
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border_ = Room::Border::RIGHT;
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is_on_border_ = true;
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}
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else if (y_ < PLAY_AREA_TOP) {
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border_ = Room::Border::TOP;
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is_on_border_ = true;
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}
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else if (y_ + HEIGHT > PLAY_AREA_BOTTOM) {
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border_ = Room::Border::BOTTOM;
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is_on_border_ = true;
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}
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else {
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is_on_border_ = false;
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}
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}
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// Cambia al jugador de un borde al opuesto. Util para el cambio de pantalla
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void Player::switchBorders() {
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switch (border_) {
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case Room::Border::TOP:
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y_ = PLAY_AREA_BOTTOM - HEIGHT - TILE_SIZE;
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transitionToState(State::ON_GROUND); // TODO: Detectar si debe ser ON_SLOPE
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break;
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case Room::Border::BOTTOM:
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y_ = PLAY_AREA_TOP;
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transitionToState(State::ON_GROUND); // TODO: Detectar si debe ser ON_SLOPE
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break;
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case Room::Border::RIGHT:
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x_ = PLAY_AREA_LEFT;
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break;
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case Room::Border::LEFT:
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x_ = PLAY_AREA_RIGHT - WIDTH;
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break;
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default:
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break;
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}
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// CRÍTICO: Resetear last_grounded_position_ para evitar muerte falsa por diferencia de Y entre pantallas
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last_grounded_position_ = static_cast<int>(y_);
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is_on_border_ = false;
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placeSprite();
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}
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// Aplica gravedad al jugador
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void Player::applyGravity(float delta_time) {
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// La gravedad solo se aplica cuando el jugador esta saltando
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// Nunca mientras cae o esta de pie
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if (state_ == State::JUMPING) {
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vy_ += GRAVITY_FORCE * delta_time;
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vy_ = std::min(vy_, MAX_VY);
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}
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}
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// Establece la animación del jugador
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void Player::animate(float delta_time) {
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if (vx_ != 0) {
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sprite_->update(delta_time);
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}
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}
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// Comprueba si ha finalizado el salto al alcanzar la altura de inicio
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void Player::handleJumpEnd() {
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// Si el jugador vuelve EXACTAMENTE a la altura inicial, debe CONTINUAR en JUMPING
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// Solo cuando la SUPERA (desciende más allá) cambia a FALLING
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if (state_ == State::JUMPING && vy_ > 0.0F && static_cast<int>(y_) > last_grounded_position_) {
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transitionToState(State::FALLING);
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}
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}
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// Calcula y reproduce el sonido de salto basado en tiempo transcurrido
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void Player::playJumpSound(float delta_time) {
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size_t sound_index;
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if (jump_sound_ctrl_.shouldPlay(delta_time, sound_index)) {
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if (sound_index < jumping_sound_.size()) {
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Audio::get()->playSound(jumping_sound_[sound_index], Audio::Group::GAME);
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}
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}
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}
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// Calcula y reproduce el sonido de caída basado en distancia vertical recorrida
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void Player::playFallSound(float delta_time) {
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size_t sound_index;
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if (fall_sound_ctrl_.shouldPlay(delta_time, y_, sound_index)) {
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if (sound_index < falling_sound_.size()) {
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Audio::get()->playSound(falling_sound_[sound_index], Audio::Group::GAME);
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}
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}
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}
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// Comprueba si el jugador tiene suelo debajo de los pies
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auto Player::isOnFloor() -> bool {
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bool on_top_surface = false;
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bool on_conveyor_belt = false;
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updateFeet();
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// Comprueba las superficies
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on_top_surface |= room_->checkTopSurfaces(under_left_foot_);
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on_top_surface |= room_->checkTopSurfaces(under_right_foot_);
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// Comprueba las cintas transportadoras
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on_conveyor_belt |= room_->checkConveyorBelts(under_left_foot_);
|
|
on_conveyor_belt |= room_->checkConveyorBelts(under_right_foot_);
|
|
|
|
// Comprueba las rampas
|
|
auto on_slope_l = room_->checkLeftSlopes(under_left_foot_);
|
|
auto on_slope_r = room_->checkRightSlopes(under_right_foot_);
|
|
|
|
return on_top_surface || on_conveyor_belt || on_slope_l || on_slope_r;
|
|
}
|
|
|
|
// Comprueba si el jugador está sobre una superficie
|
|
auto Player::isOnTopSurface() -> bool {
|
|
bool on_top_surface = false;
|
|
updateFeet();
|
|
|
|
// Comprueba las superficies
|
|
on_top_surface |= room_->checkTopSurfaces(under_left_foot_);
|
|
on_top_surface |= room_->checkTopSurfaces(under_right_foot_);
|
|
|
|
return on_top_surface;
|
|
}
|
|
|
|
// Comprueba si el jugador esta sobre una cinta transportadora
|
|
auto Player::isOnConveyorBelt() -> bool {
|
|
bool on_conveyor_belt = false;
|
|
updateFeet();
|
|
|
|
// Comprueba las superficies
|
|
on_conveyor_belt |= room_->checkConveyorBelts(under_left_foot_);
|
|
on_conveyor_belt |= room_->checkConveyorBelts(under_right_foot_);
|
|
|
|
return on_conveyor_belt;
|
|
}
|
|
|
|
// Comprueba si el jugador está sobre una rampa
|
|
// Retorna true SOLO si un pie está en rampa Y el otro pie está volando (sin soporte)
|
|
auto Player::isOnSlope() -> bool {
|
|
updateFeet();
|
|
|
|
// Verificar qué pie está en qué tipo de rampa
|
|
const bool LEFT_FOOT_ON_LEFT_SLOPE = room_->checkLeftSlopes(under_left_foot_);
|
|
const bool RIGHT_FOOT_ON_RIGHT_SLOPE = room_->checkRightSlopes(under_right_foot_);
|
|
|
|
// Verificar si cada pie está "volando" (sin soporte: ni top surface ni conveyor belt)
|
|
const bool LEFT_FOOT_FLYING = !(room_->checkTopSurfaces(under_left_foot_) ||
|
|
room_->checkConveyorBelts(under_left_foot_));
|
|
const bool RIGHT_FOOT_FLYING = !(room_->checkTopSurfaces(under_right_foot_) ||
|
|
room_->checkConveyorBelts(under_right_foot_));
|
|
|
|
// Retornar true si UN pie en rampa Y el OTRO volando
|
|
return (LEFT_FOOT_ON_LEFT_SLOPE && RIGHT_FOOT_FLYING) ||
|
|
(RIGHT_FOOT_ON_RIGHT_SLOPE && LEFT_FOOT_FLYING);
|
|
}
|
|
|
|
// Comprueba si current_slope_ es una rampa izquierda (ascendente a la izquierda)
|
|
// Las rampas izquierdas tienen forma \ con x1 < x2 (x aumenta de izq a der)
|
|
auto Player::isLeftSlope() -> bool {
|
|
if (current_slope_ == nullptr) {
|
|
return false;
|
|
}
|
|
// Left slopes (\): x1 < x2 (x aumenta de izquierda a derecha)
|
|
// Right slopes (/): x1 > x2 (x decrece de izquierda a derecha)
|
|
return current_slope_->x1 < current_slope_->x2;
|
|
}
|
|
|
|
// Actualiza current_slope_ con la rampa correcta según el pie que toca
|
|
void Player::updateCurrentSlope() {
|
|
updateFeet();
|
|
|
|
// Left slopes (\) ascendentes a izquierda tocan el pie izquierdo
|
|
if (room_->checkLeftSlopes(under_left_foot_)) {
|
|
current_slope_ = room_->getSlopeAtPoint(under_left_foot_);
|
|
}
|
|
// Right slopes (/) ascendentes a derecha tocan el pie derecho
|
|
else if (room_->checkRightSlopes(under_right_foot_)) {
|
|
current_slope_ = room_->getSlopeAtPoint(under_right_foot_);
|
|
}
|
|
// Fallback para casos edge
|
|
else {
|
|
current_slope_ = room_->getSlopeAtPoint(under_left_foot_);
|
|
if (current_slope_ == nullptr) {
|
|
current_slope_ = room_->getSlopeAtPoint(under_right_foot_);
|
|
}
|
|
}
|
|
|
|
// Debug output
|
|
/*
|
|
if (current_slope_ != nullptr) {
|
|
const char* TYPE = isLeftSlope() ? "Left \\" : "Right /";
|
|
std::cout << "[SLOPE] " << TYPE
|
|
<< " from (" << current_slope_->x1 << "," << current_slope_->y1 << ")"
|
|
<< " to (" << current_slope_->x2 << "," << current_slope_->y2 << ")\n";
|
|
|
|
} else {
|
|
std::cout << "[SLOPE] nullptr\n";
|
|
}
|
|
*/
|
|
}
|
|
|
|
// Comprueba que el jugador no toque ningun tile de los que matan
|
|
auto Player::handleKillingTiles() -> bool {
|
|
// Comprueba si hay contacto con algún tile que mata
|
|
if (std::ranges::any_of(collider_points_, [this](const auto& c) {
|
|
return room_->getTile(c) == Room::Tile::KILL;
|
|
})) {
|
|
is_alive_ = false; // Mata al jugador inmediatamente
|
|
return true; // Retorna en cuanto se detecta una colisión
|
|
}
|
|
|
|
return false; // No se encontró ninguna colisión
|
|
}
|
|
|
|
// Establece el color del jugador
|
|
void Player::setColor() {
|
|
if (Options::cheats.invincible == Options::Cheat::State::ENABLED) {
|
|
color_ = static_cast<Uint8>(PaletteColor::CYAN);
|
|
} else if (Options::cheats.infinite_lives == Options::Cheat::State::ENABLED) {
|
|
color_ = static_cast<Uint8>(PaletteColor::YELLOW);
|
|
} else {
|
|
color_ = static_cast<Uint8>(PaletteColor::WHITE);
|
|
}
|
|
}
|
|
|
|
// Actualiza los puntos de colisión
|
|
void Player::updateColliderPoints() {
|
|
const SDL_FRect RECT = getRect();
|
|
collider_points_[0] = {.x = RECT.x, .y = RECT.y};
|
|
collider_points_[1] = {.x = RECT.x + 7, .y = RECT.y};
|
|
collider_points_[2] = {.x = RECT.x + 7, .y = RECT.y + 7};
|
|
collider_points_[3] = {.x = RECT.x, .y = RECT.y + 7};
|
|
collider_points_[4] = {.x = RECT.x, .y = RECT.y + 8};
|
|
collider_points_[5] = {.x = RECT.x + 7, .y = RECT.y + 8};
|
|
collider_points_[6] = {.x = RECT.x + 7, .y = RECT.y + 15};
|
|
collider_points_[7] = {.x = RECT.x, .y = RECT.y + 15};
|
|
}
|
|
|
|
// Actualiza los puntos de los pies
|
|
void Player::updateFeet() {
|
|
under_left_foot_ = {
|
|
.x = x_,
|
|
.y = y_ + HEIGHT};
|
|
under_right_foot_ = {
|
|
.x = x_ + WIDTH - 1,
|
|
.y = y_ + HEIGHT};
|
|
}
|
|
|
|
// Inicializa los sonidos de salto y caida
|
|
void Player::initSounds() {
|
|
for (int i = 0; i < 24; ++i) {
|
|
std::string sound_file = "jump" + std::to_string(i + 1) + ".wav";
|
|
jumping_sound_[i] = Resource::Cache::get()->getSound(sound_file);
|
|
|
|
if (i >= 10) { // i+1 >= 11
|
|
falling_sound_[i - 10] = Resource::Cache::get()->getSound(sound_file);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Implementación de JumpSoundController::start
|
|
void Player::JumpSoundController::start() {
|
|
current_index = 0;
|
|
elapsed_time = 0.0F;
|
|
active = true;
|
|
}
|
|
|
|
// Implementación de JumpSoundController::reset
|
|
void Player::JumpSoundController::reset() {
|
|
active = false;
|
|
current_index = 0;
|
|
elapsed_time = 0.0F;
|
|
}
|
|
|
|
// Implementación de JumpSoundController::shouldPlay
|
|
auto Player::JumpSoundController::shouldPlay(float delta_time, size_t& out_index) -> bool {
|
|
if (!active) {
|
|
return false;
|
|
}
|
|
|
|
// Acumula el tiempo transcurrido durante el salto
|
|
elapsed_time += delta_time;
|
|
|
|
// Calcula qué sonido debería estar sonando según el tiempo
|
|
size_t target_index = FIRST_SOUND + static_cast<size_t>(elapsed_time / SECONDS_PER_SOUND);
|
|
target_index = std::min(target_index, LAST_SOUND);
|
|
|
|
// Reproduce si hemos avanzado a un nuevo sonido
|
|
if (target_index > current_index) {
|
|
current_index = target_index;
|
|
out_index = current_index;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Implementación de FallSoundController::start
|
|
void Player::FallSoundController::start(float start_y) {
|
|
current_index = 0;
|
|
distance_traveled = 0.0F;
|
|
last_y = start_y;
|
|
active = true;
|
|
}
|
|
|
|
// Implementación de FallSoundController::reset
|
|
void Player::FallSoundController::reset() {
|
|
active = false;
|
|
current_index = 0;
|
|
distance_traveled = 0.0F;
|
|
}
|
|
|
|
// Implementación de FallSoundController::shouldPlay
|
|
auto Player::FallSoundController::shouldPlay(float delta_time, float current_y, size_t& out_index) -> bool {
|
|
(void)delta_time; // No usado actualmente, pero recibido por consistencia
|
|
|
|
if (!active) {
|
|
return false;
|
|
}
|
|
|
|
// Acumula la distancia recorrida (solo hacia abajo)
|
|
if (current_y > last_y) {
|
|
distance_traveled += (current_y - last_y);
|
|
}
|
|
last_y = current_y;
|
|
|
|
// Calcula qué sonido debería estar sonando según el intervalo
|
|
size_t target_index = FIRST_SOUND + static_cast<size_t>(distance_traveled / PIXELS_PER_SOUND);
|
|
|
|
// El sonido a reproducir se limita a LAST_SOUND (13), pero el índice interno sigue creciendo
|
|
size_t sound_to_play = std::min(target_index, LAST_SOUND);
|
|
|
|
// Reproduce si hemos avanzado a un nuevo índice (permite repetición de sonido 13)
|
|
if (target_index > current_index) {
|
|
current_index = target_index; // Guardamos el índice real (puede ser > LAST_SOUND)
|
|
out_index = sound_to_play; // Pero reproducimos LAST_SOUND cuando corresponde
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Aplica los valores de spawn al jugador
|
|
void Player::applySpawnValues(const SpawnData& spawn) {
|
|
x_ = spawn.x;
|
|
y_ = spawn.y;
|
|
y_prev_ = spawn.y; // Inicializar y_prev_ igual a y_ para evitar saltos en primer frame
|
|
vx_ = spawn.vx;
|
|
vy_ = spawn.vy;
|
|
last_grounded_position_ = spawn.last_grounded_position;
|
|
state_ = spawn.state;
|
|
sprite_->setFlip(spawn.flip);
|
|
}
|
|
|
|
// Inicializa el sprite del jugador
|
|
void Player::initSprite(const std::string& animations_path) {
|
|
const auto& animation_data = Resource::Cache::get()->getAnimationData(animations_path);
|
|
sprite_ = std::make_unique<SurfaceAnimatedSprite>(animation_data);
|
|
sprite_->setWidth(WIDTH);
|
|
sprite_->setHeight(HEIGHT);
|
|
sprite_->setCurrentAnimation("walk");
|
|
}
|
|
|
|
// Actualiza la posición del sprite y las colisiones
|
|
void Player::syncSpriteAndCollider() {
|
|
placeSprite(); // Coloca el sprite en la posición del jugador
|
|
collider_box_ = getRect(); // Actualiza el rectangulo de colisión
|
|
updateColliderPoints(); // Actualiza los puntos de colisión
|
|
#ifdef _DEBUG
|
|
updateFeet();
|
|
#endif
|
|
}
|
|
|
|
// Coloca el sprite en la posición del jugador
|
|
void Player::placeSprite() {
|
|
sprite_->setPos(x_, y_);
|
|
}
|
|
|
|
// Gestiona la muerta al ccaer desde muy alto
|
|
void Player::handleDeathByFalling() {
|
|
const int FALL_DISTANCE = static_cast<int>(y_) - last_grounded_position_;
|
|
if (previous_state_ == State::FALLING && FALL_DISTANCE > MAX_FALLING_HEIGHT) {
|
|
is_alive_ = false; // Muere si cae más de 32 píxeles
|
|
}
|
|
}
|
|
|
|
// Calcula la velocidad en x
|
|
void Player::updateVelocity() {
|
|
if (auto_movement_) {
|
|
// La cinta transportadora tiene el control
|
|
vx_ = HORIZONTAL_VELOCITY * room_->getConveyorBeltDirection();
|
|
sprite_->setFlip(vx_ < 0.0F ? Flip::LEFT : Flip::RIGHT);
|
|
} else {
|
|
// El jugador tiene el control
|
|
switch (wanna_go_) {
|
|
case Direction::LEFT:
|
|
vx_ = -HORIZONTAL_VELOCITY;
|
|
sprite_->setFlip(Flip::LEFT);
|
|
break;
|
|
case Direction::RIGHT:
|
|
vx_ = HORIZONTAL_VELOCITY;
|
|
sprite_->setFlip(Flip::RIGHT);
|
|
break;
|
|
case Direction::NONE:
|
|
vx_ = 0.0F;
|
|
break;
|
|
default:
|
|
vx_ = 0.0F;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Aplica movimiento horizontal con colisión de muros
|
|
void Player::applyHorizontalMovement(float delta_time) {
|
|
if (vx_ == 0.0F) { return; }
|
|
|
|
const float DISPLACEMENT = vx_ * delta_time;
|
|
if (vx_ < 0.0F) {
|
|
const SDL_FRect PROJECTION = getProjection(Direction::LEFT, DISPLACEMENT);
|
|
const int POS = room_->checkRightSurfaces(PROJECTION);
|
|
if (POS == Collision::NONE) {
|
|
x_ += DISPLACEMENT;
|
|
} else {
|
|
x_ = POS + 1;
|
|
}
|
|
} else {
|
|
const SDL_FRect PROJECTION = getProjection(Direction::RIGHT, DISPLACEMENT);
|
|
const int POS = room_->checkLeftSurfaces(PROJECTION);
|
|
if (POS == Collision::NONE) {
|
|
x_ += DISPLACEMENT;
|
|
} else {
|
|
x_ = POS - WIDTH;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Detecta aterrizaje en superficies y rampas
|
|
auto Player::handleLandingFromAir(float displacement, const SDL_FRect& projection) -> bool {
|
|
// Comprueba la colisión con las superficies y las cintas transportadoras
|
|
const float POS = std::max(room_->checkTopSurfaces(projection), room_->checkAutoSurfaces(projection));
|
|
if (POS != Collision::NONE) {
|
|
// Si hay colisión lo mueve hasta donde no colisiona y pasa a estar sobre la superficie
|
|
y_ = POS - HEIGHT;
|
|
transitionToState(State::ON_GROUND);
|
|
return true;
|
|
}
|
|
|
|
// Comprueba la colisión con las rampas
|
|
auto rect = toSDLRect(projection);
|
|
const LineVertical LEFT_SIDE = {.x = rect.x, .y1 = rect.y, .y2 = rect.y + rect.h};
|
|
const LineVertical RIGHT_SIDE = {.x = rect.x + rect.w - 1, .y1 = rect.y, .y2 = rect.y + rect.h};
|
|
const float POINT = std::max(room_->checkRightSlopes(RIGHT_SIDE), room_->checkLeftSlopes(LEFT_SIDE));
|
|
if (POINT != Collision::NONE) {
|
|
y_ = POINT - HEIGHT;
|
|
transitionToState(State::ON_SLOPE);
|
|
return true;
|
|
}
|
|
|
|
// No hay colisión
|
|
y_ += displacement;
|
|
return false;
|
|
}
|
|
|
|
// Resetea los controladores de sonido al aterrizar
|
|
void Player::resetSoundControllersOnLanding() {
|
|
jump_sound_ctrl_.reset();
|
|
fall_sound_ctrl_.reset();
|
|
}
|
|
|
|
// Devuelve el rectangulo de proyeccion
|
|
auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect {
|
|
switch (direction) {
|
|
case Direction::LEFT:
|
|
return {
|
|
.x = x_ + displacement,
|
|
.y = y_,
|
|
.w = std::ceil(std::fabs(displacement)), // Para evitar que tenga una anchura de 0 pixels
|
|
.h = HEIGHT};
|
|
|
|
case Direction::RIGHT:
|
|
return {
|
|
.x = x_ + WIDTH,
|
|
.y = y_,
|
|
.w = std::ceil(displacement), // Para evitar que tenga una anchura de 0 pixels
|
|
.h = HEIGHT};
|
|
|
|
case Direction::UP:
|
|
return {
|
|
.x = x_,
|
|
.y = y_ + displacement,
|
|
.w = WIDTH,
|
|
.h = std::ceil(std::fabs(displacement)) // Para evitar que tenga una altura de 0 pixels
|
|
};
|
|
|
|
case Direction::DOWN:
|
|
return {
|
|
.x = x_,
|
|
.y = y_ + HEIGHT,
|
|
.w = WIDTH,
|
|
.h = std::ceil(displacement) // Para evitar que tenga una altura de 0 pixels
|
|
};
|
|
|
|
default:
|
|
return {
|
|
.x = 0.0F,
|
|
.y = 0.0F,
|
|
.w = 0.0F,
|
|
.h = 0.0F};
|
|
}
|
|
} |