86 lines
1.6 KiB
C++
86 lines
1.6 KiB
C++
#include "item.h"
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#include <fstream>
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#include <sstream>
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// Constructor
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Item::Item(item_t item)
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{
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// Obten punteros a objetos
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asset = item.asset;
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renderer = item.renderer;
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// Crea objetos
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texture = new LTexture();
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sprite = new Sprite(item.x, item.y, 8, 8, texture, renderer);
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// Carga la textura
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loadTextureFromFile(texture, asset->get(item.tileset), renderer);
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// Inicia variables
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sprite->setSpriteClip(item.tile * 8, 0, 8, 8);
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collider = sprite->getRect();
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// Inicializa los colores
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color_t c = stringToColor("blue");
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color.push_back(c);
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c = stringToColor("red");
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color.push_back(c);
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c = stringToColor("purple");
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color.push_back(c);
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c = stringToColor("green");
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color.push_back(c);
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c = stringToColor("cyan");
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color.push_back(c);
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c = stringToColor("yellow");
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color.push_back(c);
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}
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// Destructor
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Item::~Item()
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{
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texture->unload();
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delete texture;
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texture = nullptr;
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delete sprite;
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sprite = nullptr;
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}
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// Pinta el objeto en pantalla
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void Item::render()
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{
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const int index = (counter / 2) % color.size();
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sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].b);
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sprite->render();
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sprite->getTexture()->setColor(255, 255, 255);
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}
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// Actualiza las variables del objeto
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void Item::update()
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{
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counter++;
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}
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// Coge el objeto
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void Item::pick()
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{
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sprite->setEnabled(false);
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}
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// Obtiene el rectangulo de colision del objeto
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SDL_Rect &Item::getCollider()
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{
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return collider;
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}
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// Obtiene su ubicación
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SDL_Point Item::getPos()
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{
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const SDL_Point p = {sprite->getPosX(), sprite->getPosY()};
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return p;
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} |