97 lines
2.7 KiB
C++
97 lines
2.7 KiB
C++
#include "enemy.h"
|
|
|
|
#include <SDL3/SDL_render.h> // Para SDL_RendererFlip, SDL_FLIP_NONE, SDL_...
|
|
#include <stdlib.h> // Para rand
|
|
|
|
#include "resource.h" // Para Resource
|
|
#include "s_animated_sprite.h" // Para SAnimatedSprite
|
|
#include "utils.h" // Para stringToColor
|
|
|
|
// Constructor
|
|
Enemy::Enemy(const EnemyData& enemy)
|
|
: sprite_(std::make_shared<SAnimatedSprite>(Resource::get()->getSurface(enemy.surface_path), Resource::get()->getAnimations(enemy.animation_path))),
|
|
color_string_(enemy.color),
|
|
x1_(enemy.x1),
|
|
x2_(enemy.x2),
|
|
y1_(enemy.y1),
|
|
y2_(enemy.y2),
|
|
should_flip_(enemy.flip),
|
|
should_mirror_(enemy.mirror) {
|
|
// Obten el resto de valores
|
|
sprite_->setPosX(enemy.x);
|
|
sprite_->setPosY(enemy.y);
|
|
sprite_->setVelX(enemy.vx);
|
|
sprite_->setVelY(enemy.vy);
|
|
sprite_->setWidth(enemy.w);
|
|
sprite_->setHeight(enemy.h);
|
|
|
|
const SDL_RendererFlip FLIP = (should_flip_ && enemy.vx < 0.0f) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
|
|
const SDL_RendererFlip MIRROR = should_mirror_ ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE;
|
|
sprite_->setFlip(static_cast<SDL_RendererFlip>(FLIP | MIRROR));
|
|
|
|
collider_ = getRect();
|
|
|
|
color_ = stringToColor(color_string_);
|
|
|
|
// Coloca un frame al azar o el designado
|
|
sprite_->setCurrentAnimationFrame((enemy.frame == -1) ? (rand() % sprite_->getCurrentAnimationSize()) : enemy.frame);
|
|
}
|
|
|
|
// Pinta el enemigo en pantalla
|
|
void Enemy::render() {
|
|
sprite_->render(1, color_);
|
|
}
|
|
|
|
// Actualiza las variables del objeto
|
|
void Enemy::update() {
|
|
sprite_->update();
|
|
checkPath();
|
|
collider_ = getRect();
|
|
}
|
|
|
|
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
|
void Enemy::checkPath() {
|
|
if (sprite_->getPosX() > x2_ || sprite_->getPosX() < x1_) {
|
|
// Recoloca
|
|
if (sprite_->getPosX() > x2_) {
|
|
sprite_->setPosX(x2_);
|
|
} else {
|
|
sprite_->setPosX(x1_);
|
|
}
|
|
|
|
// Cambia el sentido
|
|
sprite_->setVelX(sprite_->getVelX() * (-1));
|
|
|
|
// Invierte el sprite
|
|
if (should_flip_) {
|
|
sprite_->flip();
|
|
}
|
|
}
|
|
|
|
if (sprite_->getPosY() > y2_ || sprite_->getPosY() < y1_) {
|
|
// Recoloca
|
|
if (sprite_->getPosY() > y2_) {
|
|
sprite_->setPosY(y2_);
|
|
} else {
|
|
sprite_->setPosY(y1_);
|
|
}
|
|
|
|
// Cambia el sentido
|
|
sprite_->setVelY(sprite_->getVelY() * (-1));
|
|
|
|
// Invierte el sprite
|
|
if (should_flip_) {
|
|
sprite_->flip();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Devuelve el rectangulo que contiene al enemigo
|
|
SDL_Rect Enemy::getRect() {
|
|
return sprite_->getRect();
|
|
}
|
|
|
|
// Obtiene el rectangulo de colision del enemigo
|
|
SDL_Rect& Enemy::getCollider() {
|
|
return collider_;
|
|
} |