101 lines
2.9 KiB
C++
101 lines
2.9 KiB
C++
#include "game/entities/enemy.hpp"
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#include <SDL3/SDL.h>
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#include <cstdlib> // Para rand
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#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
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#include "core/resources/resource.hpp" // Para Resource
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#include "utils/utils.hpp" // Para stringToColor
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// Constructor
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Enemy::Enemy(const Data& enemy)
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// [DOC:29/10/2025] la surface ara se pillarà del .ANI
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: sprite_(std::make_shared<SurfaceAnimatedSprite>(/*Resource::get()->getSurface(enemy.surface_path), */ Resource::get()->getAnimations(enemy.animation_path))),
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color_string_(enemy.color),
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x1_(enemy.x1),
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x2_(enemy.x2),
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y1_(enemy.y1),
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y2_(enemy.y2),
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should_flip_(enemy.flip),
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should_mirror_(enemy.mirror) {
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// Obten el resto de valores
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sprite_->setPosX(enemy.x);
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sprite_->setPosY(enemy.y);
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sprite_->setVelX(enemy.vx);
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sprite_->setVelY(enemy.vy);
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/* [DOC:29/10/2025] w i h ja no fan falta, se pilla del .ANI
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sprite_->setWidth(enemy.w);
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sprite_->setHeight(enemy.h);
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[/DOC] */
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const int FLIP = (should_flip_ && enemy.vx < 0.0F) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const int MIRROR = should_mirror_ ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE;
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sprite_->setFlip(static_cast<SDL_FlipMode>(FLIP | MIRROR));
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collider_ = getRect();
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color_ = stringToColor(color_string_);
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// Coloca un frame al azar o el designado
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sprite_->setCurrentAnimationFrame((enemy.frame == -1) ? (rand() % sprite_->getCurrentAnimationSize()) : enemy.frame);
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}
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// Pinta el enemigo en pantalla
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void Enemy::render() {
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sprite_->render(1, color_);
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}
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// Actualiza las variables del objeto
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void Enemy::update(float delta_time) {
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sprite_->update(delta_time);
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checkPath();
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collider_ = getRect();
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}
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// Comprueba si ha llegado al limite del recorrido para darse media vuelta
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void Enemy::checkPath() {
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if (sprite_->getPosX() > x2_ || sprite_->getPosX() < x1_) {
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// Recoloca
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if (sprite_->getPosX() > x2_) {
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sprite_->setPosX(x2_);
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} else {
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sprite_->setPosX(x1_);
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}
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// Cambia el sentido
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sprite_->setVelX(sprite_->getVelX() * (-1));
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// Invierte el sprite
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if (should_flip_) {
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sprite_->flip();
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}
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}
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if (sprite_->getPosY() > y2_ || sprite_->getPosY() < y1_) {
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// Recoloca
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if (sprite_->getPosY() > y2_) {
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sprite_->setPosY(y2_);
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} else {
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sprite_->setPosY(y1_);
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}
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// Cambia el sentido
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sprite_->setVelY(sprite_->getVelY() * (-1));
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// Invierte el sprite
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if (should_flip_) {
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sprite_->flip();
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}
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}
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}
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// Devuelve el rectangulo que contiene al enemigo
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auto Enemy::getRect() -> SDL_FRect {
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return sprite_->getRect();
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}
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// Obtiene el rectangulo de colision del enemigo
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auto Enemy::getCollider() -> SDL_FRect& {
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return collider_;
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} |