97c98272c9
Els tres mètodes retornaven el mateix bool a partir d'is_hit_: isActive() = !is_hit_ (override de Entity) isAlive() = !is_hit_ isHit() = is_hit_ Eren tres formes diferents de preguntar el mateix, repartides sense criteri pels call-sites (collision_system, game_scene). Conservem isActive() perquè és l'override polimòrfic d'Entity i esborrem els altres dos. Actualitzats els 5 call-sites externs. Hallazgo #11 de CODE_REVIEW.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
63 lines
2.2 KiB
C++
63 lines
2.2 KiB
C++
// ship.hpp - Clase para la nave del player
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// © 2026 JailDesigner
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#pragma once
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#include <SDL3/SDL.h>
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#include <cstdint>
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#include "core/defaults.hpp"
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#include "core/entities/entity.hpp"
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#include "core/types.hpp"
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class Ship : public Entities::Entity {
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public:
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Ship()
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: Entity(nullptr) {}
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explicit Ship(Rendering::Renderer* renderer, const char* shape_file = "ship.shp");
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void init() override { init(nullptr, false); }
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void init(const Vec2* spawn_point, bool activar_invulnerabilitat = false);
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void processInput(float delta_time, uint8_t player_id);
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void update(float delta_time) override;
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void postUpdate(float delta_time) override;
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void draw() const override;
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// Override: Interfaz de Entity
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[[nodiscard]] auto isActive() const -> bool override { return !is_hit_; }
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// Override: Interfaz de colisión
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[[nodiscard]] auto getCollisionRadius() const -> float override {
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return Defaults::Entities::SHIP_RADIUS;
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}
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[[nodiscard]] auto isCollidable() const -> bool override {
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return !is_hit_ && invulnerable_timer_ <= 0.0F;
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}
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// Getters
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[[nodiscard]] auto isInvulnerable() const -> bool { return invulnerable_timer_ > 0.0F; }
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// Velocidad como vector cartesiano (ahora viene directa del body_).
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[[nodiscard]] auto getVelocityVector() const -> Vec2 { return body_.velocity; }
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// Velocidad escalar (utilidad para draw y debugging).
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[[nodiscard]] auto getSpeed() const -> float { return body_.velocity.length(); }
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// Setters
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void setCenter(const Vec2& nou_centre) {
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center_ = nou_centre;
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body_.position = nou_centre;
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}
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// Colisiones
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void markHit() {
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is_hit_ = true;
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body_.velocity = Vec2{}; // Detener al morir
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}
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private:
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// Miembros específicos de Ship (heredados: renderer_, shape_, center_, angle_, brightness_, body_).
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// Inicializados en la declaración: el ctor por defecto deja la nave "viva y sin invulnerabilidad",
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// que es el estado coherente al que llevan tanto init() como el ctor con renderer.
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bool is_hit_{false};
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float invulnerable_timer_{0.0F}; // 0.0f = vulnerable, >0.0f = invulnerable
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};
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