559 lines
18 KiB
C++
559 lines
18 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/defaults.hpp" // Para Defaults::Sound
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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/color.hpp" // Para Color
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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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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();
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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, Color::index(Color::Cpc::GREEN));
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Screen::get()->getRendererSurface()->putPixel(under_left_foot_.x, under_left_foot_.y, Color::index(Color::Cpc::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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border_ = 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_AIR:
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moveOnAir(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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Debug::get()->add(std::string("LGP: " + std::to_string(last_grounded_position_)));
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switch (state_) {
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case State::ON_GROUND:
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Debug::get()->add(std::string("ON_GROUND"));
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break;
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case State::ON_AIR:
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Debug::get()->add(std::string("ON_AIR"));
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break;
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}
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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) {
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// Pasar a ON_AIR sin impulso de salto (caída)
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previous_state_ = state_;
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state_ = State::ON_AIR;
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last_grounded_position_ = static_cast<int>(y_);
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vy_ = 0.0F; // Sin impulso inicial, la gravedad lo acelerará
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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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vy_ = 0;
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break;
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case State::ON_AIR:
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if (previous_state_ == State::ON_GROUND) {
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vy_ = JUMP_VELOCITY; // Impulso de salto
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last_grounded_position_ = y_;
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Audio::get()->playSound(Defaults::Sound::JUMP, Audio::Group::GAME);
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}
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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_AIR:
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updateOnAir(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::ON_AIR); }
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}
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// Actualización lógica del estado ON_AIR
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void Player::updateOnAir(float delta_time) {
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(void)delta_time; // No usado, pero se mantiene por consistencia de interfaz
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auto_movement_ = false; // Desactiva el movimiento automático mientras está en el aire
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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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// Determina cuál debe ser la velocidad a partir de automovement o de wanna_go_
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updateVelocity(delta_time);
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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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}
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// Movimiento físico del estado ON_AIR
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void Player::moveOnAir(float delta_time) {
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// Movimiento horizontal (el jugador puede moverse en el aire)
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updateVelocity(delta_time);
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applyHorizontalMovement(delta_time);
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// Aplicar gravedad
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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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const int POS = room_->checkBottomSurfaces(PROJECTION);
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if (POS == Collision::NONE) {
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y_ += DISPLACEMENT_Y;
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} else {
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// Colisión con el techo: detener ascenso
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y_ = POS + 1;
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vy_ = 0.0F;
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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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const SDL_FRect PROJECTION = getProjection(Direction::DOWN, DISPLACEMENT_Y);
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handleLandingFromAir(DISPLACEMENT_Y, PROJECTION);
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}
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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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auto Player::handleBorders() -> Room::Border {
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if (x_ < PlayArea::LEFT) {
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return Room::Border::LEFT;
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}
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if (x_ + WIDTH > PlayArea::RIGHT) {
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return Room::Border::RIGHT;
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}
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if (y_ < PlayArea::TOP) {
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return Room::Border::TOP;
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}
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if (y_ + HEIGHT > PlayArea::BOTTOM) {
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return Room::Border::BOTTOM;
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}
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return Room::Border::NONE;
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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_ = PlayArea::BOTTOM - HEIGHT - Tile::SIZE;
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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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transitionToState(State::ON_GROUND);
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break;
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case Room::Border::BOTTOM:
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y_ = PlayArea::TOP;
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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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transitionToState(State::ON_GROUND);
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break;
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case Room::Border::RIGHT:
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x_ = PlayArea::LEFT;
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break;
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case Room::Border::LEFT:
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x_ = PlayArea::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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border_ = Room::Border::NONE;
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syncSpriteAndCollider();
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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 se aplica siempre que el jugador está en el aire
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if (state_ == State::ON_AIR) {
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vy_ += GRAVITY_FORCE * delta_time;
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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 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_);
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on_conveyor_belt |= room_->checkConveyorBelts(under_right_foot_);
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return on_top_surface || on_conveyor_belt;
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}
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// Comprueba si el jugador está sobre una superficie
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auto Player::isOnTopSurface() -> bool {
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bool on_top_surface = 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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return on_top_surface;
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}
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// Comprueba si el jugador esta sobre una cinta transportadora
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auto Player::isOnConveyorBelt() -> bool {
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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_conveyor_belt |= room_->checkConveyorBelts(under_left_foot_);
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on_conveyor_belt |= room_->checkConveyorBelts(under_right_foot_);
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return on_conveyor_belt;
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}
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// Comprueba que el jugador no toque ningun tile de los que matan
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auto Player::handleKillingTiles() -> bool {
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// Comprueba si hay contacto con algún tile que mata
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if (std::ranges::any_of(collider_points_, [this](const auto& c) {
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return room_->getTile(c) == Room::Tile::KILL;
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})) {
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markAsDead(); // Mata al jugador inmediatamente
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return true; // Retorna en cuanto se detecta una colisión
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}
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return false; // No se encontró ninguna colisión
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}
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// Establece el color del jugador (0 = automático según cheats)
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void Player::setColor(Uint8 color) {
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if (color != 0) {
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color_ = color;
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return;
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}
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if (Options::cheats.invincible == Options::Cheat::State::ENABLED) {
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color_ = Color::index(Color::Cpc::CYAN);
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} else if (Options::cheats.infinite_lives == Options::Cheat::State::ENABLED) {
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color_ = Color::index(Color::Cpc::YELLOW);
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} else {
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color_ = Color::index(Color::Cpc::WHITE);
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}
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}
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// Actualiza los puntos de colisión
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void Player::updateColliderPoints() {
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const SDL_FRect RECT = getRect();
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collider_points_[0] = {.x = RECT.x, .y = RECT.y};
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collider_points_[1] = {.x = RECT.x + 7, .y = RECT.y};
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collider_points_[2] = {.x = RECT.x + 7, .y = RECT.y + 7};
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collider_points_[3] = {.x = RECT.x, .y = RECT.y + 7};
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collider_points_[4] = {.x = RECT.x, .y = RECT.y + 8};
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collider_points_[5] = {.x = RECT.x + 7, .y = RECT.y + 8};
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collider_points_[6] = {.x = RECT.x + 7, .y = RECT.y + 15};
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collider_points_[7] = {.x = RECT.x, .y = RECT.y + 15};
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}
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// Actualiza los puntos de los pies
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void Player::updateFeet() {
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under_left_foot_ = {
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.x = x_,
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.y = y_ + HEIGHT};
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under_right_foot_ = {
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.x = x_ + WIDTH - 1,
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.y = y_ + HEIGHT};
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}
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// Aplica los valores de spawn al jugador
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void Player::applySpawnValues(const SpawnData& spawn) {
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x_ = spawn.x;
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y_ = spawn.y;
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y_prev_ = spawn.y; // Inicializar y_prev_ igual a y_ para evitar saltos en primer frame
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vx_ = spawn.vx;
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vy_ = spawn.vy;
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last_grounded_position_ = spawn.last_grounded_position;
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state_ = spawn.state;
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sprite_->setFlip(spawn.flip);
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}
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// Inicializa el sprite del jugador
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void Player::initSprite(const std::string& animations_path) {
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const auto& animation_data = Resource::Cache::get()->getAnimationData(animations_path);
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sprite_ = std::make_unique<SurfaceAnimatedSprite>(animation_data);
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sprite_->setWidth(WIDTH);
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sprite_->setHeight(HEIGHT);
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sprite_->setCurrentAnimation("walk");
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}
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// Actualiza la posición del sprite y las colisiones
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void Player::syncSpriteAndCollider() {
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placeSprite(); // Coloca el sprite en la posición del jugador
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collider_box_ = getRect(); // Actualiza el rectangulo de colisión
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updateColliderPoints(); // Actualiza los puntos de colisión
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#ifdef _DEBUG
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updateFeet();
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#endif
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}
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// Coloca el sprite en la posición del jugador
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void Player::placeSprite() {
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sprite_->setPos(x_, y_);
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}
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// Calcula la velocidad en x con sistema caminar/correr y momentum
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void Player::updateVelocity(float delta_time) {
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if (auto_movement_) {
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// La cinta transportadora tiene el control (velocidad fija)
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vx_ = RUN_VELOCITY * room_->getConveyorBeltDirection();
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sprite_->setFlip(vx_ < 0.0F ? Flip::LEFT : Flip::RIGHT);
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movement_time_ = 0.0F;
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} else {
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// El jugador tiene el control
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switch (wanna_go_) {
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case Direction::LEFT:
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movement_time_ += delta_time;
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if (movement_time_ < TIME_TO_RUN) {
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// Caminando: velocidad fija inmediata
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vx_ = -WALK_VELOCITY;
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} else {
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// Corriendo: acelerar hacia RUN_VELOCITY
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vx_ -= RUN_ACCELERATION * delta_time;
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vx_ = std::max(vx_, -RUN_VELOCITY);
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}
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sprite_->setFlip(Flip::LEFT);
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break;
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case Direction::RIGHT:
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movement_time_ += delta_time;
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if (movement_time_ < TIME_TO_RUN) {
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// Caminando: velocidad fija inmediata
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vx_ = WALK_VELOCITY;
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} else {
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// Corriendo: acelerar hacia RUN_VELOCITY
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vx_ += RUN_ACCELERATION * delta_time;
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vx_ = std::min(vx_, RUN_VELOCITY);
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}
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sprite_->setFlip(Flip::RIGHT);
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break;
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case Direction::NONE:
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movement_time_ = 0.0F;
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// Desacelerar gradualmente (momentum)
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if (vx_ > 0.0F) {
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vx_ -= HORIZONTAL_DECELERATION * delta_time;
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vx_ = std::max(vx_, 0.0F);
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} else if (vx_ < 0.0F) {
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vx_ += HORIZONTAL_DECELERATION * delta_time;
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vx_ = std::min(vx_, 0.0F);
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}
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break;
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default:
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break;
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}
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}
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}
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// Aplica movimiento horizontal con colisión de muros
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void Player::applyHorizontalMovement(float delta_time) {
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if (vx_ == 0.0F) { return; }
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const float DISPLACEMENT = vx_ * delta_time;
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if (vx_ < 0.0F) {
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const SDL_FRect PROJECTION = getProjection(Direction::LEFT, DISPLACEMENT);
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const int POS = room_->checkRightSurfaces(PROJECTION);
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if (POS == Collision::NONE) {
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x_ += DISPLACEMENT;
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} else {
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x_ = POS + 1;
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}
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} else {
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const SDL_FRect PROJECTION = getProjection(Direction::RIGHT, DISPLACEMENT);
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const int POS = room_->checkLeftSurfaces(PROJECTION);
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if (POS == Collision::NONE) {
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x_ += DISPLACEMENT;
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} else {
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x_ = POS - WIDTH;
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}
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}
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}
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// Detecta aterrizaje en superficies
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auto Player::handleLandingFromAir(float displacement, const SDL_FRect& projection) -> bool {
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// Comprueba la colisión con las superficies y las cintas transportadoras
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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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Audio::get()->playSound(Defaults::Sound::LAND, Audio::Group::GAME);
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return true;
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}
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|
|
|
// No hay colisión
|
|
y_ += displacement;
|
|
return false;
|
|
}
|
|
|
|
// 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};
|
|
}
|
|
}
|
|
|
|
// Marca al jugador como muerto
|
|
void Player::markAsDead() {
|
|
if (Options::cheats.invincible == Options::Cheat::State::ENABLED) {
|
|
is_alive_ = true; // No puede morir
|
|
} else {
|
|
is_alive_ = false; // Muere
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
// Establece la posición del jugador directamente (debug)
|
|
void Player::setDebugPosition(float x, float y) {
|
|
x_ = x;
|
|
y_ = y;
|
|
syncSpriteAndCollider();
|
|
}
|
|
|
|
// Fija estado ON_GROUND, velocidades a 0, actualiza last_grounded_position_ (debug)
|
|
void Player::finalizeDebugTeleport() {
|
|
vx_ = 0.0F;
|
|
vy_ = 0.0F;
|
|
last_grounded_position_ = static_cast<int>(y_);
|
|
transitionToState(State::ON_GROUND);
|
|
syncSpriteAndCollider();
|
|
}
|
|
#endif |