eliminat sistema de colisió antic

This commit is contained in:
2026-04-06 23:05:22 +02:00
parent 6be93da929
commit 5414b0dfd4
9 changed files with 155 additions and 1157 deletions

View File

@@ -4,48 +4,34 @@
#include "core/rendering/sprite/sprite.hpp"
#include "core/rendering/surface.hpp"
#ifdef _DEBUG
#include "core/resources/resource_cache.hpp" // Para Resource::Cache (collision.gif)
#include "core/system/debug.hpp"
#endif
#include "game/gameplay/collision_map.hpp"
#include "utils/utils.hpp"
// Constructor
TilemapRenderer::TilemapRenderer(std::vector<int> tile_map, int tile_set_width, std::shared_ptr<Surface> tileset_surface, Uint8 bg_color, int conveyor_belt_direction)
: tile_map_(std::move(tile_map)),
tile_set_width_(tile_set_width),
tileset_surface_(std::move(tileset_surface)),
bg_color_(bg_color),
conveyor_belt_direction_(conveyor_belt_direction) {
// Crear la surface del mapa
map_surface_ = std::make_shared<Surface>(PlayArea::WIDTH, PlayArea::HEIGHT);
}
// Inicializa el renderizador
void TilemapRenderer::initialize(const CollisionMap* collision_map) {
setAnimatedTiles(collision_map);
fillMapTexture(collision_map);
void TilemapRenderer::initialize(const std::vector<int>& collision_tile_map) {
setAnimatedTiles(collision_tile_map);
fillMapTexture(collision_tile_map);
}
// Actualiza las animaciones de tiles
void TilemapRenderer::update(float delta_time) {
if (is_paused_) {
return;
}
// Actualiza el acumulador de tiempo
if (is_paused_) { return; }
time_accumulator_ += delta_time;
// Actualiza los tiles animados
updateAnimatedTiles();
}
// Renderiza el mapa completo en pantalla
void TilemapRenderer::render() {
// Dibuja la textura con el mapa en pantalla
SDL_FRect dest = {.x = 0, .y = 0, .w = PlayArea::WIDTH, .h = PlayArea::HEIGHT};
map_surface_->render(nullptr, &dest);
// Dibuja los tiles animados
#ifdef _DEBUG
if (!Debug::get()->isEnabled()) {
renderAnimatedTiles();
@@ -56,52 +42,11 @@ void TilemapRenderer::render() {
}
#ifdef _DEBUG
// Renderiza las superficies de colisión en modo debug (función helper estática)
static void renderDebugCollisionSurfaces(const CollisionMap* collision_map) {
auto surface = Screen::get()->getRendererSurface();
// BottomSurfaces
for (auto l : collision_map->getBottomFloors()) {
surface->drawLine(l.x1, l.y, l.x2, l.y, 2);
}
// TopSurfaces
for (auto l : collision_map->getTopFloors()) {
surface->drawLine(l.x1, l.y, l.x2, l.y, 4);
}
// LeftSurfaces
for (auto l : collision_map->getLeftWalls()) {
surface->drawLine(l.x, l.y1, l.x, l.y2, 8);
}
// RightSurfaces
for (auto l : collision_map->getRightWalls()) {
surface->drawLine(l.x, l.y1, l.x, l.y2, 6);
}
// LeftSlopes
for (auto l : collision_map->getLeftSlopes()) {
surface->drawLine(l.x1, l.y1, l.x2, l.y2, 10);
}
// RightSlopes
for (auto l : collision_map->getRightSlopes()) {
surface->drawLine(l.x1, l.y1, l.x2, l.y2, 12);
}
// AutoSurfaces (Conveyor Belts)
for (auto l : collision_map->getConveyorBeltFloors()) {
surface->drawLine(l.x1, l.y, l.x2, l.y, 14);
}
// Redibuja el tilemap (para actualizar modo debug: pinta collision tilemap o tiles normales)
void TilemapRenderer::redrawMap(const std::vector<int>& collision_tile_map) {
fillMapTexture(collision_tile_map);
}
// Redibuja el tilemap (para actualizar modo debug)
void TilemapRenderer::redrawMap(const CollisionMap* collision_map) {
fillMapTexture(collision_map);
}
// Cambia un tile y repinta solo esa celda en la map_surface
void TilemapRenderer::setTile(int index, int tile_value) {
if (index < 0 || index >= static_cast<int>(tile_map_.size())) { return; }
@@ -113,11 +58,9 @@ void TilemapRenderer::setTile(int index, int tile_value) {
auto previous_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(map_surface_);
// Borrar la celda con el color de fondo
SDL_FRect cell = {.x = static_cast<float>(col * TILE_SIZE), .y = static_cast<float>(row * TILE_SIZE), .w = static_cast<float>(TILE_SIZE), .h = static_cast<float>(TILE_SIZE)};
map_surface_->fillRect(&cell, bg_color_);
// Dibujar el nuevo tile (si no es vacío ni animado)
if (tile_value > -1) {
const bool IS_ANIMATED = (tile_value >= 18 * tile_set_width_) && (tile_value < 19 * tile_set_width_);
if (!IS_ANIMATED) {
@@ -131,27 +74,44 @@ void TilemapRenderer::setTile(int index, int tile_value) {
Screen::get()->setRendererSurface(previous_renderer);
}
// Renderiza el collision tilemap superpuesto (modo debug)
static void renderDebugCollisionTilemap(const std::vector<int>& collision_tile_map) {
auto collision_surface = Resource::Cache::get()->getSurface("collision.gif");
if (!collision_surface) { return; }
for (int y = 0; y < Map::HEIGHT; ++y) {
for (int x = 0; x < Map::WIDTH; ++x) {
int index = (y * Map::WIDTH) + x;
if (index >= static_cast<int>(collision_tile_map.size())) { continue; }
int tile = collision_tile_map[index];
if (tile <= 0) { continue; }
SDL_FRect clip = {
.x = static_cast<float>(tile * Tile::SIZE),
.y = 0,
.w = static_cast<float>(Tile::SIZE),
.h = static_cast<float>(Tile::SIZE)};
collision_surface->render(x * Tile::SIZE, y * Tile::SIZE, &clip);
}
}
}
#endif
// Pinta el mapa estático y debug lines
void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) { // NOLINT(readability-convert-member-functions-to-static)
// Pinta el mapa estático
void TilemapRenderer::fillMapTexture(const std::vector<int>& collision_tile_map) {
auto previous_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(map_surface_);
map_surface_->clear(bg_color_);
// Los tileSetFiles son de 20x20 tiles. El primer tile es el 0. Cuentan hacia la derecha y hacia abajo
SDL_FRect clip = {.x = 0, .y = 0, .w = TILE_SIZE, .h = TILE_SIZE};
for (int y = 0; y < MAP_HEIGHT; ++y) {
for (int x = 0; x < MAP_WIDTH; ++x) {
// Tiled pone los tiles vacios del mapa como cero y empieza a contar de 1 a n.
// Al cargar el mapa en memoria, se resta uno, por tanto los tiles vacios son -1
// Tampoco hay que dibujar los tiles animados que estan en la fila 19 (indices)
const int INDEX = (y * MAP_WIDTH) + x;
const bool A = (tile_map_[INDEX] >= 18 * tile_set_width_) && (tile_map_[INDEX] < 19 * tile_set_width_);
const bool B = tile_map_[INDEX] > -1;
// Los tiles animados (fila 18 del tileset) no se pintan en la textura estática
const bool IS_ANIMATED = (tile_map_[INDEX] >= 18 * tile_set_width_) && (tile_map_[INDEX] < 19 * tile_set_width_);
const bool HAS_TILE = tile_map_[INDEX] > -1;
if (B && !A) {
if (HAS_TILE && !IS_ANIMATED) {
clip.x = (tile_map_[INDEX] % tile_set_width_) * TILE_SIZE;
clip.y = (tile_map_[INDEX] / tile_set_width_) * TILE_SIZE;
#ifdef _DEBUG
@@ -166,25 +126,21 @@ void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) { // NO
}
#ifdef _DEBUG
// Pinta las superficies en el modo debug
// En modo debug, pintar el collision tilemap en vez de las líneas de colisión antiguas
if (Debug::get()->isEnabled()) {
renderDebugCollisionSurfaces(collision_map);
renderDebugCollisionTilemap(collision_tile_map);
}
#endif // _DEBUG
#endif
Screen::get()->setRendererSurface(previous_renderer);
}
// Localiza todos los tiles animados
void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) { // NOLINT(readability-convert-member-functions-to-static)
// Recorre la habitación entera por filas buscando tiles de tipo t_animated
for (int i = 0; i < (int)tile_map_.size(); ++i) {
const auto TILE_TYPE = collision_map->getTile(i);
if (TILE_TYPE == CollisionMap::Tile::ANIMATED) {
// La i es la ubicación
// Localiza tiles animados (conveyor belts) usando el collision_tile_map
void TilemapRenderer::setAnimatedTiles(const std::vector<int>& collision_tile_map) {
for (int i = 0; i < static_cast<int>(tile_map_.size()); ++i) {
// Un tile es animado si su valor en el collision tilemap es COLLISION_ANIMATED (6)
if (i < static_cast<int>(collision_tile_map.size()) && collision_tile_map[i] == COLLISION_ANIMATED) {
const int X = (i % MAP_WIDTH) * TILE_SIZE;
const int Y = (i / MAP_WIDTH) * TILE_SIZE;
// TileMap[i] es el tile a poner
const int XC = (tile_map_[i] % tile_set_width_) * TILE_SIZE;
const int YC = (tile_map_[i] / tile_set_width_) * TILE_SIZE;
@@ -197,14 +153,10 @@ void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) { //
}
}
// Actualiza tiles animados
void TilemapRenderer::updateAnimatedTiles() { // NOLINT(readability-make-member-function-const)
void TilemapRenderer::updateAnimatedTiles() {
const int NUM_FRAMES = 4;
// Calcular frame actual basado en tiempo
const int CURRENT_FRAME = static_cast<int>(time_accumulator_ / CONVEYOR_FRAME_DURATION) % NUM_FRAMES;
// Calcular offset basado en dirección
int offset = 0;
if (conveyor_belt_direction_ == -1) {
offset = CURRENT_FRAME * TILE_SIZE;
@@ -219,7 +171,6 @@ void TilemapRenderer::updateAnimatedTiles() { // NOLINT(readability-make-member
}
}
// Renderiza tiles animados
void TilemapRenderer::renderAnimatedTiles() {
for (const auto& a : animated_tiles_) {
a.sprite->render();