polimorfise d'enemics

moving platforms
This commit is contained in:
2026-04-08 14:09:28 +02:00
parent 5e02854e7a
commit 73a520bf3c
20 changed files with 632 additions and 106 deletions

View File

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#include "game/entities/moving_platform.hpp"
#include <cstdlib> // Para rand
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#include "core/resources/resource_cache.hpp" // Para Resource
// Constructor
MovingPlatform::MovingPlatform(const Data& data)
: sprite_(std::make_shared<AnimatedSprite>(Resource::Cache::get()->getAnimationData(data.animation_path))),
x1_(data.x1),
x2_(data.x2),
y1_(data.y1),
y2_(data.y2) {
sprite_->setPosX(data.x);
sprite_->setPosY(data.y);
sprite_->setVelX(data.vx);
sprite_->setVelY(data.vy);
collider_ = getRect();
// Coloca un frame al azar o el designado
sprite_->setCurrentAnimationFrame((data.frame == -1) ? (rand() % sprite_->getCurrentAnimationSize()) : data.frame);
}
// Actualiza posición, calcula desplazamiento real del frame
void MovingPlatform::update(float delta_time) {
float old_x = sprite_->getPosX();
float old_y = sprite_->getPosY();
sprite_->update(delta_time);
checkPath();
last_dx_ = sprite_->getPosX() - old_x;
last_dy_ = sprite_->getPosY() - old_y;
collider_ = getRect();
}
// Pinta la plataforma en pantalla
void MovingPlatform::render() {
sprite_->render();
}
#ifdef _DEBUG
// Solo actualiza la animación sin mover la plataforma
void MovingPlatform::updateAnimation(float delta_time) {
sprite_->animate(delta_time);
}
// Resetea la plataforma a su posición inicial (para editor)
void MovingPlatform::resetToInitialPosition(const Data& data) {
sprite_->setPosX(data.x);
sprite_->setPosY(data.y);
sprite_->setVelX(data.vx);
sprite_->setVelY(data.vy);
x1_ = data.x1;
x2_ = data.x2;
y1_ = data.y1;
y2_ = data.y2;
collider_ = getRect();
}
#endif
// Devuelve el rectangulo que contiene a la plataforma
auto MovingPlatform::getRect() -> SDL_FRect {
return sprite_->getRect();
}
// Obtiene el rectangulo de colisión
auto MovingPlatform::getCollider() -> SDL_FRect& {
return collider_;
}
// Comprueba los límites del recorrido para invertir dirección
void MovingPlatform::checkPath() { // NOLINT(readability-make-member-function-const)
if (sprite_->getPosX() > x2_ || sprite_->getPosX() < x1_) {
if (sprite_->getPosX() > x2_) {
sprite_->setPosX(x2_);
} else {
sprite_->setPosX(x1_);
}
sprite_->setVelX(sprite_->getVelX() * (-1));
}
if (sprite_->getPosY() > y2_ || sprite_->getPosY() < y1_) {
if (sprite_->getPosY() > y2_) {
sprite_->setPosY(y2_);
} else {
sprite_->setPosY(y1_);
}
sprite_->setVelY(sprite_->getVelY() * (-1));
}
}