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