164 lines
5.0 KiB
C++
164 lines
5.0 KiB
C++
#pragma once
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#include <SDL3/SDL.h>
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#include <memory> // Para shared_ptr
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#include <string> // Para string
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#include <utility>
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#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
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#include "game/gameplay/room.hpp"
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#include "game/gameplay/tile_collider.hpp" // Para TileCollider::Tile
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#include "game/options.hpp" // Para Cheat, Options
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#include "utils/defines.hpp" // Para PlayArea, Tile, Flip
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struct JA_Sound_t;
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class SolidActor;
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class Player {
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public:
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// --- Enums y Structs ---
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enum class State {
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ON_GROUND,
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ON_SLOPE,
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ON_AIR,
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};
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enum class Direction {
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LEFT,
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RIGHT,
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UP,
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DOWN,
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NONE
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};
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// --- Constantes de física ---
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static constexpr float HORIZONTAL_VELOCITY = 75.0F;
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static constexpr float HORIZONTAL_ACCEL = 500.0F;
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static constexpr float MAX_VY = 160.0F;
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static constexpr float JUMP_VELOCITY = -178.5F;
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static constexpr float GRAVITY_FORCE = 360.0F;
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static constexpr float LOW_JUMP_GRAVITY_MULT = 3.0F;
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static constexpr float JUMP_SPEED_BOOST = 1.25F;
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struct SpawnData {
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float x = 0;
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float y = 0;
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float vx = 0;
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float vy = 0;
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int last_grounded_position = 0;
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State state = State::ON_GROUND;
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SDL_FlipMode flip = SDL_FLIP_NONE;
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};
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struct Data {
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SpawnData spawn_data;
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std::string animations_path;
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std::shared_ptr<Room> room = nullptr;
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};
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// --- Constructor y Destructor ---
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explicit Player(const Data& player);
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~Player() = default;
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// --- Interfaz pública ---
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void render();
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void update(float delta_time);
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[[nodiscard]] auto isOnBorder() const -> bool { return border_ != Room::Border::NONE; }
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[[nodiscard]] auto getBorder() const -> Room::Border { return border_; }
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void switchBorders();
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auto getRect() -> SDL_FRect { return {.x = x_, .y = y_, .w = WIDTH, .h = HEIGHT}; }
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auto getCollider() -> SDL_FRect& { return collider_box_; }
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auto getSpawnParams() -> SpawnData { return {.x = x_, .y = y_, .vx = vx_, .vy = vy_, .last_grounded_position = last_grounded_position_, .state = state_, .flip = sprite_->getFlip()}; }
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static auto skinToAnimationPath(const std::string& skin_name) -> std::string;
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void setRoom(std::shared_ptr<Room> room) { room_ = std::move(room); }
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[[nodiscard]] auto isAlive() const -> bool { return is_alive_; }
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[[nodiscard]] auto getVY() const -> float { return vy_; }
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void setPaused(bool value) { is_paused_ = value; }
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void setIgnoreInput(bool value) { ignore_input_ = value; }
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[[nodiscard]] auto getIgnoreInput() const -> bool { return ignore_input_; }
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#ifdef _DEBUG
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void setDebugPosition(float x, float y);
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void finalizeDebugTeleport();
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#endif
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private:
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// --- Constantes ---
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static constexpr int WIDTH = 12;
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static constexpr int HEIGHT = 24;
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// --- Objetos y punteros ---
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std::shared_ptr<Room> room_;
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std::unique_ptr<AnimatedSprite> sprite_;
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// --- Posición y física ---
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float x_ = 0.0F;
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float y_ = 0.0F;
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float vx_ = 0.0F;
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float vy_ = 0.0F;
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Direction wanna_go_ = Direction::NONE;
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bool wanna_jump_ = false;
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bool wanna_down_ = false;
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bool jump_held_ = false;
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bool down_held_ = false;
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// --- Estado ---
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State state_ = State::ON_GROUND;
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State previous_state_ = State::ON_GROUND;
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// --- Colisión ---
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SDL_FRect collider_box_{};
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int slope_tile_x_{0};
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int slope_tile_y_{0};
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TileCollider::Tile slope_type_{TileCollider::Tile::EMPTY};
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// --- Variables de juego ---
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bool is_alive_ = true;
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bool is_paused_ = false;
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bool ignore_input_ = false;
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SolidActor* current_carrier_ = nullptr; // Actor con CARRY_ON_TOP sobre el que estamos de pie
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bool turning_ = false;
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Direction facing_ = Direction::RIGHT;
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Room::Border border_ = Room::Border::TOP;
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int last_grounded_position_ = 0;
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// --- Renderizado y sonido ---
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JA_Sound_t* jump_sound_ = nullptr;
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JA_Sound_t* land_sound_ = nullptr;
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// --- Pipeline de update ---
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void handleInput();
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void updateVelocity(float delta_time);
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void applyGravity(float delta_time);
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void handleJumpAndDrop();
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[[nodiscard]] auto stuckAgainstWall() const -> bool;
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void moveHorizontal(float delta_time);
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void moveVertical(float delta_time);
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void moveVerticalUp(float displacement);
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void moveVerticalDown(float displacement);
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void followSlope();
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void exitSlope();
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void detectSlopeEntry();
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void checkFalling();
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// --- Gestión de estado ---
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void transitionToState(State state);
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void startJump();
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// --- Geometría y renderizado ---
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void syncSpriteAndCollider();
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void placeSprite();
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void animate(float delta_time);
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auto handleBorders() const -> Room::Border;
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// --- Inicialización ---
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void initSprite(const std::string& animations_path);
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void initSounds();
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void applySpawnValues(const SpawnData& spawn);
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// --- Utilidad ---
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void markAsDead();
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};
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