42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#include "game/entities/key.hpp"
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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: carga la animación, posiciona el sprite y crea el collider
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Key::Key(const Data& data)
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: sprite_(std::make_shared<AnimatedSprite>(Resource::Cache::get()->getAnimationData(data.animation_path))),
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id_(data.id) {
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sprite_->setPosX(data.x);
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sprite_->setPosY(data.y);
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sprite_->setCurrentAnimation("default");
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collider_ = sprite_->getRect();
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}
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// Pinta la llave en pantalla
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void Key::render() {
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sprite_->render();
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}
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// Avanza la animación de la llave
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void Key::update(float delta_time) {
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if (is_paused_) {
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return;
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}
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sprite_->animate(delta_time);
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}
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// Posición actual (para registrar pickup en KeyTracker)
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auto Key::getPos() const -> SDL_FPoint {
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return SDL_FPoint{.x = sprite_->getX(), .y = sprite_->getY()};
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}
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#ifdef _DEBUG
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// Mueve la llave a la posición indicada (sprite + collider). Solo editor.
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void Key::setPosition(float x, float y) {
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sprite_->setPosX(x);
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sprite_->setPosY(y);
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collider_ = sprite_->getRect();
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}
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#endif
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