63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
#include "game/entities/enemy.hpp"
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#include <SDL3/SDL.h>
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#include <cstdlib> // Para rand
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#include "core/rendering/sprite/animated_sprite.hpp" // Para SAnimatedSprite
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#include "core/resources/resource_cache.hpp" // Para Resource
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#include "game/entities/path_enemy.hpp" // Para PathEnemy
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// Constructor base: configura sprite, collider, flip/mirror
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Enemy::Enemy(const Data& enemy)
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: sprite_(std::make_shared<AnimatedSprite>(Resource::Cache::get()->getAnimationData(enemy.animation_path))),
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should_flip_(enemy.flip),
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should_mirror_(enemy.mirror) {
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sprite_->setPosX(enemy.x);
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sprite_->setPosY(enemy.y);
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sprite_->setVelX(enemy.vx);
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sprite_->setVelY(enemy.vy);
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applyFlipMirror(enemy.vx);
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collider_ = getRect();
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// Coloca un frame al azar o el designado
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sprite_->setCurrentAnimationFrame((enemy.frame == -1) ? (rand() % sprite_->getCurrentAnimationSize()) : enemy.frame);
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}
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// Pinta el enemigo en pantalla
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void Enemy::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 al enemigo
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void Enemy::updateAnimation(float delta_time) {
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sprite_->animate(delta_time);
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}
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#endif
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// Aplica flip horizontal y/o mirror vertical al sprite
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void Enemy::applyFlipMirror(float vx) {
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const int FLIP = (should_flip_ && vx < 0.0F) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const int MIRROR = should_mirror_ ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE;
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sprite_->setFlip(static_cast<SDL_FlipMode>(FLIP | MIRROR)); // NOLINT(clang-analyzer-optin.core.EnumCastOutOfRange) SDL flags are designed for bitwise OR
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}
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// Devuelve el rectangulo que contiene al enemigo
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auto Enemy::getRect() -> SDL_FRect {
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return sprite_->getRect();
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}
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// Obtiene el rectangulo de colision del enemigo
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auto Enemy::getCollider() -> SDL_FRect& {
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return collider_;
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}
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// Factory: crea el subtipo de enemigo correcto según data.type
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auto Enemy::create(const Data& data) -> std::shared_ptr<Enemy> {
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// Por ahora solo existe PathEnemy; futuros tipos se añadirán aquí
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return std::make_shared<PathEnemy>(data);
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}
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