forked from jaildesigner-jailgames/jaildoctors_dilemma
134 lines
3.2 KiB
C++
134 lines
3.2 KiB
C++
#include "enemy.h"
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#include <SDL2/SDL_render.h> // for SDL_RendererFlip, SDL_FLIP_NONE, SDL_FL...
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#include <stdlib.h> // for rand
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#include "animated_sprite.h" // for AnimatedSprite
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#include "options.h" // for Options, OptionsVideo, options
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#include "resource.h" // for Resource
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#include "texture.h" // for Texture
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// Constructor
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Enemy::Enemy(EnemyData enemy)
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{
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// Crea objetos
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sprite_ = std::make_shared<AnimatedSprite>(Resource::get()->getTexture(enemy.texture_path), Resource::get()->getAnimations(enemy.animation_path));
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// Obten el resto de valores
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x1_ = enemy.x1;
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x2_ = enemy.x2;
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y1_ = enemy.y1;
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y2_ = enemy.y2;
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color_string_ = enemy.color;
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setPalette(options.video.palette);
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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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sprite_->setWidth(enemy.w);
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sprite_->setHeight(enemy.h);
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should_flip_ = enemy.flip;
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should_mirror_ = enemy.mirror;
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const SDL_RendererFlip flip = (should_flip_ && enemy.vx < 0.0f) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip mirror = should_mirror_ ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE;
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sprite_->setFlip(static_cast<SDL_RendererFlip>(flip | mirror));
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collider_ = getRect();
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// Coloca un frame al azar o el designado
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if (enemy.frame == -1)
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{
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sprite_->setCurrentAnimationFrame(rand() % sprite_->getCurrentAnimationSize());
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}
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else
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{
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sprite_->setCurrentAnimationFrame(enemy.frame);
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}
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}
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// Pinta el enemigo en pantalla
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void Enemy::render()
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{
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sprite_->getTexture()->setColor(color_.r, color_.g, color_.b);
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sprite_->render();
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sprite_->getTexture()->setColor(255, 255, 255);
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}
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// Actualiza las variables del objeto
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void Enemy::update()
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{
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sprite_->update();
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checkPath();
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collider_ = getRect();
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}
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// Comprueba si ha llegado al limite del recorrido para darse media vuelta
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void Enemy::checkPath()
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{
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if (sprite_->getPosX() > x2_ || sprite_->getPosX() < x1_)
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{
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// Recoloca
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if (sprite_->getPosX() > x2_)
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{
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sprite_->setPosX(x2_);
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}
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else
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{
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sprite_->setPosX(x1_);
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}
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// Cambia el sentido
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sprite_->setVelX(sprite_->getVelX() * (-1));
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// Invierte el sprite
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if (should_flip_)
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{
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sprite_->flip();
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}
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}
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if (sprite_->getPosY() > y2_ || sprite_->getPosY() < y1_)
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{
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// Recoloca
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if (sprite_->getPosY() > y2_)
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{
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sprite_->setPosY(y2_);
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}
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else
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{
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sprite_->setPosY(y1_);
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}
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// Cambia el sentido
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sprite_->setVelY(sprite_->getVelY() * (-1));
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// Invierte el sprite
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if (should_flip_)
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{
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sprite_->flip();
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}
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}
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}
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// Devuelve el rectangulo que contiene al enemigo
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SDL_Rect Enemy::getRect()
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{
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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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SDL_Rect &Enemy::getCollider()
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{
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return collider_;
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}
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// Recarga la textura
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void Enemy::reLoadTexture()
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{
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sprite_->getTexture()->reLoad();
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}
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// Asigna la paleta
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void Enemy::setPalette(Palette pal)
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{
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color_ = stringToColor(pal, color_string_);
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} |