Files
jaildoctors_dilemma/source/item.cpp

81 lines
1.7 KiB
C++

#include "item.h"
#include <fstream>
#include <sstream>
// Constructor
Item::Item(item_t item)
{
const int itemSize = 8;
// Obten punteros a objetos
asset = item.asset;
renderer = item.renderer;
// Crea objetos
texture = new Texture(renderer, asset->get(item.tileset));
sprite = new Sprite(item.x, item.y, itemSize, itemSize, texture, renderer);
// Inicia variables
sprite->setSpriteClip((item.tile % 10) * itemSize, (item.tile / 10) * itemSize, itemSize, itemSize);
collider = sprite->getRect();
colorChangeSpeed = 4;
counter = item.counter * colorChangeSpeed;
// Inicializa los colores
color_t c = item.color1;
color.push_back(c);
color.push_back(c);
c = item.color2;
color.push_back(c);
color.push_back(c);
/*
const std::vector<std::string> vColors = {"blue", "red", "magenta", "green", "cyan", "yellow"};
for (auto v:vColors)
{
color.push_back(stringToColor(v));
}
*/
}
// Destructor
Item::~Item()
{
delete texture;
delete sprite;
}
// Pinta el objeto en pantalla
void Item::render()
{
const int index = (counter / colorChangeSpeed) % color.size();
sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].b);
sprite->render();
sprite->getTexture()->setColor(255, 255, 255);
}
// Actualiza las variables del objeto
void Item::update()
{
counter++;
}
// Obtiene el rectangulo de colision del objeto
SDL_Rect &Item::getCollider()
{
return collider;
}
// Obtiene su ubicación
SDL_Point Item::getPos()
{
const SDL_Point p = {sprite->getPosX(), sprite->getPosY()};
return p;
}
// Recarga la textura
void Item::reLoadTexture()
{
texture->reLoad();
}