82 lines
1.7 KiB
C++
82 lines
1.7 KiB
C++
#include "const.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <iostream>
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struct Angle360 {
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private:
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int value{0};
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void normalize() {
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value %= 360;
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if (value < 0)
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value += 360; // Handle negative values
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}
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public:
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// Constructor
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Angle360(int val = 0) : value(val) { normalize(); }
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// Assignment operator
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Angle360 &operator=(int val) {
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value = val;
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normalize();
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return *this;
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}
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// Compound assignment
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Angle360 &operator+=(int rhs) {
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value += rhs;
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normalize();
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return *this;
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}
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Angle360 &operator-=(int rhs) {
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value -= rhs;
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normalize();
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return *this;
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}
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// Type conversion
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operator int() const { return value; }
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// Stream output
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friend std::ostream &operator<<(std::ostream &os, const Angle360 &a) {
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return os << a.value;
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}
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};
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struct Entity {
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private:
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SDL_FRect m_position;
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SDL_FPoint m_offset{0, 0}; // Default offset
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public:
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// Direct access reference with auto-sync
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SDL_FRect &position() { return m_position; }
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const SDL_FRect &position() const { return m_position; }
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// Computed central position (always fresh)
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SDL_FRect Central_position() const {
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return {m_position.x + m_offset.x, m_position.y + m_offset.y, m_position.w,
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m_position.h};
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}
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// Set offset values
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void set_offset(float x, float y) { m_offset = {x, y}; }
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// --- Existing members ---
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SDL_FRect Tposition;
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bool gotoT;
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SDL_Texture *texture;
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SDL_Rect srcRect;
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float speed = 250.0f;
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Angle360 angle;
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};
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struct Camera {
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SDL_FRect view = {0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT};
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bool followPlayer = false;
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float speed = 500.0f;
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float smoothness = 0.1f;
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}; |