-
Notifications
You must be signed in to change notification settings - Fork 4
/
ball.h
129 lines (99 loc) · 3.12 KB
/
ball.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
/*
* ball.h
* kattMickisShooter
*
* Created by Erik Andersson on 2009-12-07.
* Copyright (c) 2010 Erik Andersson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#ifndef __BALL_H__
#define __BALL_H__
#include <iostream>
#include "sprite.h"
#include "vector.h"
#include "fx.h"
const int BALL_GRID_W = 17;
const int BALL_GRID_H = 15;
const int BALL_WIDTH = 23;
const int BALL_HEIGHT = 23;
class Ball: public Sprite
{
private:
// _sprite is the original ball image, not changed by animations.
SDL_Surface *_sprite;
Vector _pos;
int _grid_x, _grid_y;
Uint8 _opacity;
bool _was_dangly;
void initFx();
public:
enum BallState {Queued, Moving, Pinned};
BallState _state;
static Ball *create(Game *game);
Ball(Game *game);
~Ball();
enum Colors {Random, Red, Green, Yellow, Blue, Teal, Purple};
Colors _color;
Colors color() { return _color; };
static const char* getC(Colors c) {
switch (c) {
case Red: return "Red"; break;
case Green: return "Green"; break;
case Yellow: return "Yellow"; break;
case Blue: return "Blue"; break;
case Teal: return "Teal"; break;
case Purple: return "Purple"; break;
case Random: return "Random!"; break;
default: return "wtf"; break;
}
}
static void printC(Colors c) {
std::cout << getC(c);
};
void setColor(Colors color);
void setRemainingColor();
void ensureColorExists();
void setState(BallState state) { _state = state; };
void gridX(int x) { _grid_x = x; gridToPos(); };
void gridY(int y) { _grid_y = y; gridToPos(); };
int gridX() { return _grid_x; };
int gridY() { return _grid_y; };
Vector &pos() { return _pos; };
void xPos(double x) { _pos.x(x); _rect.x = x; };
void yPos(double y) { _pos.y(y); _rect.y = y; };
void wasDangly(bool was) { _was_dangly = was; };
bool wasDangly() { return _was_dangly; };
SDL_Rect *size() { return &_rect; };
void tick();
void draw();
Vector calculateGrid();
void satisfyGrid();
void gridToPos();
bool collidesWith(Ball &);
void active();
void bam();
Vector _vel;
Vector _acc;
Fx _anim;
};
double active_transition(double x);
double bam_transition(double x);
#endif