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sprite.h
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sprite.h
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/*
* sprite.h
* kattMickisShooter
*
* Created by Erik Andersson on 2009-11-18.
* 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 __DRAWABLE_H__
#define __DRAWABLE_H__
#include <iostream>
#include "SDL.h"
class Game;
class Sprite
{
protected:
static int CID;
Game *_game;
bool _is_dirty;
bool _is_visible;
SDL_Surface *_image, *_old_image;
SDL_Rect _rect;
SDL_Rect _old_rect;
void setImage(SDL_Surface *surface);
public:
int ID;
Sprite() {};
Sprite(Game *game): _game(game), _is_dirty(true), _is_visible(true), _image(NULL)
{
ID = CID++;
};
virtual void handleEvent(const SDL_Event &event) {};
virtual void tick() = 0;
virtual void draw() = 0;
void preTick();
void postTick();
inline void dirty(bool is) { _is_dirty = is; };
inline bool dirty() const { return _is_dirty; };
inline void visible(bool is) { _is_visible = is; };
inline bool visible() { return _is_visible; };
Game *game() { return _game; };
bool collidesWith(SDL_Rect r)
{
// right inside left top inside bottom left inside right bottom inside top
return r.x + r.w > _rect.x && r.y < _rect.y + _rect.h && r.x < _rect.x + _rect.w && r.y + r.h > _rect.y;
}
bool collidesWith(int x, int y)
{
return x > _rect.x && y > _rect.y && x < _rect.x + _rect.w && y < _rect.y + _rect.h;
}
};
#endif