Files
yaze/src/app/zelda3/sprite/sprite.h
2023-11-11 20:17:34 -05:00

89 lines
2.0 KiB
C++

#ifndef YAZE_APP_ZELDA3_SPRITE_H
#define YAZE_APP_ZELDA3_SPRITE_H
#include <SDL.h>
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
#include "absl/status/status.h"
#include "app/core/constants.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "app/rom.h"
namespace yaze {
namespace app {
namespace zelda3 {
class Sprite {
public:
Sprite();
Sprite(Bytes src, uchar mapid, uchar id, uchar x, uchar y, int map_x,
int map_y);
void InitSprite(const Bytes& src, uchar mapid, uchar id, uchar x, uchar y,
int map_x, int map_y);
void updateBBox();
void Draw();
void DrawSpriteTile(int x, int y, int srcx, int srcy, int pal,
bool mirror_x = false, bool mirror_y = false,
int sizex = 2, int sizey = 2);
// New methods
void updateCoordinates(int map_x, int map_y);
auto PreviewGraphics() const { return preview_gfx_; }
auto GetRealX() const { return bounding_box_.x; }
auto GetRealY() const { return bounding_box_.y; }
auto id() const { return id_; }
auto x() const { return x_; }
auto y() const { return y_; }
auto nx() const { return nx_; }
auto ny() const { return ny_; }
auto layer() const { return layer_; }
auto subtype() const { return subtype_; }
auto& keyDrop() const { return key_drop_; }
auto Width() const { return bounding_box_.w; }
auto Height() const { return bounding_box_.h; }
std::string Name() const { return name_; }
private:
Bytes current_gfx_;
bool overworld_;
uchar map_id_;
uchar id_;
uchar x_;
uchar y_;
uchar nx_;
uchar ny_;
uchar overlord_ = 0;
std::string name_;
int subtype_;
int layer_;
int map_x_;
int map_y_;
Bytes preview_gfx_;
uchar lowerX_;
uchar lowerY_;
uchar higherX_;
uchar higherY_;
SDL_Rect bounding_box_;
int width_ = 16;
int height_ = 16;
int key_drop_;
};
} // namespace zelda3
} // namespace app
} // namespace yaze
#endif