Compare commits
2 Commits
e18db352e0
...
45f9a5b494
| Author | SHA1 | Date | |
|---|---|---|---|
| 45f9a5b494 | |||
| 330185720d |
@@ -1,5 +1,5 @@
|
||||
fullScreenMode=0
|
||||
windowSize=3
|
||||
windowSize=2
|
||||
filter=FILTER_NEAREST
|
||||
vSync=true
|
||||
integerScale=true
|
||||
|
||||
@@ -1,7 +1,41 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="1">
|
||||
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="1">
|
||||
<tileset firstgid="1" source="surface.tsx"/>
|
||||
<tileset firstgid="5626" source="tile_class.tsx"/>
|
||||
<layer id="5" name="estatico" width="40" height="30">
|
||||
<data encoding="csv">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2176,2177,2178,2179,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2251,2252,2253,2254,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2326,2327,2328,2329,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2401,2402,2403,2404,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="4" name="fondo" width="40" height="30">
|
||||
<data encoding="csv">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
@@ -93,7 +127,7 @@
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5627,5627,5627,5627,5627,5627,0,0,0,0,0,0,0,0,0,0,5628,5628,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5628,5628,5628,5628,5628,5628,0,0,0,0,0,0,0,0,0,0,5628,5628,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5628,5628,5628,5628,5628,5628,0,0,0,0,0,0,0,0,
|
||||
|
||||
@@ -26,5 +26,5 @@ frames=28,29,30,31,32,33,34,35,36,37,38,39,40,41
|
||||
name=death
|
||||
speed=10
|
||||
loop=-1
|
||||
frames=42,43,44,45,46,47,48,49,50,51,52
|
||||
frames=42,43,44,45,46,47,48,49,50,51,52,52,52,52,52,52,52,52
|
||||
[/animation]
|
||||
@@ -3,20 +3,24 @@
|
||||
// Constructor
|
||||
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
|
||||
{
|
||||
// Inicializa algunas variables
|
||||
spawnPoint = {63, 190, 0, 0, s_standing, SDL_FLIP_NONE};
|
||||
currentMap = "01.map";
|
||||
|
||||
// Copia punteros
|
||||
this->renderer = renderer;
|
||||
this->asset = asset;
|
||||
this->screen = screen;
|
||||
this->input = input;
|
||||
this->debug = debug;
|
||||
this->debug->setEnabled(true);
|
||||
// this->debug->setEnabled(true);
|
||||
|
||||
// Reserva memoria para los objetos
|
||||
scoreboard = new ScoreBoard(renderer, asset, input, &board);
|
||||
eventHandler = new SDL_Event();
|
||||
itemTracker = new ItemTracker();
|
||||
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
player = new Player(renderer, asset, input, map, debug, &board.diamonds);
|
||||
map = new Map(asset->get(currentMap), renderer, asset, itemTracker);
|
||||
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
|
||||
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
|
||||
|
||||
@@ -115,6 +119,9 @@ void Game::render()
|
||||
screen->start();
|
||||
screen->clean();
|
||||
|
||||
// Dibuja la capa BG
|
||||
map->renderLayerBG();
|
||||
|
||||
// Dibuja la capa 0
|
||||
map->renderLayer0();
|
||||
|
||||
@@ -192,9 +199,11 @@ void Game::checkEventHandler()
|
||||
|
||||
case SDL_SCANCODE_R:
|
||||
delete map;
|
||||
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
map = new Map(asset->get(currentMap), renderer, asset, itemTracker);
|
||||
|
||||
delete player;
|
||||
player = new Player(renderer, asset, input, map, debug, &board.diamonds);
|
||||
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
|
||||
|
||||
delete enemyEngine;
|
||||
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
break;
|
||||
@@ -270,7 +279,6 @@ void Game::renderDebugInfo()
|
||||
// Cambia el mapa
|
||||
bool Game::changeMap(std::string file)
|
||||
{
|
||||
bool success = false;
|
||||
// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
|
||||
if (file != "0")
|
||||
{ // Verifica que exista el fichero que se va a cargar
|
||||
@@ -284,11 +292,14 @@ bool Game::changeMap(std::string file)
|
||||
delete enemyEngine;
|
||||
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
|
||||
success = true;
|
||||
// Actualiza el valor de la variable
|
||||
currentMap = file;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return success;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
|
||||
@@ -296,10 +307,12 @@ void Game::checkScreenBorders()
|
||||
{
|
||||
if (player->isOnScreenBorder())
|
||||
{
|
||||
if (changeMap(map->getRoomFileName(player->getBorder())))
|
||||
const std::string room_name = map->getRoomFileName(player->getBorder());
|
||||
if (changeMap(room_name))
|
||||
{
|
||||
player->setMap(map);
|
||||
player->switchBorders();
|
||||
spawnPoint = player->getSpawnParams();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -315,10 +328,14 @@ void Game::reLoadTextures()
|
||||
// Comprueba las colisiones del jugador con los enemigos
|
||||
bool Game::checkPlayerEnemyCollisions()
|
||||
{
|
||||
if (player->getLivingState() != l_alive)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (enemyEngine->checkEnemyCollision(player->getCollider()))
|
||||
{
|
||||
debug->add("COLLISION");
|
||||
player->setLivingState(l_dead);
|
||||
player->setLivingState(l_dying);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
@@ -344,9 +361,9 @@ void Game::killPlayer()
|
||||
board.lives--;
|
||||
|
||||
// Destruye el mapa, el jugador y los enemigos
|
||||
//delete map;
|
||||
// delete map;
|
||||
delete player;
|
||||
//delete enemyEngine;
|
||||
// delete enemyEngine;
|
||||
|
||||
// Sonido
|
||||
// JA_PlaySound(deathSound);
|
||||
@@ -354,7 +371,7 @@ void Game::killPlayer()
|
||||
// setBlackScreen();
|
||||
|
||||
// Crea el nuevo mapa, el nuevo jugador y nuevos enemigos
|
||||
//map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
player = new Player(renderer, asset, input, map, debug, &board.diamonds);
|
||||
//enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
// map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
|
||||
// enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
}
|
||||
@@ -37,6 +37,8 @@ private:
|
||||
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
bool musicEnabled; // Indica si la musica puede sonar o no
|
||||
std::string currentMap; // Fichero del mapa actual
|
||||
player_t spawnPoint; // Lugar de la mapa donde aparece el jugador
|
||||
|
||||
// Actualiza el juego, las variables, comprueba la entrada, etc.
|
||||
void update();
|
||||
|
||||
@@ -24,6 +24,10 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
|
||||
tileset_width = texture_tile->getWidth() / tile_size;
|
||||
|
||||
// Crea las texturas para dibujar el mapa
|
||||
map_layerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||
if (map_layerBG == NULL)
|
||||
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
|
||||
map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||
if (map_layer0 == NULL)
|
||||
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
@@ -81,10 +85,36 @@ bool Map::load(std::string file_path)
|
||||
if (file2.good())
|
||||
{
|
||||
bool map_col_read = false;
|
||||
bool map_BG_read = false;
|
||||
bool map_l0_read = false;
|
||||
bool map_l1_read = false;
|
||||
while (std::getline(file2, line)) // Lee el fichero linea a linea
|
||||
{
|
||||
if (!map_BG_read)
|
||||
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
|
||||
int pos = 0;
|
||||
do
|
||||
{
|
||||
std::getline(file2, line);
|
||||
pos = line.find("data encoding");
|
||||
} while (pos == (int)std::string::npos);
|
||||
|
||||
do
|
||||
{ // Se introducen los valores separados por comas en un vector
|
||||
map_BG_read = true;
|
||||
std::getline(file2, line);
|
||||
if (line != "</data>")
|
||||
{
|
||||
std::stringstream ss(line);
|
||||
std::string tmp;
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
tilemap_BG.push_back(std::stoi(tmp));
|
||||
}
|
||||
}
|
||||
} while (line != "</data>");
|
||||
}
|
||||
|
||||
if (!map_l0_read)
|
||||
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
|
||||
int pos = 0;
|
||||
@@ -428,10 +458,10 @@ void Map::fillMapTexture()
|
||||
// Crea variables
|
||||
SDL_Rect clip = {0, 0, tile_size, tile_size};
|
||||
|
||||
// Rellena la capa 0
|
||||
// Rellena la capa BG
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, map_layer0);
|
||||
SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderTarget(renderer, map_layerBG);
|
||||
SDL_SetTextureBlendMode(map_layerBG, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
@@ -448,6 +478,27 @@ void Map::fillMapTexture()
|
||||
SDL_RenderDrawLine(renderer, 0, i, 319, i);
|
||||
}
|
||||
|
||||
// Dibuja el mapeado de tiles
|
||||
for (int y = 0; y < map_height; ++y)
|
||||
for (int x = 0; x < map_width; ++x)
|
||||
{
|
||||
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
|
||||
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
|
||||
// con lo que esta pintando desde fuera de la textura
|
||||
clip.x = ((tilemap_BG[(y * map_width) + x] - 1) % tileset_width) * tile_size;
|
||||
clip.y = ((tilemap_BG[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
}
|
||||
tilemap_BG.clear();
|
||||
}
|
||||
|
||||
// Rellena la capa 0
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, map_layer0);
|
||||
SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Dibuja el mapeado de tiles
|
||||
for (int y = 0; y < map_height; ++y)
|
||||
for (int x = 0; x < map_width; ++x)
|
||||
@@ -459,6 +510,8 @@ void Map::fillMapTexture()
|
||||
clip.y = ((tilemap_l0[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
}
|
||||
|
||||
tilemap_l0.clear();
|
||||
}
|
||||
|
||||
// Rellena la capa 1
|
||||
@@ -479,6 +532,8 @@ void Map::fillMapTexture()
|
||||
clip.y = ((tilemap_l1[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
}
|
||||
|
||||
tilemap_l1.clear();
|
||||
}
|
||||
|
||||
// Vuelve a colocar el renderizador
|
||||
@@ -488,11 +543,20 @@ void Map::fillMapTexture()
|
||||
// Dibuja todos los elementos del mapa
|
||||
void Map::render()
|
||||
{
|
||||
renderLayerBG();
|
||||
renderLayer0();
|
||||
renderLayer1();
|
||||
renderActors();
|
||||
}
|
||||
|
||||
// Dibuja la capa BG
|
||||
void Map::renderLayerBG()
|
||||
{
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_layerBG, nullptr, nullptr);
|
||||
}
|
||||
|
||||
// Dibuja la capa 0
|
||||
void Map::renderLayer0()
|
||||
{
|
||||
@@ -511,8 +575,8 @@ void Map::renderLayer0()
|
||||
}
|
||||
else
|
||||
{
|
||||
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_layer0, NULL, NULL);
|
||||
// SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -520,8 +584,8 @@ void Map::renderLayer0()
|
||||
void Map::renderLayer1()
|
||||
{
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_layer1, NULL, &rect);
|
||||
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_layer1, nullptr, nullptr);
|
||||
}
|
||||
|
||||
// Dibuja los actores
|
||||
|
||||
@@ -44,10 +44,12 @@ private:
|
||||
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
|
||||
std::string enemy_file; // Fichero con los enemigos para la habitación
|
||||
std::string tileset_img; // Imagen con los graficos para la habitación
|
||||
std::vector<int> tilemap_BG; // Indice de los tiles a dibujar de la capa BG en la habitación
|
||||
std::vector<int> tilemap_l0; // Indice de los tiles a dibujar de la capa 0 en la habitación
|
||||
std::vector<int> tilemap_l1; // Indice de los tiles a dibujar de la capa 1 en la habitación
|
||||
std::vector<int> collisionmap; // Indice con los tipos de tile de la habitación
|
||||
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
|
||||
SDL_Texture *map_layerBG; // Textura para dibujar la capa BG del mapa de la habitación
|
||||
SDL_Texture *map_layer0; // Textura para dibujar la capa 0 del mapa de la habitación
|
||||
SDL_Texture *map_layer1; // Textura para dibujar la capa 1 del mapa de la habitación
|
||||
std::vector<Actor *> actors; // Listado con los actores de la habitación
|
||||
@@ -87,6 +89,9 @@ public:
|
||||
// Dibuja todos los elementos del mapa
|
||||
void render();
|
||||
|
||||
// Dibuja la capa BG
|
||||
void renderLayerBG();
|
||||
|
||||
// Dibuja la capa 1
|
||||
void renderLayer0();
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "player.h"
|
||||
|
||||
// Constructor
|
||||
Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds)
|
||||
Player::Player(player_t player, SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds)
|
||||
{
|
||||
this->asset = asset;
|
||||
this->renderer = renderer;
|
||||
@@ -19,14 +19,14 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Deb
|
||||
|
||||
w = 16;
|
||||
h = 24;
|
||||
x = 8 * map->getTileSize();
|
||||
y = 20 * map->getTileSize();
|
||||
vx = 0;
|
||||
vy = 0;
|
||||
x = player.x;
|
||||
y = player.y;
|
||||
vx = player.vx;
|
||||
vy = player.vy;
|
||||
lastPosition = {(int)x, (int)y};
|
||||
sprite->setRect({(int)x, (int)y, w, h});
|
||||
sprite->setCurrentAnimation("stand");
|
||||
sprite->setFlip(SDL_FLIP_NONE);
|
||||
sprite->setFlip(player.flip);
|
||||
|
||||
jumpStrenght = 2.0f;
|
||||
gravity = 0.3f;
|
||||
@@ -34,7 +34,7 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Deb
|
||||
maxVX = 1.5f;
|
||||
maxVY = 4.0f;
|
||||
|
||||
state = s_standing;
|
||||
state = player.state;
|
||||
living = l_alive;
|
||||
jumpPressed = false;
|
||||
key.insert(key.end(), {0, 0, 0, 0, 0, 0});
|
||||
@@ -61,6 +61,7 @@ Player::~Player()
|
||||
// Actualiza todas las variables
|
||||
void Player::update()
|
||||
{
|
||||
checkLivingState();
|
||||
checkInput();
|
||||
move();
|
||||
animate();
|
||||
@@ -87,6 +88,21 @@ void Player::render()
|
||||
// Comprueba las entradas y modifica variables
|
||||
void Player::checkInput()
|
||||
{
|
||||
if (living == l_dying)
|
||||
{ // Aplica fricción
|
||||
if (vx > 0.0f)
|
||||
{
|
||||
vx -= (accelX / 3);
|
||||
vx = std::max(vx, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
vx += (accelX / 3);
|
||||
vx = std::min(vx, 0.0f);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_LEFT, REPEAT_TRUE))
|
||||
{
|
||||
vx -= accelX;
|
||||
@@ -100,7 +116,7 @@ void Player::checkInput()
|
||||
sprite->setFlip(SDL_FLIP_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
{ // Aplica fricción
|
||||
if (vx > 0.0f)
|
||||
{
|
||||
vx -= accelX;
|
||||
@@ -333,7 +349,12 @@ void Player::move()
|
||||
// Anima al jugador
|
||||
void Player::animate()
|
||||
{
|
||||
if (state != s_standing)
|
||||
if (living == l_dying)
|
||||
{
|
||||
sprite->setCurrentAnimation("death");
|
||||
}
|
||||
|
||||
else if (state != s_standing)
|
||||
{
|
||||
sprite->setCurrentAnimation("jump");
|
||||
}
|
||||
@@ -531,6 +552,10 @@ void Player::checkLivingState()
|
||||
break;
|
||||
|
||||
case l_dying:
|
||||
if (sprite->animationIsCompleted())
|
||||
{
|
||||
living = l_dead;
|
||||
}
|
||||
break;
|
||||
|
||||
case l_dead:
|
||||
@@ -551,4 +576,19 @@ void Player::setLivingState(e_living value)
|
||||
e_living Player::getLivingState()
|
||||
{
|
||||
return living;
|
||||
}
|
||||
|
||||
// Obtiene algunos parametros del jugador
|
||||
player_t Player::getSpawnParams()
|
||||
{
|
||||
player_t params;
|
||||
|
||||
params.x = x;
|
||||
params.y = y;
|
||||
params.vx = vx;
|
||||
params.vy = vy;
|
||||
params.state = state;
|
||||
params.flip = sprite->getFlip();
|
||||
|
||||
return params;
|
||||
}
|
||||
@@ -34,6 +34,16 @@ enum e_floor
|
||||
f_platform
|
||||
};
|
||||
|
||||
struct player_t
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float vx;
|
||||
float vy;
|
||||
e_state state;
|
||||
SDL_RendererFlip flip;
|
||||
};
|
||||
|
||||
// The player
|
||||
class Player
|
||||
{
|
||||
@@ -111,7 +121,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds);
|
||||
Player(player_t player, SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds);
|
||||
|
||||
// Destructor
|
||||
~Player();
|
||||
@@ -148,6 +158,9 @@ public:
|
||||
|
||||
// Obtiene el estado de vida del jugador
|
||||
e_living getLivingState();
|
||||
|
||||
// Obtiene algunos parametros del jugador
|
||||
player_t getSpawnParams();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user