forked from jaildesigner-jailgames/jaildoctors_dilemma
Trabajando con las rampas
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@@ -22,7 +22,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
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scoreboard = new ScoreBoard(renderer, asset, &playerLives, &itemsPicked, &clock);
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itemTracker = new ItemTracker();
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room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &itemsPicked);
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player = new Player(spawnPoint, asset->get("player01.png"), asset->get("player01.ani"), renderer, asset, input, room);
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player = new Player(spawnPoint, asset->get("player01.png"), asset->get("player01.ani"), renderer, asset, input, room, debug);
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eventHandler = new SDL_Event();
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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debugText = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
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@@ -221,7 +221,7 @@ void Game::renderDebugInfo()
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}
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// Borra el marcador
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const SDL_Rect rect = {0, 17 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
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SDL_Rect rect = {0, 17 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer, &rect);
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@@ -236,8 +236,13 @@ void Game::renderDebugInfo()
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SDL_RenderDrawLine(renderer, i, 0, i, PLAY_AREA_BOTTOM - 1);
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}
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// Pinta mascaras de sprite
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
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rect = player->getRect();
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SDL_RenderFillRect(renderer, &rect);
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// Pinta el texto
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debug->setPos({1, 152});
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debug->setPos({1, 17 * 8});
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debug->render();
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}
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@@ -327,7 +332,7 @@ void Game::killPlayer()
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// Crea la nueva habitación y el nuevo jugador
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room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &itemsPicked);
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player = new Player(spawnPoint, asset->get("player01.png"), asset->get("player01.ani"), renderer, asset, input, room);
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player = new Player(spawnPoint, asset->get("player01.png"), asset->get("player01.ani"), renderer, asset, input, room, debug);
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}
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// Recarga todas las texturas
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@@ -3,13 +3,14 @@
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#include <sstream>
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// Constructor
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Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, Input *input, Room *room)
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Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, Input *input, Room *room, Debug *debug)
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{
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// Obten punteros a objetos
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this->asset = asset;
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this->renderer = renderer;
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this->input = input;
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this->room = room;
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this->debug = debug;
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// Crea objetos
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texture = new LTexture(renderer, asset->get(tileset));
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@@ -241,6 +242,7 @@ void Player::move()
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else
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{
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tile_e slope = checkSlopes();
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debug->add("SLOPE = " + std::to_string(slope));
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if (slope != t_empty)
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{ // Cuesta hacia la derecha
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if (slope == t_slope_r)
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@@ -7,6 +7,7 @@
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#include "animatedsprite.h"
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#include "input.h"
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#include "const.h"
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#include "debug.h"
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#include <string>
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#include <vector>
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@@ -47,6 +48,7 @@ public:
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Room *room; // Objeto encargado de gestionar cada habitación del juego
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LTexture *texture; // Textura con los graficos del enemigo
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AnimatedSprite *sprite; // Sprite del enemigo
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Debug *debug; // Objeto para gestionar la información de debug
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color_t color; // Color del jugador
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SDL_Rect colliderBox; // Caja de colisión con los enemigos u objetos
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std::vector<SDL_Point> colliderPoints; // Puntos de colisión con el mapa
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@@ -101,7 +103,7 @@ public:
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public:
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// Constructor
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Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, Input *input, Room *room);
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Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, Input *input, Room *room, Debug *debug);
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// Destructor
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~Player();
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