forked from jaildesigner-jailgames/jaildoctors_dilemma
Ya carga las imagenes del juego y la demo desde la cache de rescursos
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@@ -4,9 +4,10 @@
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#include <sstream>
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// Constructor
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Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, ItemTracker *itemTracker, int *items, Debug *debug)
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Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, ItemTracker *itemTracker, int *items, Debug *debug)
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{
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// Copia los punteros a objetos
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this->resource = resource;
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this->renderer = renderer;
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this->asset = asset;
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this->screen = screen;
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@@ -27,7 +28,8 @@ Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asse
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// Crea los objetos
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loadMapFile(file);
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texture = new Texture(renderer, asset->get(tileset));
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//texture = new Texture(renderer, asset->get(tileset));
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texture = resource->getTexture(tileset);
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tilesetWidth = texture->getWidth() / tileSize;
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itemSound = JA_LoadSound(asset->get("item.wav").c_str());
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@@ -64,7 +66,7 @@ Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asse
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Room::~Room()
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{
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// Reclama la memoria utilizada por los objetos
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delete texture;
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//delete texture;
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JA_DeleteSound(itemSound);
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SDL_DestroyTexture(mapTexture);
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@@ -102,6 +104,7 @@ bool Room::loadMapFile(std::string file_path)
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if (line == "[enemy]")
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{
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enemy_t enemy;
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enemy.resource = resource;
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enemy.asset = asset;
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enemy.renderer = renderer;
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enemy.flip = false;
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@@ -128,6 +131,7 @@ bool Room::loadMapFile(std::string file_path)
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else if (line == "[item]")
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{
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item_t item;
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item.resource = resource;
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item.asset = asset;
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item.renderer = renderer;
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item.counter = 0;
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