forked from jaildesigner-jailgames/jaildoctors_dilemma
Añadidos nuevos tamaños para los enemigos
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@@ -199,10 +199,16 @@ void Director::setFileList()
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mAsset->add("/data/config.bin", data, false);
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mAsset->add("/data/room/01.room", room);
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mAsset->add("/data/room/02.room", room);
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mAsset->add("/data/room/03.room", room);
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mAsset->add("/data/room/04.room", room);
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mAsset->add("/data/room/room1.tmx", room);
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mAsset->add("/data/room/room2.tmx", room);
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mAsset->add("/data/room/room3.tmx", room);
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mAsset->add("/data/room/room4.tmx", room);
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mAsset->add("/media/tilesets/room1.png", bitmap);
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mAsset->add("/media/enemies/enemy01.png", bitmap);
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mAsset->add("/media/enemies/enemy02.png", bitmap);
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mAsset->add("/media/enemies/enemy03.png", bitmap);
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mAsset->add("/media/player/player01.png", bitmap);
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mAsset->add("/media/items/items.png", bitmap);
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}
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@@ -28,17 +28,17 @@ Enemy::Enemy(enemy_t enemy)
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sprite->setVelY(enemy.vy);
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// Inicializa el sprite con el resto de parametros comunes
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sprite->setWidth(16);
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sprite->setHeight(16);
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sprite->setWidth(enemy.w);
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sprite->setHeight(enemy.h);
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sprite->setCurrentFrame(0);
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sprite->setAnimationCounter(0);
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sprite->setAnimationNumFrames(0, 4);
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sprite->setAnimationSpeed(0, 5);
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sprite->setAnimationLoop(0, true);
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sprite->setAnimationFrames(0, 0, 16 * 0, 0, 16, 16);
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sprite->setAnimationFrames(0, 1, 16 * 1, 0, 16, 16);
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sprite->setAnimationFrames(0, 2, 16 * 2, 0, 16, 16);
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sprite->setAnimationFrames(0, 3, 16 * 3, 0, 16, 16);
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sprite->setAnimationFrames(0, 0, enemy.w * 0, 0, enemy.w, enemy.h);
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sprite->setAnimationFrames(0, 1, enemy.w * 1, 0, enemy.w, enemy.h);
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sprite->setAnimationFrames(0, 2, enemy.w * 2, 0, enemy.w, enemy.h);
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sprite->setAnimationFrames(0, 3, enemy.w * 3, 0, enemy.w, enemy.h);
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sprite->setSpriteClip(sprite->getAnimationClip(0, 0));
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collider = getRect();
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@@ -29,6 +29,8 @@ struct enemy_t
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SDL_Renderer *renderer; // El renderizador de la ventana
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Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
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std::string tileset; // Fichero con los graficos del enemigo
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int w; // Anchura del enemigo
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int h; // Altura del enemigo
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float x; // Posición inicial en el eje X
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float y; // Posición inicial en el eje Y
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float vx; // Velocidad en el eje X
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@@ -265,6 +265,14 @@ bool Room::setEnemy(enemy_t *enemy, std::string _var, std::string _value)
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{
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enemy->tileset = _value;
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}
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else if (_var == "width")
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{
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enemy->w = std::stof(_value);
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}
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else if (_var == "height")
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{
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enemy->h = std::stof(_value);
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}
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else if (_var == "x")
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{
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enemy->x = std::stof(_value) * BLOCK;
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