forked from jaildesigner-jailgames/jaildoctors_dilemma
Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma
This commit is contained in:
@@ -93,7 +93,7 @@ void Game::checkEventHandler()
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section.name = SECTION_PROG_TITLE;
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section.name = SECTION_PROG_TITLE;
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break;
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break;
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case SDL_SCANCODE_D:
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case SDL_SCANCODE_G:
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debug->switchEnabled();
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debug->switchEnabled();
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options->cheat.invincible = debug->getEnabled();
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options->cheat.invincible = debug->getEnabled();
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board.music = !debug->getEnabled();
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board.music = !debug->getEnabled();
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@@ -160,6 +160,22 @@ void Game::checkEventHandler()
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switchPalette();
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switchPalette();
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break;
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break;
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case SDL_SCANCODE_W:
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goToRoom(BORDER_TOP);
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break;
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case SDL_SCANCODE_A:
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goToRoom(BORDER_LEFT);
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break;
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case SDL_SCANCODE_S:
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goToRoom(BORDER_BOTTOM);
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break;
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case SDL_SCANCODE_D:
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goToRoom(BORDER_RIGHT);
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break;
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default:
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default:
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break;
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break;
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}
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}
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@@ -536,3 +552,13 @@ int Game::getTotalItems()
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return items;
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return items;
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}
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}
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// Va a la habitación designada
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void Game::goToRoom(int border)
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{
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const std::string roomName = room->getRoom(border);
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if (changeRoom(roomName))
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{
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currentRoom = roomName;
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}
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}
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@@ -117,6 +117,9 @@ private:
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// Obtiene la cantidad total de items que hay en el mapeado del juego
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// Obtiene la cantidad total de items que hay en el mapeado del juego
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int getTotalItems();
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int getTotalItems();
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// Va a la habitación designada
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void goToRoom(int border);
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public:
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public:
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// Constructor
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// Constructor
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Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug);
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Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug);
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@@ -588,7 +588,7 @@ void Room::fillMapTexture()
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for (auto l : leftSurfaces)
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for (auto l : leftSurfaces)
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{
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{
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SDL_SetRenderDrawColor(renderer, (rand() % 128) + 96, (rand() % 128) + 96, (rand() % 128) + 96, 0xFF);
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SDL_SetRenderDrawColor(renderer, (rand() % 128) + 96, (rand() % 128) + 96, (rand() % 128) + 96, 0xFF);
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SDL_SetRenderDrawColor(renderer, 0, 0, 255, 0xFF);
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SDL_SetRenderDrawColor(renderer, 128, 128, 255, 0xFF);
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SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2);
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SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2);
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}
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}
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}
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}
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