forked from jaildesigner-jailgames/jaildoctors_dilemma
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@@ -25,7 +25,7 @@ Enemy::Enemy(const EnemyData& enemy)
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sprite_->setWidth(enemy.w);
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sprite_->setHeight(enemy.h);
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const SDL_FlipMode FLIP = (should_flip_ && enemy.vx < 0.0f) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_FlipMode FLIP = (should_flip_ && enemy.vx < 0.0F) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_FlipMode MIRROR = should_mirror_ ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE;
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sprite_->setFlip(static_cast<SDL_FlipMode>(FLIP | MIRROR));
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@@ -5,12 +5,12 @@
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// Constructor
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Item::Item(ItemData item)
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: sprite_(std::make_shared<SurfaceSprite>(Resource::get()->getSurface(item.tile_set_file), item.x, item.y, ITEM_SIZE_, ITEM_SIZE_)),
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change_color_speed(4) {
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: sprite_(std::make_shared<SurfaceSprite>(Resource::get()->getSurface(item.tile_set_file), item.x, item.y, ITEM_SIZE, ITEM_SIZE)),
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change_color_speed_(4) {
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// Inicia variables
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sprite_->setClip((item.tile % 10) * ITEM_SIZE_, (item.tile / 10) * ITEM_SIZE_, ITEM_SIZE_, ITEM_SIZE_);
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sprite_->setClip((item.tile % 10) * ITEM_SIZE, (item.tile / 10) * ITEM_SIZE, ITEM_SIZE, ITEM_SIZE);
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collider_ = sprite_->getRect();
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counter_ = item.counter * change_color_speed;
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counter_ = item.counter * change_color_speed_;
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// Inicializa los colores
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color_.push_back(item.color1);
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@@ -22,7 +22,7 @@ Item::Item(ItemData item)
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// Pinta el objeto en pantalla
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void Item::render() {
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const int INDEX = (counter_ / change_color_speed) % color_.size();
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const int INDEX = (counter_ / change_color_speed_) % color_.size();
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sprite_->render(1, color_.at(INDEX));
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}
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@@ -29,7 +29,7 @@ struct ItemData {
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class Item {
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private:
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// Constantes
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static constexpr float ITEM_SIZE_ = 8;
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static constexpr float ITEM_SIZE = 8;
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// Objetos y punteros
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std::shared_ptr<SurfaceSprite> sprite_; // SSprite del objeto
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@@ -38,7 +38,7 @@ class Item {
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std::vector<Uint8> color_; // Vector con los colores del objeto
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int counter_; // Contador interno
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SDL_FRect collider_; // Rectangulo de colisión
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int change_color_speed; // Cuanto mas alto, mas tarda en cambiar de color
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int change_color_speed_; // Cuanto mas alto, mas tarda en cambiar de color
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public:
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// Constructor
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