forked from jaildesigner-jailgames/jaildoctors_dilemma
[DOC:29/10/2025] la surface ara se pillarà del .ANI
Tots els arxius .ani i .room retocats per a adequarse als canvis.
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@@ -10,7 +10,8 @@
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// Constructor
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Enemy::Enemy(const Data& enemy)
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: sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getSurface(enemy.surface_path), Resource::get()->getAnimations(enemy.animation_path))),
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// [DOC:29/10/2025] la surface ara se pillarà del .ANI
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: sprite_(std::make_shared<SurfaceAnimatedSprite>(/*Resource::get()->getSurface(enemy.surface_path), */Resource::get()->getAnimations(enemy.animation_path))),
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color_string_(enemy.color),
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x1_(enemy.x1),
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x2_(enemy.x2),
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@@ -10,7 +10,9 @@ class Enemy {
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public:
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// --- Estructuras ---
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struct Data {
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/* [DOC:29/10/2025] la surface ara se pillarà del .ANI
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std::string surface_path{}; // Ruta al fichero con la textura
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[/DOC] */
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std::string animation_path{}; // Ruta al fichero con la animación
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/* [DOC:29/10/2025] w i h ja no fan falta, se pilla del .ANI
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int w = 0; // Anchura del enemigo
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@@ -18,7 +18,7 @@
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Player::Player(const Data& player)
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: room_(player.room) {
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// Inicializa algunas variables
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initSprite(player.texture_path, player.animations_path);
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initSprite(/*player.texture_path, */player.animations_path);
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setColor();
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applySpawnValues(player.spawn_data);
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placeSprite();
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@@ -641,11 +641,11 @@ void Player::applySpawnValues(const SpawnData& spawn) {
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}
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// Inicializa el sprite del jugador
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void Player::initSprite(const std::string& surface_path, const std::string& animations_path) {
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auto surface = Resource::get()->getSurface(surface_path);
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void Player::initSprite(/*const std::string& surface_path, */const std::string& animations_path) {
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//auto surface = Resource::get()->getSurface(surface_path);
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auto animations = Resource::get()->getAnimations(animations_path);
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sprite_ = std::make_shared<SurfaceAnimatedSprite>(surface, animations);
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sprite_ = std::make_shared<SurfaceAnimatedSprite>(/*surface, */animations);
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sprite_->setWidth(WIDTH);
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sprite_->setHeight(HEIGHT);
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sprite_->setCurrentAnimation("walk");
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@@ -47,7 +47,7 @@ class Player {
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struct Data {
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SpawnData spawn_data{};
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std::string texture_path{};
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//std::string texture_path{};
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std::string animations_path{};
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std::shared_ptr<Room> room = nullptr;
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@@ -57,7 +57,7 @@ class Player {
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// Constructor con parámetros
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Data(SpawnData spawn_data, std::string texture_path, std::string animations_path, std::shared_ptr<Room> room)
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: spawn_data(std::move(spawn_data)),
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texture_path(std::move(texture_path)),
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//texture_path(std::move(texture_path)),
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animations_path(std::move(animations_path)),
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room(std::move(room)) {}
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};
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@@ -147,7 +147,7 @@ class Player {
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void initSounds(); // Inicializa los sonidos de salto y caida
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void placeSprite() { sprite_->setPos(x_, y_); } // Coloca el sprite en la posición del jugador
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void applySpawnValues(const SpawnData& spawn); // Aplica los valores de spawn al jugador
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void initSprite(const std::string& surface_path, const std::string& animations_path); // Inicializa el sprite del jugador
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void initSprite(/*const std::string& surface_path, */const std::string& animations_path); // Inicializa el sprite del jugador
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#ifdef _DEBUG
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// --- Variables ---
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@@ -861,9 +861,9 @@ auto Room::setEnemy(Enemy::Data* enemy, const std::string& key, const std::strin
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bool success = true;
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try {
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if (key == "tileSetFile") {
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/*if (key == "tileSetFile") {
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enemy->surface_path = value;
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} else if (key == "animation") {
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} else */if (key == "animation") {
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enemy->animation_path = value;
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/* [DOC:29/10/2025] w i h ja no fan falta, se pilla del .ANI
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} else if (key == "width") {
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@@ -21,9 +21,9 @@ Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
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constexpr float SURFACE_HEIGHT = 6.0F * TILE_SIZE;
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// Reserva memoria para los objetos
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auto player_texture = Resource::get()->getSurface(Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.gif" : "player.gif");
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//auto player_texture = Resource::get()->getSurface(Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.gif" : "player.gif");
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auto player_animations = Resource::get()->getAnimations(Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.ani" : "player.ani");
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player_sprite_ = std::make_shared<SurfaceAnimatedSprite>(player_texture, player_animations);
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player_sprite_ = std::make_shared<SurfaceAnimatedSprite>(player_animations);
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player_sprite_->setCurrentAnimation("walk_menu");
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surface_ = std::make_shared<Surface>(SURFACE_WIDTH, SURFACE_HEIGHT);
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@@ -18,7 +18,7 @@
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// Constructor
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Credits::Credits()
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: shining_sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getSurface("shine.gif"), Resource::get()->getAnimations("shine.ani"))) {
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: shining_sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getAnimations("shine.ani"))) {
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// Inicializa variables
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SceneManager::current = SceneManager::Scene::CREDITS;
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SceneManager::options = SceneManager::Options::NONE;
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@@ -275,7 +275,7 @@ void Ending2::loadSprites() {
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// Carga los sprites
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for (const auto& file : sprite_list_) {
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sprites_.emplace_back(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getSurface(file + ".gif"), Resource::get()->getAnimations(file + ".ani")));
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sprites_.emplace_back(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getAnimations(file + ".ani")));
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sprite_max_width_ = std::max(sprites_.back()->getWidth(), sprite_max_width_);
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sprite_max_height_ = std::max(sprites_.back()->getHeight(), sprite_max_height_);
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}
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@@ -20,8 +20,8 @@
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// Constructor
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GameOver::GameOver()
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: player_sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getSurface("player_game_over.gif"), Resource::get()->getAnimations("player_game_over.ani"))),
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tv_sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getSurface("tv.gif"), Resource::get()->getAnimations("tv.ani"))),
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: player_sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getAnimations("player_game_over.ani"))),
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tv_sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getAnimations("tv.ani"))),
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delta_timer_(std::make_shared<DeltaTimer>()) {
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SceneManager::current = SceneManager::Scene::GAME_OVER;
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SceneManager::options = SceneManager::Options::NONE;
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