forked from jaildesigner-jailgames/jaildoctors_dilemma
Renombrado de variables
This commit is contained in:
240
source/game.cpp
240
source/game.cpp
@@ -4,102 +4,96 @@
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Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
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{
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// Inicia variables
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mCurrentRoom = "01.room";
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mSpawnPoint = {2 * BLOCK, 12 * BLOCK, 0, 0, 0, STATUS_STANDING, SDL_FLIP_NONE};
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mDebug = false;
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currentRoom = "01.room";
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spawnPoint = {2 * BLOCK, 12 * BLOCK, 0, 0, 0, STATUS_STANDING, SDL_FLIP_NONE};
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debug = false;
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// Copia los punteros
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mRenderer = renderer;
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mAsset = asset;
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mLang = lang;
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mInput = input;
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this->renderer = renderer;
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this->asset = asset;
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this->input = input;
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// Crea los objetos
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mScreen = new Screen(window, renderer);
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mItemTracker = new Item_tracker();
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mRoom = new Room(mAsset->get(mCurrentRoom), mRenderer, mAsset, mItemTracker);
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mPlayer = new Player(mSpawnPoint, mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
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mEventHandler = new SDL_Event();
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mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), renderer);
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mFade = new Fade(renderer);
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screen = new Screen(window, renderer);
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itemTracker = new ItemTracker();
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room = new Room(asset->get(currentRoom), renderer, asset, itemTracker);
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player = new Player(spawnPoint, asset->get("player01.png"), renderer, asset, input, room);
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eventHandler = new SDL_Event();
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Inicializa variables
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mTicks = 0;
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mTicksSpeed = 15;
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ticks = 0;
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ticksSpeed = 15;
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mSection.name = SECTION_PROG_GAME;
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mSection.subsection = SECTION_GAME_PLAY;
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section.name = SECTION_PROG_GAME;
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section.subsection = SECTION_GAME_PLAY;
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}
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Game::~Game()
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{
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// Borra las referencias a los punteros
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mRenderer = nullptr;
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mAsset = nullptr;
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mLang = nullptr;
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mInput = nullptr;
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renderer = nullptr;
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asset = nullptr;
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input = nullptr;
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// Libera la memoria de los objetos
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delete mScreen;
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mScreen = nullptr;
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delete screen;
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screen = nullptr;
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delete mItemTracker;
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mItemTracker = nullptr;
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delete itemTracker;
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itemTracker = nullptr;
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delete mRoom;
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mRoom = nullptr;
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delete room;
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room = nullptr;
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delete mPlayer;
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mPlayer = nullptr;
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delete player;
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player = nullptr;
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delete mEventHandler;
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mEventHandler = nullptr;
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delete eventHandler;
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eventHandler = nullptr;
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delete mText;
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mText = nullptr;
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delete mFade;
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mFade = nullptr;
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delete text;
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text = nullptr;
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}
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// Bucle para el juego
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section_t Game::run()
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{
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while (mSection.name == SECTION_PROG_GAME)
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while (section.name == SECTION_PROG_GAME)
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{
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// Sección juego jugando
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if (mSection.subsection == SECTION_GAME_PLAY)
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if (section.subsection == SECTION_GAME_PLAY)
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{
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update();
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draw();
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}
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}
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return mSection;
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return section;
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}
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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void Game::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - mTicks > mTicksSpeed)
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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mTicks = SDL_GetTicks();
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ticks = SDL_GetTicks();
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(mEventHandler) != 0)
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (mEventHandler->type == SDL_QUIT)
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if (eventHandler->type == SDL_QUIT)
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{
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mSection.name = SECTION_PROG_QUIT;
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section.name = SECTION_PROG_QUIT;
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break;
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}
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}
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mRoom->update();
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mPlayer->update();
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room->update();
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player->update();
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checkPlayerAndWalls(); // Debe ir detras del player update, por si se ha metido en algun muro
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checkPlayerOnBorder();
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checkPlayerOnFloor();
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@@ -113,44 +107,44 @@ void Game::update()
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void Game::draw()
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{
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// Prepara para dibujar el frame
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mScreen->start();
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mScreen->clean(mRoom->getBGColor());
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screen->start();
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screen->clean(room->getBGColor());
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mRoom->drawMap();
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mRoom->drawEnemies();
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mRoom->drawItems();
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mPlayer->draw();
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room->drawMap();
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room->drawEnemies();
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room->drawItems();
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player->draw();
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// Texto en el centro de la pantalla
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SDL_Rect rect = {0, 16 * 8, PLAY_AREA_RIGHT, 8};
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color_t color = stringToColor("light_black");
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SDL_SetRenderDrawColor(mRenderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderFillRect(mRenderer, &rect);
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderFillRect(renderer, &rect);
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mText->writeCentered(GAMECANVAS_CENTER_X, 16 * 8, mRoom->getName());
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text->writeCentered(GAMECANVAS_CENTER_X, 16 * 8, room->getName());
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// Debug info
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if (mDebug)
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if (debug)
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{
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std::string text;
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text = "status: " + std::to_string(mPlayer->status);
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mText->write(0, 17 * 8, text);
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text = "status: " + std::to_string(player->status);
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this->text->write(0, 17 * 8, text);
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text = "foot: " + std::to_string((int)mPlayer->getLeftFoot().y);
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mText->write(0, 18 * 8, text);
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text = "foot: " + std::to_string((int)player->getLeftFoot().y);
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this->text->write(0, 18 * 8, text);
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const int a = (mPlayer->lastPosition.y + 16) / 8;
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const int b = mPlayer->getLeftFoot().y / 8;
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const int a = (player->lastPosition.y + 16) / 8;
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const int b = player->getLeftFoot().y / 8;
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text = "tile: " + std::to_string(a) + " - " + std::to_string(b);
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mText->write(0, 19 * 8, text);
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this->text->write(0, 19 * 8, text);
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const bool collision = checkPlayerAndEnemies();
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text = "collision: " + std::to_string(collision);
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mText->write(0, 20 * 8, text);
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this->text->write(0, 20 * 8, text);
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}
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// Actualiza la pantalla
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mScreen->blit();
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screen->blit();
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}
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// Comprueba la entrada
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@@ -158,21 +152,21 @@ void Game::draw()
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void Game::checkInput()
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{
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/*
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if (mInput->checkInput(INPUT_UP, REPEAT_FALSE))
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changeRoom(mRoom->getRoomUp());
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if (input->checkInput(INPUT_UP, REPEAT_FALSE))
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changeRoom(room->getRoomUp());
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if (mInput->checkInput(INPUT_DOWN, REPEAT_FALSE))
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changeRoom(mRoom->getRoomDown());
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if (input->checkInput(INPUT_DOWN, REPEAT_FALSE))
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changeRoom(room->getRoomDown());
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if (mInput->checkInput(INPUT_LEFT, REPEAT_FALSE))
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changeRoom(mRoom->getRoomLeft());
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if (input->checkInput(INPUT_LEFT, REPEAT_FALSE))
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changeRoom(room->getRoomLeft());
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if (mInput->checkInput(INPUT_RIGHT, REPEAT_FALSE))
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changeRoom(mRoom->getRoomRight());
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if (input->checkInput(INPUT_RIGHT, REPEAT_FALSE))
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changeRoom(room->getRoomRight());
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*/
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if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
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mDebug = !mDebug;
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if (input->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
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debug = !debug;
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}
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// Cambia de habitación
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@@ -183,14 +177,14 @@ bool Game::changeRoom(std::string file)
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// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
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if (file != "0")
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// Verifica que exista el fichero que se va a cargar
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if (mAsset->get(file) != "")
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if (asset->get(file) != "")
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{
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// Elimina la habitación actual
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delete mRoom;
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mRoom = nullptr;
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delete room;
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room = nullptr;
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// Crea un objeto habitación nuevo a partir del fichero
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mRoom = new Room(mAsset->get(file), mRenderer, mAsset, mItemTracker);
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room = new Room(asset->get(file), renderer, asset, itemTracker);
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success = true;
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}
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@@ -201,14 +195,14 @@ bool Game::changeRoom(std::string file)
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// Comprueba si el jugador esta en el borde de la pantalla
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void Game::checkPlayerOnBorder()
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{
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if (mPlayer->getOnBorder())
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if (player->getOnBorder())
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{
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const std::string room_name = mRoom->getRoom(mPlayer->getBorder());
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const std::string room_name = room->getRoom(player->getBorder());
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if (changeRoom(room_name))
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{
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mPlayer->switchBorders();
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mCurrentRoom = room_name;
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mSpawnPoint = mPlayer->getSpawnParams();
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player->switchBorders();
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currentRoom = room_name;
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spawnPoint = player->getSpawnParams();
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}
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}
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}
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@@ -228,37 +222,37 @@ void Game::checkPlayerOnFloor()
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// *** PARECE RESUELTO
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const int a = (mPlayer->lastPosition.y + 16) / 8;
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const int b = mPlayer->getLeftFoot().y / 8;
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const int a = (player->lastPosition.y + 16) / 8;
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const int b = player->getLeftFoot().y / 8;
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const bool tile_change = a != b;
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const bool is_not_going_up = mPlayer->getVelY() >= 0;
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const bool is_tile_aligned = mPlayer->getLeftFoot().y % 8 == 0;
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const bool is_not_going_up = player->getVelY() >= 0;
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const bool is_tile_aligned = player->getLeftFoot().y % 8 == 0;
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if (((is_not_going_up) && (is_tile_aligned)) || ((is_not_going_up) && (tile_change)))
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{
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bool test = false;
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test |= (mRoom->getTile(mPlayer->getLeftFoot()) == TILE_SOLID);
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test |= (mRoom->getTile(mPlayer->getRightFoot()) == TILE_SOLID);
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test |= (mRoom->getTile(mPlayer->getLeftFoot()) == TILE_TRAVESSABLE);
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test |= (mRoom->getTile(mPlayer->getRightFoot()) == TILE_TRAVESSABLE);
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test |= (room->getTile(player->getLeftFoot()) == TILE_SOLID);
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test |= (room->getTile(player->getRightFoot()) == TILE_SOLID);
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test |= (room->getTile(player->getLeftFoot()) == TILE_TRAVESSABLE);
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test |= (room->getTile(player->getRightFoot()) == TILE_TRAVESSABLE);
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// Tiene uno de los pies sobre una superficie
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if (test)
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{
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mPlayer->setStatus(STATUS_STANDING);
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player->setStatus(STATUS_STANDING);
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// Si ha habido un cambio de tile, hay que recolocarlo
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if (tile_change)
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{
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int offset = (int)mPlayer->sprite->getPosY() % 8;
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mPlayer->sprite->setPosY((int)mPlayer->sprite->getPosY() - offset);
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int offset = (int)player->sprite->getPosY() % 8;
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player->sprite->setPosY((int)player->sprite->getPosY() - offset);
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}
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}
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// Tiene ambos pies sobre el vacío
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else if (mPlayer->getStatus() != STATUS_JUMPING)
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else if (player->getStatus() != STATUS_JUMPING)
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{
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mPlayer->setStatus(STATUS_FALLING);
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player->setStatus(STATUS_FALLING);
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}
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}
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}
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@@ -267,7 +261,7 @@ void Game::checkPlayerOnFloor()
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void Game::checkPlayerAndWalls()
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{
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// Obtiene los ocho puntos de colisión del jugador
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const SDL_Rect rect = mPlayer->getRect();
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const SDL_Rect rect = player->getRect();
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const SDL_Point p1 = {rect.x, rect.y};
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const SDL_Point p2 = {rect.x + 7, rect.y};
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const SDL_Point p3 = {rect.x + 7, rect.y + 7};
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@@ -279,32 +273,32 @@ void Game::checkPlayerAndWalls()
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// Comprueba si ha colisionado con un muro
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bool wall = false;
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wall |= (mRoom->getTile(p1) == TILE_SOLID);
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wall |= (mRoom->getTile(p2) == TILE_SOLID);
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wall |= (mRoom->getTile(p3) == TILE_SOLID);
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wall |= (mRoom->getTile(p4) == TILE_SOLID);
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wall |= (mRoom->getTile(p5) == TILE_SOLID);
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wall |= (mRoom->getTile(p6) == TILE_SOLID);
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wall |= (mRoom->getTile(p7) == TILE_SOLID);
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wall |= (mRoom->getTile(p8) == TILE_SOLID);
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wall |= (room->getTile(p1) == TILE_SOLID);
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wall |= (room->getTile(p2) == TILE_SOLID);
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wall |= (room->getTile(p3) == TILE_SOLID);
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wall |= (room->getTile(p4) == TILE_SOLID);
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wall |= (room->getTile(p5) == TILE_SOLID);
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wall |= (room->getTile(p6) == TILE_SOLID);
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wall |= (room->getTile(p7) == TILE_SOLID);
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wall |= (room->getTile(p8) == TILE_SOLID);
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if (wall)
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{
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// Si hay colisión, deshace el movimiento y lo pone en modo caída
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mPlayer->undoLastMove();
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mPlayer->setStatus(STATUS_FALLING);
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player->undoLastMove();
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player->setStatus(STATUS_FALLING);
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}
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// Comprueba si ha colisionado con un tile de los que matan al jugador
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bool death = false;
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death |= (mRoom->getTile(p1) == TILE_KILL);
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death |= (mRoom->getTile(p2) == TILE_KILL);
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death |= (mRoom->getTile(p3) == TILE_KILL);
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death |= (mRoom->getTile(p4) == TILE_KILL);
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death |= (mRoom->getTile(p5) == TILE_KILL);
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death |= (mRoom->getTile(p6) == TILE_KILL);
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death |= (mRoom->getTile(p7) == TILE_KILL);
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death |= (mRoom->getTile(p8) == TILE_KILL);
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death |= (room->getTile(p1) == TILE_KILL);
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death |= (room->getTile(p2) == TILE_KILL);
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death |= (room->getTile(p3) == TILE_KILL);
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death |= (room->getTile(p4) == TILE_KILL);
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death |= (room->getTile(p5) == TILE_KILL);
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death |= (room->getTile(p6) == TILE_KILL);
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death |= (room->getTile(p7) == TILE_KILL);
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death |= (room->getTile(p8) == TILE_KILL);
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if (death)
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{
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@@ -315,7 +309,7 @@ void Game::checkPlayerAndWalls()
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// Comprueba las colisiones del jugador con los enemigos
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bool Game::checkPlayerAndEnemies()
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{
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const bool death = mRoom->enemyCollision(mPlayer->getCollider());
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const bool death = room->enemyCollision(player->getCollider());
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if (death)
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{
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killPlayer();
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@@ -326,17 +320,17 @@ bool Game::checkPlayerAndEnemies()
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// Comprueba las colisiones del jugador con los objetos
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void Game::checkPlayerAndItems()
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{
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mRoom->itemCollision(mPlayer->getCollider());
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room->itemCollision(player->getCollider());
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}
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// Mata al jugador
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void Game::killPlayer()
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{
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// Destruye la habitacion y el jugador
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delete mRoom;
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delete mPlayer;
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delete room;
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delete player;
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// Crea la nueva habitación y el nuevo jugador
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mRoom = new Room(mAsset->get(mCurrentRoom), mRenderer, mAsset, mItemTracker);
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mPlayer = new Player(mSpawnPoint, mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
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room = new Room(asset->get(currentRoom), renderer, asset, itemTracker);
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player = new Player(spawnPoint, asset->get("player01.png"), renderer, asset, input, room);
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}
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Reference in New Issue
Block a user