forked from jaildesigner-jailgames/jaildoctors_dilemma
Empezando a trabajar con los logros
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@@ -4,13 +4,6 @@
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// Constructor
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Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, section_t *section, Debug *debug)
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{
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// Inicia algunas variables
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board.iniClock = SDL_GetTicks();
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currentRoom = "03.room";
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const int x = 25;
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const int y = 13;
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spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// Copia los punteros
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this->resource = resource;
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this->renderer = renderer;
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@@ -21,14 +14,22 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
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this->options = options;
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this->section = section;
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// Inicia algunas variables
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board.iniClock = SDL_GetTicks();
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#ifdef DEBUG
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currentRoom = "01.room";
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const int x1 = 25;
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const int y1 = 13;
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spawnPoint = {x1 * 8, y1 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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currentRoom = "03.room";
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const int x = 25;
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const int y = 13;
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spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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#else
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currentRoom = "03.room";
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const int x = 25;
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const int y = 13;
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spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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#endif
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// Crea los objetos
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cheevos = new Cheevos(screen, options);
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scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
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itemTracker = new ItemTracker();
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roomTracker = new RoomTracker();
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@@ -89,6 +90,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
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Game::~Game()
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{
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// Libera la memoria de los objetos
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delete cheevos;
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delete scoreboard;
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delete itemTracker;
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delete roomTracker;
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@@ -257,6 +259,7 @@ void Game::update()
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checkGameOver();
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checkEndGame();
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checkRestoringJail();
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checkSomeCheevos();
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scoreboard->update();
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input->update();
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@@ -672,4 +675,13 @@ void Game::fillRoomNameTexture()
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// Deja el renderizador por defecto
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SDL_SetRenderTarget(renderer, nullptr);
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}
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// Comprueba algunos logros
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void Game::checkSomeCheevos()
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{
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if (board.items == 1)
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{
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cheevos->unlockCheevo(2);
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}
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}
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