forked from jaildesigner-jailgames/jaildoctors_dilemma
Añadida mas información al marcador
This commit is contained in:
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Before Width: | Height: | Size: 222 B After Width: | Height: | Size: 219 B |
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Before Width: | Height: | Size: 7.1 KiB After Width: | Height: | Size: 7.1 KiB |
@@ -4,12 +4,10 @@
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Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
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{
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// Inicia algunas variables
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clock = SDL_GetTicks();
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board.iniClock = SDL_GetTicks();
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currentRoom = "01.room";
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spawnPoint = {16, 96, 0, 0, 0, s_standing, SDL_FLIP_NONE};
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currentRoom = "06.room";
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spawnPoint = {240, 96, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// Copia los punteros
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this->renderer = renderer;
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@@ -17,12 +15,16 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
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this->screen = screen;
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this->input = input;
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this->debug = debug;
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this->debug->setEnabled(true);
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//this->debug->setEnabled(true);
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//currentRoom = "06.room";
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//spawnPoint = {240, 96, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// Crea los objetos
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scoreboard = new ScoreBoard(renderer, asset, &playerLives, &itemsPicked, &clock);
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scoreboard = new ScoreBoard(renderer, asset, &board);
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itemTracker = new ItemTracker();
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room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &itemsPicked, debug);
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roomTracker = new RoomTracker();
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room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug);
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player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, input, room, debug);
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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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@@ -33,11 +35,13 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
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// Inicializa el resto de variables
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ticks = 0;
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ticksSpeed = 15;
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playerLives = 9;
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itemsPicked = 0;
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board.lives = 9;
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board.items = 0;
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board.rooms = 1;
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roomTracker->addRoom(currentRoom);
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player->setInvincible(debug->getEnabled());
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musicEnabled = !debug->getEnabled();
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board.music = !debug->getEnabled();
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section.name = SECTION_PROG_GAME;
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section.subsection = SUBSECTION_GAME_PLAY;
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@@ -53,6 +57,7 @@ Game::~Game()
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// Libera la memoria de los objetos
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delete scoreboard;
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delete itemTracker;
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delete roomTracker;
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delete room;
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delete player;
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delete eventHandler;
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@@ -88,12 +93,13 @@ void Game::checkEventHandler()
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case SDL_SCANCODE_D:
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debug->switchEnabled();
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player->setInvincible(debug->getEnabled());
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musicEnabled = !debug->getEnabled();
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musicEnabled ? JA_PlayMusic(music) : JA_StopMusic();
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board.music = !debug->getEnabled();
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board.music ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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case SDL_SCANCODE_M:
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(JA_GetMusicState() == JA_MUSIC_PLAYING) ? JA_PauseMusic() : JA_ResumeMusic();
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board.music = !board.music;
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board.music ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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case SDL_SCANCODE_F:
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@@ -131,9 +137,10 @@ void Game::checkEventHandler()
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// Bucle para el juego
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section_t Game::run()
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{
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if (musicEnabled)
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{
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JA_PlayMusic(music);
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if (!board.music)
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{
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JA_PauseMusic();
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}
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while (section.name == SECTION_PROG_GAME)
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@@ -191,7 +198,7 @@ void Game::render()
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// Debug info
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renderDebugInfo();
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//test->render();
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// test->render();
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// Actualiza la pantalla
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screen->blit();
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@@ -261,7 +268,13 @@ bool Game::changeRoom(std::string file)
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room = nullptr;
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// Crea un objeto habitación nuevo a partir del fichero
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room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &itemsPicked, debug);
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room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &board.items, debug);
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// Actualiza el marcador
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if (roomTracker->addRoom(file))
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{
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board.rooms++;
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}
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// Pasa la nueva habitación al jugador
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player->setRoom(room);
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@@ -312,7 +325,7 @@ void Game::killPlayer()
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return;
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}
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playerLives--;
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board.lives--;
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// Destruye la habitacion y el jugador
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delete room;
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@@ -322,7 +335,7 @@ void Game::killPlayer()
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JA_PlaySound(deathSound);
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// Crea la nueva habitación y el nuevo jugador
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room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &itemsPicked, debug);
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room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug);
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player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, input, room, debug);
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}
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@@ -10,6 +10,7 @@
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#include "asset.h"
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#include "room.h"
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#include "item_tracker.h"
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#include "room_tracker.h"
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#include "player.h"
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#include "jail_audio.h"
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#include "scoreboard.h"
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@@ -29,22 +30,21 @@ private:
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Room *room; // Objeto encargado de gestionar cada habitación del juego
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Player *player; // Objeto con el jugador
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ItemTracker *itemTracker; // Lleva el control de los objetos recogidos
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RoomTracker *roomTracker; // Lleva el control de las habitaciones visitadas
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Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
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Input *input; // Objeto pata gestionar la entrada
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Text *text; // Objeto para los textos del juego
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ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
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JA_Music music; // Musica que suena durante el juego
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Debug *debug; // Objeto para gestionar la información de debug
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bool musicEnabled; // Indica si ha de sonar la musica durante el juego
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int ticks; // Contador de ticks para ajustar la velocidad del programa
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int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
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section_t section; // Seccion actual dentro del juego
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std::string currentRoom; // Fichero de la habitación actual
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player_t spawnPoint; // Lugar de la habitación donde aparece el jugador
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int playerLives; // Lleva la cuenta de ls vidas restantes del jugador
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int itemsPicked; // Lleva la cuenta de los objetos recogidos
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Uint32 clock; // Cuenta el tiempo que dura la partida
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JA_Sound deathSound; // Sonido a reproducir cuando muere el jugador
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board_t board; // Estructura con los datos del marcador
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Test *test;
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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40
source/room_tracker.cpp
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40
source/room_tracker.cpp
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@@ -0,0 +1,40 @@
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#include "room_tracker.h"
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// Constructor
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RoomTracker::RoomTracker()
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{
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}
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// Destructor
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RoomTracker::~RoomTracker()
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{
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list.clear();
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}
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// Comprueba si la habitación ya ha sido visitada
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bool RoomTracker::hasBeenVisited(std::string name)
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{
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for (auto l : list)
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{
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if (l == name)
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{
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return true;
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}
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}
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return false;
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}
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// Añade la habitación a la lista
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bool RoomTracker::addRoom(std::string name)
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{
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// Comprueba si la habitación ya ha sido visitada
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if (!hasBeenVisited(name))
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{
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// En caso contrario añádela a la lista
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list.push_back(name);
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return true;
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}
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return false;
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}
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30
source/room_tracker.h
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30
source/room_tracker.h
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@@ -0,0 +1,30 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "utils.h"
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#include <string>
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#include <vector>
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#ifndef ROOM_TRACKER_H
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#define ROOM_TRACKER_H
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// Clase RoomTracker
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class RoomTracker
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{
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private:
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std::vector<std::string> list; // Lista con las habitaciones visitadas
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// Comprueba si la habitación ya ha sido visitada
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bool hasBeenVisited(std::string name);
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public:
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// Constructor
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RoomTracker();
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// Destructor
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~RoomTracker();
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// Añade la habitación a la lista
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bool addRoom(std::string name);
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};
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#endif
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@@ -3,18 +3,17 @@
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#include <sstream>
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// Constructor
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ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *items, Uint32 *clock)
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ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board)
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{
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// Obten punteros a objetos
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this->asset = asset;
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this->renderer = renderer;
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this->lives = lives;
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this->items = items;
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this->clock = clock;
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this->board = board;
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// Reserva memoria para los objetos
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texture = new LTexture(renderer, asset->get("player.png"));
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sprite = new AnimatedSprite(texture, renderer, asset->get("player.ani"));
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playerTexture = new LTexture(renderer, asset->get("player.png"));
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itemTexture = new LTexture(renderer, asset->get("items.png"));
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sprite = new AnimatedSprite(playerTexture, renderer, asset->get("player.ani"));
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sprite->setCurrentAnimation("walk_menu");
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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@@ -26,8 +25,8 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *it
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color_t c = stringToColor("blue");
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color.push_back(c);
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c = stringToColor("red");
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color.push_back(c);
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//c = stringToColor("red");
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//color.push_back(c);
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c = stringToColor("magenta");
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color.push_back(c);
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@@ -47,8 +46,8 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *it
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c = stringToColor("bright_blue");
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color.push_back(c);
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c = stringToColor("bright_red");
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color.push_back(c);
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//c = stringToColor("bright_red");
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//color.push_back(c);
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c = stringToColor("bright_magenta");
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color.push_back(c);
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@@ -69,7 +68,8 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *it
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// Destructor
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ScoreBoard::~ScoreBoard()
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{
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delete texture;
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delete playerTexture;
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delete itemTexture;
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delete sprite;
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delete text;
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}
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@@ -89,7 +89,7 @@ void ScoreBoard::render()
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const int frame = desp % 4;
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sprite->setCurrentFrame(frame);
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for (int i = 0; i < *lives; i++)
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for (int i = 0; i < board->lives; i++)
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{
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sprite->setPosX(8 + (16 * i) + desp);
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index = i % color.size();
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@@ -97,18 +97,25 @@ void ScoreBoard::render()
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sprite->render();
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}
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// Escribe los textos
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const clock_t clock = getTime();
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std::string itemsTxt = std::to_string(*items / 100) + std::to_string((*items % 100) / 10) + std::to_string(*items % 10);
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std::string separator = " ";
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if (clock.separator)
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// Muestra si suena la música
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if (board->music)
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{
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separator = ":";
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const color_t c = stringToColor("bright_blue");
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SDL_Rect clip = {0, 8, 8, 8};
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itemTexture->setColor(c.r, c.g, c.b);
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itemTexture->render(renderer, 20 * BLOCK, 20 * BLOCK, &clip);
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}
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std::string timeTxt = std::to_string((clock.minutes % 60) / 10) + std::to_string(clock.minutes % 10) + separator + std::to_string((clock.seconds % 60) / 10) + std::to_string(clock.seconds % 10);
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std::string text = "Items collected " + itemsTxt + " Time " + timeTxt;
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const color_t color = stringToColor("white");
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this->text->writeColored(BLOCK, 22 * BLOCK, text, color);
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// Escribe los textos
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const std::string timeTxt = std::to_string((clock.minutes % 60) / 10) + std::to_string(clock.minutes % 10) + clock.separator + std::to_string((clock.seconds % 60) / 10) + std::to_string(clock.seconds % 10);
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const std::string itemsTxt = std::to_string(board->items / 100) + std::to_string((board->items % 100) / 10) + std::to_string(board->items % 10);
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const std::string roomsTxt = std::to_string(board->rooms / 100) + std::to_string((board->rooms % 100) / 10) + std::to_string(board->rooms % 10);
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this->text->writeColored(22 * BLOCK, 20 * BLOCK, "Rooms", stringToColor("yellow"));
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this->text->writeColored(28 * BLOCK, 20 * BLOCK, roomsTxt, stringToColor("bright_blue"));
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this->text->writeColored(BLOCK, 22 * BLOCK, "Items collected ", stringToColor("yellow"));
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this->text->writeColored(17 * BLOCK, 22 * BLOCK, itemsTxt, stringToColor("bright_blue"));
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this->text->writeColored(20 * BLOCK, 22 * BLOCK, " Time ", stringToColor("yellow"));
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this->text->writeColored(26 * BLOCK, 22 * BLOCK, timeTxt, stringToColor("bright_blue"));
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}
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// Actualiza las variables del objeto
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@@ -116,23 +123,27 @@ void ScoreBoard::update()
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{
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counter++;
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sprite->update();
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clock = getTime();
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}
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// Obtiene el tiempo transcurrido de partida
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ScoreBoard::clock_t ScoreBoard::getTime()
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{
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const Uint32 timeElapsed = SDL_GetTicks() - *clock;
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const Uint32 timeElapsed = SDL_GetTicks() - board->iniClock;
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clock_t time;
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time.hours = timeElapsed / 3600000;
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time.minutes = timeElapsed / 60000;
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time.seconds = timeElapsed / 1000;
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time.separator = (timeElapsed % 1000 <= 500);
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time.separator = (timeElapsed % 1000 <= 500) ? ":" : " ";
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return time;
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}
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// Recarga la textura
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void ScoreBoard::reLoadTexture()
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{
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texture->reLoad();
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playerTexture->reLoad();
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itemTexture->reLoad();
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text->reLoadTexture();
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}
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@@ -11,6 +11,15 @@
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#ifndef SCOREBOARD_H
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#define SCOREBOARD_H
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struct board_t
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{
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int items; // Lleva la cuenta de los objetos recogidos
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int lives; // Lleva la cuenta de ls vidas restantes del jugador
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int rooms; // Lleva la cuenta de las habitaciones visitadas
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bool music; // Indica si ha de sonar la musica durante el juego
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Uint32 iniClock;
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};
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// Clase ScoreBoard
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class ScoreBoard
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{
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@@ -20,10 +29,10 @@ private:
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int hours;
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int minutes;
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int seconds;
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bool separator;
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std::string separator;
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};
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LTexture *texture; // Textura con los graficos para las vidas
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LTexture *playerTexture; // Textura con los graficos para las vidas
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AnimatedSprite *sprite; // Sprite para mostrar las vidas en el marcador
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SDL_Renderer *renderer; // El renderizador de la ventana
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Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
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@@ -31,16 +40,16 @@ private:
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std::vector<color_t> color; // Vector con los colores del objeto
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int counter; // Contador interno
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int colorChangeSpeed; // Cuanto mas alto, mas tarda en cambiar de color
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int *lives; // Número ara mostrar en el marcador de vidas
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int *items; // Número para mostrar en el marcador de items
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Uint32 *clock; // Contiene el tiempo de inicio de la partida
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clock_t clock; // Contiene las horas, minutos y segundos transcurridos desde el inicio de la partida
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LTexture *itemTexture; // Textura con los graficos para las vidas
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board_t *board; // Contiene las variables a mostrar en el marcador
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// Obtiene el tiempo transcurrido de partida
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clock_t getTime();
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public:
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// Constructor
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ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *items, Uint32 *clock);
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ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board);
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// Destructor
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~ScoreBoard();
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Reference in New Issue
Block a user