forked from jaildesigner-jailgames/jaildoctors_dilemma
Calculados los items totales del mapeado
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@@ -36,7 +36,6 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
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text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
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music = JA_LoadMusic(asset->get("game.ogg").c_str());
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deathSound = JA_LoadSound(asset->get("death.wav").c_str());
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test = new Test(renderer, screen, asset, debug);
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// Inicializa el resto de variables
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ticks = 0;
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@@ -51,6 +50,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
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paused = false;
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blackScreen = false;
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blackScreenCounter = 0;
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totalItems = getTotalItems();
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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@@ -69,8 +69,6 @@ Game::~Game()
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JA_DeleteMusic(music);
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JA_DeleteSound(deathSound);
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delete test;
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}
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// Comprueba los eventos de la cola
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@@ -237,7 +235,7 @@ void Game::render()
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// Debug info
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renderDebugInfo();
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screen->renderFX();
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// screen->renderFX();
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// Actualiza la pantalla
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screen->blit();
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@@ -501,9 +499,9 @@ void Game::setScoreBoardColor()
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bool Game::checkEndGame()
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{
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const bool a = room->getName() == "THE JAIL";
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const bool b = board.items >= 5;
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const bool c = player->getRect().x <= 128;
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const bool a = room->getName() == "THE JAIL"; // Estar en la habitación que toca
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const bool b = board.items >= totalItems * 0.9f; // Con mas del 90% de los items recogidos
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const bool c = player->getRect().x <= 128; // Estar en la ubicación que toca (En la puerta)
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if (b)
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{
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@@ -517,4 +515,19 @@ bool Game::checkEndGame()
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}
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return false;
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}
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// Obtiene la cantidad total de items que hay en el mapeado del juego
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int Game::getTotalItems()
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{
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int items = 0;
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std::vector<res_room_t> *rooms = new std::vector<res_room_t>;
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rooms = resource->getAllRooms();
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for (auto room : *rooms)
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{
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items += room.room->items.size();
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}
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return items;
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}
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