forked from jaildesigner-jailgames/jaildoctors_dilemma
418 lines
10 KiB
C++
418 lines
10 KiB
C++
#include "game.h"
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// Constructor
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Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
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{
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// Inicia variables
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clock = SDL_GetTicks();
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currentRoom = "01.room";
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spawnPoint = {2 * 8, 12 * 8, 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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this->renderer = renderer;
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this->asset = asset;
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this->screen = screen;
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this->input = input;
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// Crea los objetos
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scoreboard = new ScoreBoard(renderer, asset, &playerLives, &itemsPicked, &clock);
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itemTracker = new ItemTracker();
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room = new Room(asset->get(currentRoom), renderer, asset, itemTracker, &itemsPicked);
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player = new Player(spawnPoint, asset->get("player01.png"), asset->get("player01.ani"), 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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debugText = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
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music = JA_LoadMusic(asset->get("jd.ogg").c_str());
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// Inicializa 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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section.name = SECTION_PROG_GAME;
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section.subsection = SUBSECTION_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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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 scoreboard;
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scoreboard = nullptr;
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delete itemTracker;
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itemTracker = nullptr;
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delete room;
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room = nullptr;
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delete player;
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player = nullptr;
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delete eventHandler;
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eventHandler = nullptr;
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delete text;
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text = nullptr;
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delete debugText;
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debugText = nullptr;
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}
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// Comprueba los eventos de la cola
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void Game::checkEventHandler()
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{
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// Comprueba los eventos que hay en la cola
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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 (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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break;
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}
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else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
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{
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_D:
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debug = !debug;
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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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break;
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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reLoadTextures();
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break;
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case SDL_SCANCODE_F1:
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screen->setWindowSize(1);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F2:
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screen->setWindowSize(2);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F3:
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screen->setWindowSize(3);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F4:
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screen->setWindowSize(4);
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reLoadTextures();
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break;
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default:
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break;
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}
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}
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}
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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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JA_PlayMusic(music);
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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 (section.subsection == SUBSECTION_GAME_PLAY)
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{
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update();
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render();
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}
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}
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JA_StopMusic();
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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() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Comprueba los eventos de la cola
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checkEventHandler();
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// Actualiza los objetos
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room->update();
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{
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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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}
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checkPlayerOnBorder();
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checkPlayerOnFloor();
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checkPlayerAndItems();
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checkPlayerAndEnemies();
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scoreboard->update();
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}
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}
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// Pinta los objetos en pantalla
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void Game::render()
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{
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// Prepara para dibujar el frame
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screen->start();
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screen->clean(room->getBGColor());
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room->renderMap();
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room->renderEnemies();
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room->renderItems();
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player->render();
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renderRoomName();
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scoreboard->render();
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// Debug info
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renderDebugInfo();
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// Actualiza la pantalla
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screen->blit();
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}
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// Pone la información de debug en pantalla
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void Game::renderDebugInfo()
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{
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if (!debug)
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{
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return;
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}
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// Pinta la rejilla
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 64);
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for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8)
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{ // Lineas horizontales
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SDL_RenderDrawLine(renderer, 0, i, PLAY_AREA_RIGHT, i);
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}
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for (int i = 0; i < PLAY_AREA_RIGHT; i += 8)
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{ // Lineas verticales
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SDL_RenderDrawLine(renderer, i, 0, i, PLAY_AREA_BOTTOM - 1);
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}
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// Pinta el texto
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std::string text;
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const int inc = debugText->getCharacterWidth() + 1;
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int line = 131;
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text = "status: " + std::to_string(player->status);
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debugText->write(0, line += inc, text);
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text = "foot: " + std::to_string((int)player->getLeftFoot().y);
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debugText->write(0, line += inc, text);
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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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debugText->write(0, line += inc, text);
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const bool collision = checkPlayerAndEnemies();
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text = "collision: " + std::to_string(collision);
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debugText->write(0, line += inc, text);
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}
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// Escribe el nombre de la pantalla
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void Game::renderRoomName()
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{
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// Texto en el centro de la pantalla
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SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK};
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color_t color = stringToColor("light_black");
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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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text->writeCentered(GAMECANVAS_CENTER_X, 16 * 8, room->getName());
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}
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// Cambia de habitación
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bool Game::changeRoom(std::string file)
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{
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bool success = false;
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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 (asset->get(file) != "")
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{
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// Elimina la habitación actual
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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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room = new Room(asset->get(file), renderer, asset, itemTracker, &itemsPicked);
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success = true;
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}
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return success;
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}
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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 (player->getOnBorder())
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{
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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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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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// Comprueba si el jugador esta sobre el suelo
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void Game::checkPlayerOnFloor()
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{
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// Comprueba si tiene suelo bajo los pies solo cuando no hay velocidad de subida
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// y solo cuando el pie este encima de un bloque, es decir, en multiplos de 8
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// *** HAY UN POSIBLE PROBLEMA y es que caiga muy rapido y viaje a mas de un pixel de velocidad,
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// con lo que se saltaria la comprobación
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// *** POSIBLE SOLUCION. Comprobar si el tile actual del pie es diferente al tile del pie previo.
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// Esto indica que se ha saltado la comprobacion cada 8 pixeles.
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// En este caso habría que recolocar al jugador en el sitio
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// *** PARECE RESUELTO
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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 = 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 |= (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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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)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 (player->getStatus() != STATUS_JUMPING)
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{
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player->setStatus(STATUS_FALLING);
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}
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}
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}
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// Comprueba que el jugador no atraviese ninguna pared
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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 = 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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const SDL_Point p4 = {rect.x, rect.y + 7};
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const SDL_Point p5 = {rect.x, rect.y + 8};
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const SDL_Point p6 = {rect.x + 7, rect.y + 8};
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const SDL_Point p7 = {rect.x + 7, rect.y + 15};
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const SDL_Point p8 = {rect.x, rect.y + 15};
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// Comprueba si ha colisionado con un muro
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bool wall = false;
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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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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 |= (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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killPlayer();
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}
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}
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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 = room->enemyCollision(player->getCollider());
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if (death)
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{
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killPlayer();
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}
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return death;
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}
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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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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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playerLives--;
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// Destruye la habitacion y el jugador
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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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room = new Room(asset->get(currentRoom), renderer, asset, itemTracker, &itemsPicked);
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player = new Player(spawnPoint, asset->get("player01.png"), asset->get("player01.ani"), renderer, asset, input, room);
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}
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// Recarga todas las texturas
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void Game::reLoadTextures()
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{
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player->reLoadTexture();
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room->reLoadTexture();
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scoreboard->reLoadTexture();
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text->reLoadTexture();
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} |