treball en curs: correccions de tidy
This commit is contained in:
+33
-32
@@ -23,9 +23,9 @@
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#include "core/resources/resource.h"
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#include "game/defaults.hpp" // for PLAY_AREA_CENTER_X, BLOCK, PLAY_AREA_CEN...
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#include "game/entities/balloon.h" // for Balloon, BALLOON_VELX_NEGATIVE, BALLOON_...
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#include "game/entities/bullet.h" // for Bullet, BulletKind::LEFT, BulletKind::RIGHT, BULLE...
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#include "game/entities/item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
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#include "game/entities/player.h" // for Player, DEATH_COUNTER
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#include "game/entities/bullet.h" // for Bullet, Bullet::Kind::LEFT, Bullet::Kind::RIGHT, BULLE...
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#include "game/entities/item.h" // for Item
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#include "game/entities/player.h" // for Player
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#include "game/options.hpp" // for Options
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#include "game/ui/menu.h" // for Menu
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struct JA_Sound_t;
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@@ -190,7 +190,7 @@ void Game::init() {
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menaceThreshold = 0;
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hiScoreAchieved = false;
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stageBitmapCounter = STAGE_COUNTER;
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deathCounter = DEATH_COUNTER;
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deathCounter = Player::DEATH_COUNTER;
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timeStopped = false;
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timeStoppedCounter = 0;
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counter = 0;
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@@ -1801,34 +1801,34 @@ void Game::checkPlayerItemCollision(Player *player) {
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for (auto *item : items) {
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if (item->isEnabled()) {
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if (checkCollision(player->getCollider(), item->getCollider())) {
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switch (item->getClass()) {
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case ITEM_POINTS_1_DISK:
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switch (item->getId()) {
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case Item::Id::DISK:
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player->addScore(1000);
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updateHiScore();
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createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (n1000Sprite->getWidth() / 2), player->getPosY(), n1000Sprite);
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Audio::get()->playSound(itemPickUpSound);
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break;
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case ITEM_POINTS_2_GAVINA:
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case Item::Id::GAVINA:
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player->addScore(2500);
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updateHiScore();
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createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (n2500Sprite->getWidth() / 2), player->getPosY(), n2500Sprite);
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Audio::get()->playSound(itemPickUpSound);
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break;
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case ITEM_POINTS_3_PACMAR:
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case Item::Id::PACMAR:
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player->addScore(5000);
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updateHiScore();
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createItemScoreSprite(item->getPosX() + (item->getWidth() / 2) - (n5000Sprite->getWidth() / 2), player->getPosY(), n5000Sprite);
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Audio::get()->playSound(itemPickUpSound);
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break;
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case ITEM_CLOCK:
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case Item::Id::CLOCK:
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enableTimeStopItem();
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Audio::get()->playSound(itemPickUpSound);
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break;
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case ITEM_COFFEE:
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case Item::Id::COFFEE:
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if (player->getCoffees() == 2) {
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player->addScore(5000);
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updateHiScore();
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@@ -1838,7 +1838,7 @@ void Game::checkPlayerItemCollision(Player *player) {
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Audio::get()->playSound(itemPickUpSound);
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break;
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case ITEM_COFFEE_MACHINE:
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case Item::Id::COFFEE_MACHINE:
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player->setPowerUp(true);
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Audio::get()->playSound(itemPickUpSound);
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coffeeMachineEnabled = false;
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@@ -1878,9 +1878,9 @@ void Game::checkBulletBalloonCollision() {
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bullet->disable();
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// Suelta el item en caso de que salga uno
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const Uint8 droppeditem = dropItem();
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if ((droppeditem != NO_KIND) && !(demo.enabled) && !(demo.recording)) {
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if (droppeditem != ITEM_COFFEE_MACHINE) {
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const Item::Id droppeditem = dropItem();
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if ((droppeditem != Item::Id::NONE) && !(demo.enabled) && !(demo.recording)) {
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if (droppeditem != Item::Id::COFFEE_MACHINE) {
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createItem(droppeditem, balloon->getPosX(), balloon->getPosY());
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Audio::get()->playSound(itemDropSound);
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} else {
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@@ -1900,7 +1900,7 @@ void Game::checkBulletBalloonCollision() {
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void Game::moveBullets() {
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for (auto *bullet : bullets) {
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if (bullet->isEnabled()) {
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if (bullet->move() == BULLET_MOVE_OUT) {
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if (bullet->move() == Bullet::MoveResult::OUT) {
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players[bullet->getOwner()]->decScoreMultiplier();
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}
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}
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@@ -1917,7 +1917,7 @@ void Game::renderBullets() {
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}
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// Crea un objeto bala
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void Game::createBullet(int x, int y, BulletKind kind, bool poweredUp, int owner) {
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void Game::createBullet(int x, int y, Bullet::Kind kind, bool poweredUp, int owner) {
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auto *b = new Bullet(x, y, kind, poweredUp, owner, bulletTexture, renderer);
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bullets.push_back(b);
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}
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@@ -1955,39 +1955,39 @@ void Game::renderItems() {
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}
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// Devuelve un item en función del azar
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auto Game::dropItem() -> Uint8 {
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auto Game::dropItem() -> Item::Id {
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const Uint8 luckyNumber = rand() % 100;
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const Uint8 item = rand() % 6;
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switch (item) {
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case 0:
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if (luckyNumber < helper.itemPoints1Odds) {
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return ITEM_POINTS_1_DISK;
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return Item::Id::DISK;
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}
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break;
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case 1:
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if (luckyNumber < helper.itemPoints2Odds) {
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return ITEM_POINTS_2_GAVINA;
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return Item::Id::GAVINA;
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}
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break;
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case 2:
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if (luckyNumber < helper.itemPoints3Odds) {
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return ITEM_POINTS_3_PACMAR;
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return Item::Id::PACMAR;
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}
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break;
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case 3:
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if (luckyNumber < helper.itemClockOdds) {
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return ITEM_CLOCK;
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return Item::Id::CLOCK;
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}
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break;
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case 4:
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if (luckyNumber < helper.itemCoffeeOdds) {
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helper.itemCoffeeOdds = ITEM_COFFEE_ODDS;
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return ITEM_COFFEE;
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return Item::Id::COFFEE;
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} else {
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if (helper.needCoffee) {
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helper.itemCoffeeOdds++;
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@@ -1999,7 +1999,7 @@ auto Game::dropItem() -> Uint8 {
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if (luckyNumber < helper.itemCoffeeMachineOdds) {
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helper.itemCoffeeMachineOdds = ITEM_COFFEE_MACHINE_ODDS;
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if ((!coffeeMachineEnabled) && (helper.needCoffeeMachine)) {
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return ITEM_COFFEE_MACHINE;
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return Item::Id::COFFEE_MACHINE;
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}
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} else {
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if (helper.needCoffeeMachine) {
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@@ -2012,12 +2012,13 @@ auto Game::dropItem() -> Uint8 {
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break;
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}
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return NO_KIND;
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return Item::Id::NONE;
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}
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// Crea un objeto item
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void Game::createItem(Uint8 kind, float x, float y) {
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Item *item = new Item(kind, x, y, itemTextures[kind - 1], itemAnimations[kind - 1], renderer);
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void Game::createItem(Item::Id kind, float x, float y) {
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const auto index = static_cast<std::size_t>(kind) - 1;
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Item *item = new Item(kind, x, y, itemTextures[index], itemAnimations[index], renderer);
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items.push_back(item);
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}
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@@ -2474,7 +2475,7 @@ void Game::checkGameInput() {
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if (demo.dataFile[demo.counter].fire == 1) {
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if (players[index]->canFire()) {
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players[index]->setInput(input_fire_center);
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createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BulletKind::UP, players[index]->isPowerUp(), index);
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createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), Bullet::Kind::UP, players[index]->isPowerUp(), index);
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players[index]->setFireCooldown(10);
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}
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}
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@@ -2482,7 +2483,7 @@ void Game::checkGameInput() {
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if (demo.dataFile[demo.counter].fireLeft == 1) {
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if (players[index]->canFire()) {
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players[index]->setInput(input_fire_left);
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createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BulletKind::LEFT, players[index]->isPowerUp(), index);
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createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), Bullet::Kind::LEFT, players[index]->isPowerUp(), index);
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players[index]->setFireCooldown(10);
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}
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}
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@@ -2490,7 +2491,7 @@ void Game::checkGameInput() {
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if (demo.dataFile[demo.counter].fireRight == 1) {
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if (players[index]->canFire()) {
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players[index]->setInput(input_fire_right);
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createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BulletKind::RIGHT, players[index]->isPowerUp(), index);
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createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), Bullet::Kind::RIGHT, players[index]->isPowerUp(), index);
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players[index]->setFireCooldown(10);
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}
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}
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@@ -2532,7 +2533,7 @@ void Game::checkGameInput() {
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if (Input::get()->checkInput(input_fire_center, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
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if (player->canFire()) {
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player->setInput(input_fire_center);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletKind::UP, player->isPowerUp(), i);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::UP, player->isPowerUp(), i);
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player->setFireCooldown(10);
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// Reproduce el sonido de disparo
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@@ -2546,7 +2547,7 @@ void Game::checkGameInput() {
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if (Input::get()->checkInput(input_fire_left, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
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if (player->canFire()) {
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player->setInput(input_fire_left);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletKind::LEFT, player->isPowerUp(), i);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::LEFT, player->isPowerUp(), i);
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player->setFireCooldown(10);
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// Reproduce el sonido de disparo
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@@ -2560,7 +2561,7 @@ void Game::checkGameInput() {
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if (Input::get()->checkInput(input_fire_right, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
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if (player->canFire()) {
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player->setInput(input_fire_right);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletKind::RIGHT, player->isPowerUp(), i);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::RIGHT, player->isPowerUp(), i);
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player->setFireCooldown(10);
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// Reproduce el sonido de disparo
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