Files
coffee-crisis/source/player.cpp
T
2022-09-29 20:15:41 +02:00

829 lines
25 KiB
C++

#include "const.h"
#include "player.h"
// Constructor
Player::Player(SDL_Renderer *renderer, Asset *asset, float x, int y)
{
// Copia los punteros
this->renderer = renderer;
this->asset = asset;
// Reserva memoria para los objetos
legsTexture = new LTexture(renderer, asset->get("new_player_legs.png"));
bodyTexture = new LTexture(renderer, asset->get("new_player_body.png"));
headTexture = new LTexture(renderer, asset->get("new_player_head.png"));
deathTexture = new LTexture(renderer, asset->get("new_player_death.png"));
legsSprite = new AnimatedSprite(legsTexture, renderer, asset->get("new_player1_legs.ani"));
bodySprite = new AnimatedSprite(bodyTexture, renderer, asset->get("new_player1_body.ani"));
headSprite = new AnimatedSprite(headTexture, renderer, asset->get("new_player1_head.ani"));
// Establece la posición inicial del jugador
posX = x;
posY = y;
init();
}
// Destructor
Player::~Player()
{
legsTexture->unload();
delete legsTexture;
bodyTexture->unload();
delete bodyTexture;
headTexture->unload();
delete headTexture;
deathTexture->unload();
delete deathTexture;
delete legsSprite;
delete bodySprite;
delete headSprite;
}
// Iniciador
void Player::init()
{
// Inicializa variables de estado
alive = true;
deathCounter = DEATH_COUNTER;
deathIndex = 0;
statusWalking = PLAYER_STATUS_WALKING_STOP;
statusFiring = PLAYER_STATUS_FIRING_NO;
invulnerable = false;
invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
powerUp = false;
powerUpCounter = PLAYER_POWERUP_COUNTER;
powerUpHeadOffset = 0;
extraHit = false;
coffees = 0;
input = true;
// Establece la altura y el ancho del jugador
width = 3 * BLOCK;
height = 3 * BLOCK;
// Establece el tamaño del circulo de colisión
mCollider.r = 7;
// Actualiza la posición del circulo de colisión
shiftColliders();
// Establece la velocidad inicial
velX = 0;
velY = 0;
// Establece la velocidad base
baseSpeed = 1.5;
// Establece la puntuación inicial
score = 0;
// Establece el multiplicador de puntos inicial
scoreMultiplier = 1.0f;
// Inicia el contador para la cadencia de disparo
cooldown = 10;
// Establece el alto y ancho del sprite
legsSprite->setWidth(width);
legsSprite->setHeight(height);
bodySprite->setWidth(width);
bodySprite->setHeight(height);
headSprite->setWidth(width);
headSprite->setHeight(height);
// Establece la posición del sprite
legsSprite->setPosX(int(posX));
legsSprite->setPosY(posY);
bodySprite->setPosX(int(posX));
bodySprite->setPosY(posY);
headSprite->setPosX(int(posX));
headSprite->setPosY(posY);
// Inicializa las variables para la animación
legsSprite->setCurrentFrame(0);
legsSprite->setAnimationCounter(0);
bodySprite->setCurrentFrame(0);
bodySprite->setAnimationCounter(0);
headSprite->setCurrentFrame(0);
headSprite->setAnimationCounter(0);
// Establece la velocidad de cada animación
legsSprite->setAnimationSpeed(PLAYER_ANIMATION_LEGS_WALKING_STOP, 10);
legsSprite->setAnimationSpeed(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 5);
legsSprite->setAnimationSpeed(PLAYER_ANIMATION_LEGS_WALKING_RIGHT, 5);
bodySprite->setAnimationSpeed(PLAYER_ANIMATION_BODY_WALKING_LEFT, 5);
bodySprite->setAnimationSpeed(PLAYER_ANIMATION_BODY_FIRING_LEFT, 5);
bodySprite->setAnimationSpeed(PLAYER_ANIMATION_BODY_WALKING_RIGHT, 5);
bodySprite->setAnimationSpeed(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 5);
bodySprite->setAnimationSpeed(PLAYER_ANIMATION_BODY_WALKING_STOP, 10);
bodySprite->setAnimationSpeed(PLAYER_ANIMATION_BODY_FIRING_UP, 5);
headSprite->setAnimationSpeed(PLAYER_ANIMATION_HEAD_WALKING_LEFT, 5);
headSprite->setAnimationSpeed(PLAYER_ANIMATION_HEAD_FIRING_LEFT, 5);
headSprite->setAnimationSpeed(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, 5);
headSprite->setAnimationSpeed(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, 5);
headSprite->setAnimationSpeed(PLAYER_ANIMATION_HEAD_WALKING_STOP, 10);
headSprite->setAnimationSpeed(PLAYER_ANIMATION_HEAD_FIRING_UP, 5);
// Establece si la animación se reproduce en bucle
legsSprite->setAnimationLoop(PLAYER_ANIMATION_LEGS_WALKING_STOP, true);
legsSprite->setAnimationLoop(PLAYER_ANIMATION_LEGS_WALKING_LEFT, true);
legsSprite->setAnimationLoop(PLAYER_ANIMATION_LEGS_WALKING_RIGHT, true);
bodySprite->setAnimationLoop(PLAYER_ANIMATION_BODY_WALKING_LEFT, true);
bodySprite->setAnimationLoop(PLAYER_ANIMATION_BODY_FIRING_LEFT, true);
bodySprite->setAnimationLoop(PLAYER_ANIMATION_BODY_WALKING_RIGHT, true);
bodySprite->setAnimationLoop(PLAYER_ANIMATION_BODY_FIRING_RIGHT, true);
bodySprite->setAnimationLoop(PLAYER_ANIMATION_BODY_WALKING_STOP, true);
bodySprite->setAnimationLoop(PLAYER_ANIMATION_BODY_FIRING_UP, true);
headSprite->setAnimationLoop(PLAYER_ANIMATION_HEAD_WALKING_LEFT, true);
headSprite->setAnimationLoop(PLAYER_ANIMATION_HEAD_FIRING_LEFT, true);
headSprite->setAnimationLoop(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, true);
headSprite->setAnimationLoop(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, true);
headSprite->setAnimationLoop(PLAYER_ANIMATION_HEAD_WALKING_STOP, true);
headSprite->setAnimationLoop(PLAYER_ANIMATION_HEAD_FIRING_UP, true);
// Establece los frames de cada animación
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 0, width * 0, height * 0, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 1, width * 1, height * 0, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 2, width * 2, height * 0, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 3, width * 3, height * 0, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_RIGHT, 0, width * 0, height * 1, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_RIGHT, 1, width * 1, height * 1, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_RIGHT, 2, width * 2, height * 1, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_RIGHT, 3, width * 3, height * 1, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_STOP, 0, width * 0, height * 2, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_STOP, 1, width * 1, height * 2, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_STOP, 2, width * 2, height * 2, width, height);
legsSprite->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_STOP, 3, width * 3, height * 2, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT, 0, width * 0, height * 0, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT, 1, width * 1, height * 0, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT, 2, width * 2, height * 0, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT, 3, width * 3, height * 0, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT, 0, width * 0, height * 1, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT, 1, width * 1, height * 1, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT, 2, width * 2, height * 1, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT, 3, width * 3, height * 1, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT, 0, width * 0, height * 2, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT, 1, width * 1, height * 2, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT, 2, width * 2, height * 2, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT, 3, width * 3, height * 2, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 0, width * 0, height * 3, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 1, width * 1, height * 3, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 2, width * 2, height * 3, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 3, width * 3, height * 3, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, 0, width * 0, height * 4, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, 1, width * 1, height * 4, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, 2, width * 2, height * 4, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, 3, width * 3, height * 4, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 0, width * 0, height * 5, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 1, width * 1, height * 5, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 2, width * 2, height * 5, width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 3, width * 3, height * 5, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, 0, width * 0, height * 0, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, 1, width * 1, height * 0, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, 2, width * 2, height * 0, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, 3, width * 3, height * 0, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, 0, width * 0, height * 1, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, 1, width * 1, height * 1, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, 2, width * 2, height * 1, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, 3, width * 3, height * 1, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, 0, width * 0, height * 2, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, 1, width * 1, height * 2, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, 2, width * 2, height * 2, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, 3, width * 3, height * 2, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, 0, width * 0, height * 3, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, 1, width * 1, height * 3, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, 2, width * 2, height * 3, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, 3, width * 3, height * 3, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, 0, width * 0, height * 4, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, 1, width * 1, height * 4, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, 2, width * 2, height * 4, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, 3, width * 3, height * 4, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, 0, width * 0, height * 5, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, 1, width * 1, height * 5, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, 2, width * 2, height * 5, width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, 3, width * 3, height * 5, width, height);
// Selecciona un frame para pintar
legsSprite->setSpriteClip(legsSprite->getAnimationClip(PLAYER_ANIMATION_LEGS_WALKING_STOP, 0));
bodySprite->setSpriteClip(bodySprite->getAnimationClip(PLAYER_ANIMATION_BODY_WALKING_STOP, 0));
headSprite->setSpriteClip(headSprite->getAnimationClip(PLAYER_ANIMATION_HEAD_WALKING_STOP, 0));
}
// Actua en consecuencia de la entrada recibida
void Player::setInput(Uint8 input)
{
switch (input)
{
case INPUT_LEFT:
velX = -baseSpeed;
setWalkingStatus(PLAYER_STATUS_WALKING_LEFT);
break;
case INPUT_RIGHT:
velX = baseSpeed;
setWalkingStatus(PLAYER_STATUS_WALKING_RIGHT);
break;
case INPUT_BUTTON_2:
setFiringStatus(PLAYER_STATUS_FIRING_UP);
break;
case INPUT_BUTTON_1:
setFiringStatus(PLAYER_STATUS_FIRING_LEFT);
break;
case INPUT_BUTTON_3:
setFiringStatus(PLAYER_STATUS_FIRING_RIGHT);
break;
default:
velX = 0;
setWalkingStatus(PLAYER_STATUS_WALKING_STOP);
break;
}
}
// Mueve el jugador a la posición y animación que le corresponde
void Player::move()
{
if (isAlive())
{
// Mueve el jugador a derecha o izquierda
posX += velX;
// Si el jugador abandona el area de juego por los laterales
if ((posX < PLAY_AREA_LEFT - 5) || (posX + width > PLAY_AREA_RIGHT + 5))
posX -= velX; // Restaura su posición
// Actualiza la posición del sprite
legsSprite->setPosX(getPosX());
legsSprite->setPosY(posY);
bodySprite->setPosX(getPosX());
bodySprite->setPosY(posY);
headSprite->setPosX(getPosX());
headSprite->setPosY(posY);
}
}
// Pinta el jugador en pantalla
void Player::render()
{
if (isAlive())
{
if (invulnerable)
{
if ((invulnerableCounter % 10) > 4)
{
legsSprite->render();
bodySprite->render();
headSprite->render();
}
}
else
{
legsSprite->render();
bodySprite->render();
headSprite->render();
}
}
}
// Establece el estado del jugador cuando camina
void Player::setWalkingStatus(Uint8 status)
{
// Si cambiamos de estado, reiniciamos la animación
if (statusWalking != status)
{
statusWalking = status;
legsSprite->setCurrentFrame(0);
}
}
// Establece el estado del jugador cuando dispara
void Player::setFiringStatus(Uint8 status)
{
// Si cambiamos de estado, reiniciamos la animación
if (statusFiring != status)
{
statusFiring = status;
bodySprite->setCurrentFrame(0);
headSprite->setCurrentFrame(0);
}
}
// Establece la animación correspondiente al estado
void Player::setAnimation()
{
// Actualiza los frames de la animación en función del número de cafes
for (int i = 0; i < 4; i++)
{
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT, i, width * i, height * (0 + (6 * coffees)), width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT, i, width * i, height * (1 + (6 * coffees)), width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT, i, width * i, height * (2 + (6 * coffees)), width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, i, width * i, height * (3 + (6 * coffees)), width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, i, width * i, height * (4 + (6 * coffees)), width, height);
bodySprite->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP, i, width * i, height * (5 + (6 * coffees)), width, height);
}
// Actualiza los frames de la animación en función de si se tiene el PowerUp
for (int i = 0; i < 4; i++)
{
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, i, (width * i) + powerUpHeadOffset, height * (0 + (6 * coffees)), width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, i, (width * i) + powerUpHeadOffset, height * (1 + (6 * coffees)), width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, i, (width * i) + powerUpHeadOffset, height * (2 + (6 * coffees)), width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, i, (width * i) + powerUpHeadOffset, height * (3 + (6 * coffees)), width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, i, (width * i) + powerUpHeadOffset, height * (4 + (6 * coffees)), width, height);
headSprite->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, i, (width * i) + powerUpHeadOffset, height * (5 + (6 * coffees)), width, height);
}
switch (statusWalking)
{
case PLAYER_STATUS_WALKING_LEFT:
legsSprite->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_LEFT);
legsSprite->animate();
switch (statusFiring)
{
case PLAYER_STATUS_FIRING_UP:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_LEFT:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_RIGHT:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_NO:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_LEFT);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_LEFT);
headSprite->animate();
break;
default:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
headSprite->animate();
break;
}
break;
case PLAYER_STATUS_WALKING_RIGHT:
legsSprite->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_RIGHT);
legsSprite->animate();
switch (statusFiring)
{
case PLAYER_STATUS_FIRING_UP:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_LEFT:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_RIGHT:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_NO:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_RIGHT);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_RIGHT);
headSprite->animate();
break;
default:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
headSprite->animate();
break;
}
break;
case PLAYER_STATUS_WALKING_STOP:
legsSprite->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_STOP);
legsSprite->animate();
switch (statusFiring)
{
case PLAYER_STATUS_FIRING_UP:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_LEFT:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_RIGHT:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
headSprite->animate();
break;
case PLAYER_STATUS_FIRING_NO:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
headSprite->animate();
break;
default:
bodySprite->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
bodySprite->animate();
headSprite->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
headSprite->animate();
break;
}
break;
default:
legsSprite->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_STOP);
legsSprite->animate();
break;
}
}
// Obtiene el valor de la variable
int Player::getPosX()
{
return int(posX);
}
// Obtiene el valor de la variable
int Player::getPosY()
{
return posY;
}
// Obtiene el valor de la variable
int Player::getWidth()
{
return width;
}
// Obtiene el valor de la variable
int Player::getHeight()
{
return height;
}
// Indica si el jugador puede disparar
bool Player::canFire()
{
// Si el contador a llegado a cero, podemos disparar. En caso contrario decrementamos el contador
if (cooldown > 0)
return false;
else
return true;
}
// Establece el valor de la variable
void Player::setFireCooldown(int time)
{
cooldown = time;
}
// Actualiza el valor de la variable
void Player::updateCooldown()
{
if (cooldown > 0)
{
cooldown--;
if (powerUp)
cooldown--;
}
else
{
setFiringStatus(PLAYER_STATUS_FIRING_NO);
}
}
// Actualiza al jugador a su posicion, animación y controla los contadores
void Player::update()
{
move();
setAnimation();
shiftColliders();
updateCooldown();
updatePowerUpCounter();
updateInvulnerableCounter();
updateDeathCounter();
updatePowerUpHeadOffset();
}
// Obtiene la puntuación del jugador
Uint32 Player::getScore()
{
return score;
}
// Asigna un valor a la puntuación del jugador
void Player::setScore(Uint32 score)
{
this->score = score;
}
// Incrementa la puntuación del jugador
void Player::addScore(Uint32 score)
{
this->score += score;
}
// Obtiene el valor de la variable
bool Player::isAlive()
{
return alive;
}
// Establece el valor de la variable
void Player::setAlive(bool value)
{
alive = value;
}
// Obtiene el valor de la variable
float Player::getScoreMultiplier()
{
return scoreMultiplier;
}
// Establece el valor de la variable
void Player::setScoreMultiplier(float value)
{
scoreMultiplier = value;
}
// Aumenta el valor de la variable hasta un máximo
void Player::incScoreMultiplier()
{
if (scoreMultiplier < 5.0f)
{
scoreMultiplier += 0.1f;
}
else
{
scoreMultiplier = 5.0f;
}
}
// Decrementa el valor de la variable hasta un mínimo
void Player::decScoreMultiplier()
{
if (scoreMultiplier > 1.0f)
{
scoreMultiplier -= 0.1f;
}
else
{
scoreMultiplier = 1.0f;
}
}
// Obtiene el valor de la variable
bool Player::isInvulnerable()
{
return invulnerable;
}
// Establece el valor de la variable
void Player::setInvulnerable(bool value)
{
invulnerable = value;
}
// Obtiene el valor de la variable
Uint16 Player::getInvulnerableCounter()
{
return invulnerableCounter;
}
// Establece el valor de la variable
void Player::setInvulnerableCounter(Uint16 value)
{
invulnerableCounter = value;
}
// Actualiza el valor de la variable
void Player::updateInvulnerableCounter()
{
if (invulnerable)
{
if (invulnerableCounter > 0)
{
invulnerableCounter--;
}
else
{
invulnerable = false;
invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
}
}
}
// Actualiza el valor de la variable
void Player::updateDeathCounter()
{
if (!alive)
{
if (deathCounter > 0)
{
deathCounter--;
}
}
}
// Obtiene el valor de la variable
bool Player::isPowerUp()
{
return powerUp;
}
// Establece el valor de la variable
void Player::setPowerUp(bool value)
{
powerUp = value;
}
// Obtiene el valor de la variable
Uint16 Player::getPowerUpCounter()
{
return powerUpCounter;
}
// Establece el valor de la variable
void Player::setPowerUpCounter(Uint16 value)
{
powerUpCounter = value;
}
// Actualiza el valor de la variable
void Player::updatePowerUpCounter()
{
if ((powerUpCounter > 0) && (powerUp))
{
powerUpCounter--;
}
else
{
powerUp = false;
powerUpCounter = PLAYER_POWERUP_COUNTER;
}
}
// Obtiene el valor de la variable
bool Player::hasExtraHit()
{
return extraHit;
}
// Concede un toque extra al jugador
void Player::giveExtraHit()
{
extraHit = true;
coffees++;
if (coffees > 2)
{
coffees = 2;
}
}
// Quita el toque extra al jugador
void Player::removeExtraHit()
{
if (coffees > 0)
{
coffees--;
}
if (coffees == 0)
{
extraHit = false;
}
invulnerable = true;
invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
}
// Habilita la entrada de ordenes
void Player::enableInput()
{
input = true;
}
// Deshabilita la entrada de ordenes
void Player::disableInput()
{
input = false;
}
// Devuelve el numero de cafes actuales
Uint8 Player::getCoffees()
{
return coffees;
}
// Obtiene el circulo de colisión
circle_t &Player::getCollider()
{
return mCollider;
}
// Actualiza el circulo de colisión a la posición del jugador
void Player::shiftColliders()
{
mCollider.x = int(posX + (width / 2));
mCollider.y = int(posY + (height / 2));
}
// Obtiene el puntero a la textura con los gráficos de la animación de morir
LTexture *Player::getDeadTexture()
{
return deathTexture;
}
// Obtiene el valor de la variable
Uint16 Player::getDeathCounter()
{
return deathCounter;
}
// Actualiza el valor de la variable
void Player::updatePowerUpHeadOffset()
{
if (!powerUp)
{
powerUpHeadOffset = 0;
}
else
{
powerUpHeadOffset = 96;
if (powerUpCounter < 300)
{
if (powerUpCounter % 10 > 4)
{
powerUpHeadOffset = 96;
}
else
{
powerUpHeadOffset = 0;
}
}
}
}