Ya se puede continuar al morir
This commit is contained in:
@@ -52,7 +52,7 @@ frames=24,25,26,27
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[animation]
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name=centershoot
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speed=10
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speed=5
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loop=0
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frames=28,29,30,31
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[/animation]
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@@ -66,7 +66,7 @@ frames=32,33,34,35
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[animation]
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name=centershoot_1C
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speed=10
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speed=5
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loop=0
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frames=36,37,38,39
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[/animation]
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@@ -80,7 +80,7 @@ frames=40,41,42,43
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[animation]
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name=centershoot_2C
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speed=10
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speed=5
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loop=0
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frames=44,45,46,47
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[/animation]
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@@ -66,7 +66,7 @@ frames=32,33,34,35
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[animation]
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name=centershoot
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speed=10
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speed=5
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loop=0
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frames=36,37,38,39
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[/animation]
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@@ -80,7 +80,7 @@ frames=40,41,42,43
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[animation]
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name=centershoot_1C
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speed=10
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speed=5
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loop=0
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frames=44,45,46,47
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[/animation]
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@@ -94,7 +94,7 @@ frames=48,49,50,51
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[animation]
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name=centershoot_pwr
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speed=10
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speed=5
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loop=0
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frames=52,53,54,55
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[/animation]
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@@ -108,7 +108,7 @@ frames=56,57,58,59
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[animation]
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name=centershoot_1C_pwr
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speed=10
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speed=5
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loop=0
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frames=60,61,62,63
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[/animation]
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@@ -210,7 +210,14 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
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// Añade rotación al sprite
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sprite->setRotate(false);
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sprite->setRotateSpeed(0);
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if (velX > 0.0f)
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{
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sprite->setRotateAmount(2.0);
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}
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else
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{
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sprite->setRotateAmount(-2.0);
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}
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break;
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@@ -258,15 +265,16 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
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creationCounterIni = creationtimer;
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popping = false;
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// Actualiza valores
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beingCreated = creationCounter == 0 ? false : true;
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invulnerable = beingCreated == false ? false : true;
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counter = 0;
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travelY = 1.0f;
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this->speed = speed;
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// Tipo
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this->kind = kind;
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// Selecciona un frame para pintar
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sprite->setSpriteClip(sprite->getAnimationClip(0, 0));
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}
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// Destructor
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@@ -505,7 +513,6 @@ void Balloon::updateState()
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{
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disable();
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}
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}
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// Si se está creando
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@@ -552,28 +559,32 @@ void Balloon::updateState()
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if (kind == POWER_BALL)
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{
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sprite->setRotate(true);
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if (velX > 0.0f)
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{
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sprite->setRotateAmount(2.0);
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}
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else
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{
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sprite->setRotateAmount(-2.0);
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}
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}
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}
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}
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// Solo comprueba el estado detenido cuando no se está creando
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else if (isStopped())
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{
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// Si está detenido, reduce el contador
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// Si es una powerball deja de rodar
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if (kind == POWER_BALL)
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{
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sprite->setRotate(false);
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}
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// Reduce el contador
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if (stoppedCounter > 0)
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{
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stoppedCounter--;
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}
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// Si el contador ha llegado a cero, ya no está detenido
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// Quitarles el estado "detenido" si no estan explosionando
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else if (!isPopping())
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{ // Quitarles el estado "detenido" si no estan explosionando
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{
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// Si es una powerball vuelve a rodar
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if (kind == POWER_BALL)
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{
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sprite->setRotate(true);
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}
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setStop(false);
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}
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}
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171
source/game.cpp
171
source/game.cpp
@@ -15,7 +15,7 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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// Pasa variables
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mDemo.enabled = demo;
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mNumPlayers = numPlayers;
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mCurrentStage = currentStage;
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this->mCurrentStage = 5; // currentStage;
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mLastStageReached = currentStage;
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if (mNumPlayers == 1)
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{
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@@ -24,21 +24,6 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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mDifficulty = mOptions->difficulty;
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// Crea los objetos
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// Vector de jugadores
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if (mNumPlayers == 1)
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{
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Player *player = new Player(mRenderer, mAsset, PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24);
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players.push_back(player);
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}
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else if (mNumPlayers == 2)
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{
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Player *player1 = new Player(mRenderer, mAsset, (PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24);
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Player *player2 = new Player(mRenderer, mAsset, (PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24);
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players.push_back(player1);
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players.push_back(player2);
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}
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balloon1Texture = new LTexture(mRenderer, mAsset->get("balloon1.png"));
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balloon2Texture = new LTexture(mRenderer, mAsset->get("balloon2.png"));
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balloon3Texture = new LTexture(mRenderer, mAsset->get("balloon3.png"));
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@@ -85,6 +70,9 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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mSpriteGrass = new Sprite(0, 85, GAME_WIDTH, 6, mTextureGameBG, mRenderer);
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mSpritePowerMeter = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 8, mTextureGameBG, mRenderer);
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mSpriteScoreBoard = new Sprite(0, 160, GAME_WIDTH, 32, mTextureGameBG, mRenderer);
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// Inicializa las variables necesarias para la sección 'Game'
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init();
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}
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Game::~Game()
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@@ -94,30 +82,8 @@ Game::~Game()
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mOptions->input[0].deviceType = mOnePlayerControl;
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for (auto player : players)
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{
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delete player;
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};
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for (auto ballon : balloons)
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{
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delete ballon;
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};
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for (auto bullet : bullets)
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{
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delete bullet;
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};
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for (auto item : items)
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{
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delete item;
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};
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for (auto smartSprite : smartSprites)
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{
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delete smartSprite;
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};
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// Elimina todos los objetos contenidos en vectores
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deleteAllVectorObjects();
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balloon1Texture->unload();
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delete balloon1Texture;
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@@ -213,6 +179,27 @@ void Game::init()
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mTicks = 0;
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mTicksSpeed = 15;
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// Crea los jugadores
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for (auto player : players)
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{
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delete player;
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};
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players.clear();
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if (mNumPlayers == 1)
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{
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Player *player = new Player(mRenderer, mAsset, PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24);
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players.push_back(player);
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}
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else if (mNumPlayers == 2)
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{
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Player *player1 = new Player(mRenderer, mAsset, (PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24);
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Player *player2 = new Player(mRenderer, mAsset, (PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24);
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players.push_back(player1);
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players.push_back(player2);
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}
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// Inicializa las variables
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switch (mDifficulty)
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{
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@@ -241,7 +228,6 @@ void Game::init()
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mMenaceCurrent = 0;
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mMenaceThreshold = 0;
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mHiScoreAchieved = false;
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// mCurrentStage = 0;
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mStageBitmapCounter = STAGE_COUNTER;
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mDeathCounter = DEATH_COUNTER;
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mTimeStopped = false;
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@@ -267,7 +253,6 @@ void Game::init()
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mPowerBallCounter = 0;
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mCoffeeMachineEnabled = false;
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mPostFade = 0;
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// mLastStageReached = 0;
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if (mDemo.enabled)
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{
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@@ -309,35 +294,6 @@ void Game::init()
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// Inicializa el objeto para el fundido
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mFade->init(0x27, 0x27, 0x36);
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// Inicializa el objeto con el menu de pausa
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// mMenuPause->setName("PAUSE");
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// mMenuPause->setPos(0, 12 * BLOCK);
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// mMenuPause->setBackgroundType(MENU_BACKGROUND_SOLID);
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// mMenuPause->addItem(mLang->getText(46), 2);
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// mMenuPause->addItem(mLang->getText(47), 0);
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// mMenuPause->setDefaultActionWhenCancel(0);
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// mMenuPause->setBackgroundColor({0x29, 0x39, 0x41}, 240);
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// mMenuPause->setSelectorColor({0xFF, 0x7A, 0x00}, 255);
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// mMenuPause->setSelectorTextColor({0xFF, 0xFF, 0xFF});
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// mMenuPause->centerMenuOnX(SCREEN_CENTER_X);
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// mMenuPause->centerMenuElementsOnX();
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// Inicializa el objeto con el menu de la pantalla de game over
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// mMenuGameOver->setName("GAME OVER");
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// mMenuGameOver->setPos(0, PLAY_AREA_CENTER_Y + BLOCK * 4);
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// mMenuGameOver->setBackgroundType(MENU_BACKGROUND_TRANSPARENT);
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// mMenuGameOver->addItem(mLang->getText(48), 2);
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// mMenuGameOver->addItem(mLang->getText(49));
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// mMenuGameOver->setDefaultActionWhenCancel(1);
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// mMenuGameOver->setBackgroundColor({0, 0, 0}, 255);
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// mMenuGameOver->setSelectorColor({0x54, 0x6e, 0x7a}, 255);
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// mMenuGameOver->setSelectorColor({0x54, 0x6e, 0x7a}, 0);
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// mMenuGameOver->setSelectorTextColor({0xFF, 0xFF, 0xFF});
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// mMenuGameOver->setSelectorTextColor({0xFF, 0xF1, 0x76});
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// mMenuGameOver->setSelectorTextColor({0xFF, 0x7A, 0x00});
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// mMenuGameOver->centerMenuOnX(SCREEN_CENTER_X);
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// mMenuGameOver->centerMenuElementsOnX();
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// Sprites
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mClouds1a->setSpriteClip(256, 0, 256, 52);
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mClouds1b->setSpriteClip(256, 0, 256, 52);
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@@ -1469,21 +1425,21 @@ void Game::renderScoreBoard()
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// PLAYER1 - SCORE
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mTextScoreBoard->writeCentered(offsetLeft, offset1, mLang->getText(53));
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mTextScoreBoard->writeCentered(offsetLeft, offset2, updateScoreText(players[0]->getScore()));
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mTextScoreBoard->writeCentered(offsetLeft, offset2, updateScoreText(players.at(0)->getScore()));
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// PLAYER1 - MULT
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mTextScoreBoard->writeCentered(offsetLeft, offset3, mLang->getText(55));
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mTextScoreBoard->writeCentered(offsetLeft, offset4, std::to_string(players[0]->getScoreMultiplier()).substr(0, 3));
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mTextScoreBoard->writeCentered(offsetLeft, offset4, std::to_string(players.at(0)->getScoreMultiplier()).substr(0, 3));
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if (mNumPlayers == 2)
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{
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// PLAYER2 - SCORE
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mTextScoreBoard->writeCentered(offsetRight, offset1, mLang->getText(54));
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mTextScoreBoard->writeCentered(offsetRight, offset2, updateScoreText(players[1]->getScore()));
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mTextScoreBoard->writeCentered(offsetRight, offset2, updateScoreText(players.at(1)->getScore()));
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// PLAYER2 - MULT
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mTextScoreBoard->writeCentered(offsetRight, offset3, mLang->getText(55));
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mTextScoreBoard->writeCentered(offsetRight, offset4, std::to_string(players[1]->getScoreMultiplier()).substr(0, 3));
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mTextScoreBoard->writeCentered(offsetRight, offset4, std::to_string(players.at(1)->getScoreMultiplier()).substr(0, 3));
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}
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else
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{
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@@ -1744,10 +1700,11 @@ void Game::createPowerBall()
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const int center = PLAY_AREA_CENTER_X - (BALLOON_WIDTH_4 / 2);
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const int right = PLAY_AREA_RIGHT - BALLOON_WIDTH_4;
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const int luck =rand() % 3;
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const int x[3] = {left, center, right};
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const int posX = x[rand() % 3];
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const float vx[3] = {BALLOON_VELX_POSITIVE, BALLOON_VELX_POSITIVE, BALLOON_VELX_NEGATIVE};
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Balloon *b = new Balloon(posX, posY, POWER_BALL, BALLOON_VELX_POSITIVE * (((rand() % 2) * 2) - 1), mEnemySpeed, 100, balloon4Texture, balloon4Animation, mRenderer);
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Balloon *b = new Balloon(x[luck], posY, POWER_BALL, vx[luck], mEnemySpeed, 100, balloon4Texture, balloon4Animation, mRenderer);
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balloons.push_back(b);
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mPowerBallEnabled = true;
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@@ -3163,8 +3120,6 @@ void Game::shakeScreen()
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// Bucle para el juego
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section_t Game::run()
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{
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init();
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while (mSection.name == PROG_SECTION_GAME)
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{
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// Sección juego en pausa
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@@ -3351,17 +3306,9 @@ void Game::runGameOverScreen()
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{
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case 0: // YES
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mSection.name = PROG_SECTION_GAME;
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if (mNumPlayers == 1)
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{
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mSection.subsection = GAME_SECTION_PLAY_1P;
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}
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else
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{
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mSection.subsection = GAME_SECTION_PLAY_2P;
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}
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deleteAllVectorObjects();
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init();
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mSection.subsection = mNumPlayers == 1 ? GAME_SECTION_PLAY_1P : GAME_SECTION_PLAY_2P;
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break;
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case 1: // NO
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@@ -3387,13 +3334,13 @@ void Game::runGameOverScreen()
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if (mNumPlayers == 1)
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{
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mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), mLang->getText(43));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(players[0]->getScore()));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(players.at(0)->getScore()));
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}
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else
|
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{
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mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 36, mLang->getText(43));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 12, mLang->getText(77) + std::to_string(players[0]->getScore()));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y, mLang->getText(78) + std::to_string(players[1]->getScore()));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 12, mLang->getText(77) + std::to_string(players.at(0)->getScore()));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y, mLang->getText(78) + std::to_string(players.at(1)->getScore()));
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}
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y + BLOCK * 2, mLang->getText(45));
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mMenuGameOver->render();
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@@ -3437,7 +3384,7 @@ void Game::renderDebugInfo()
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mText->writeShadowed(2, 2 + 3 * BLOCK, "mCounter: " + std::to_string(mCounter), color);
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mText->writeShadowed(2, 2 + 4 * BLOCK, "(R)enemyset: " + std::to_string(mDebug.enemySet), color);
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mText->writeShadowed(2, 2 + 5 * BLOCK, "RGB: " + std::to_string(mDebug.gradR) + "," + std::to_string(mDebug.gradG) + "," + std::to_string(mDebug.gradB), color);
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mText->writeShadowed(2, 2 + 6 * BLOCK, "(I)invuln: " + std::to_string(players[0]->getInvulnerableCounter()), color);
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mText->writeShadowed(2, 2 + 6 * BLOCK, "(I)invuln: " + std::to_string(players.at(0)->getInvulnerableCounter()), color);
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mText->writeShadowed(2, 2 + 7 * BLOCK, "balloons: " + std::to_string(countBalloons()), color);
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mText->writeShadowed(2, 2 + 8 * BLOCK, "balloonsPop: " + std::to_string(mBalloonsPopped), color);
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mText->writeShadowed(2, 2 + 9 * BLOCK, "(Z-X)ballSped:" + std::to_string(mEnemySpeed), color);
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@@ -3611,6 +3558,10 @@ void Game::checkEventHandler()
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createPowerBall();
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break;
|
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|
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case SDL_SCANCODE_O:
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stopAllBalloons(200);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -3634,3 +3585,37 @@ void Game::loadAnimations(std::string filePath, std::vector<std::string> *buffer
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||||
file.close();
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||||
}
|
||||
}
|
||||
|
||||
// Elimina todos los objetos contenidos en vectores
|
||||
void Game::deleteAllVectorObjects()
|
||||
{
|
||||
for (auto player : players)
|
||||
{
|
||||
delete player;
|
||||
};
|
||||
players.clear();
|
||||
|
||||
for (auto ballon : balloons)
|
||||
{
|
||||
delete ballon;
|
||||
};
|
||||
balloons.clear();
|
||||
|
||||
for (auto bullet : bullets)
|
||||
{
|
||||
delete bullet;
|
||||
};
|
||||
bullets.clear();
|
||||
|
||||
for (auto item : items)
|
||||
{
|
||||
delete item;
|
||||
};
|
||||
items.clear();
|
||||
|
||||
for (auto smartSprite : smartSprites)
|
||||
{
|
||||
delete smartSprite;
|
||||
};
|
||||
smartSprites.clear();
|
||||
}
|
||||
@@ -512,6 +512,9 @@ private:
|
||||
// Carga las animaciones
|
||||
void loadAnimations(std::string filePath, std::vector<std::string> *buffer);
|
||||
|
||||
// Elimina todos los objetos contenidos en vectores
|
||||
void deleteAllVectorObjects();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *mAsset, Lang *lang, Input *input, bool demo, options_t *options);
|
||||
|
||||
@@ -2,11 +2,11 @@
|
||||
#include "item.h"
|
||||
|
||||
// Constructor
|
||||
Item::Item(SDL_Renderer *renderer, Asset *asset, Uint8 type, float x, float y)
|
||||
Item::Item(SDL_Renderer *renderer, Asset *asset, Uint8 kind, float x, float y)
|
||||
{
|
||||
std::string filePNG;
|
||||
std::string fileANI;
|
||||
switch (type)
|
||||
switch (kind)
|
||||
{
|
||||
case ITEM_POINTS_1_DISK:
|
||||
filePNG = asset->get("item_points1_disk.png");
|
||||
@@ -45,13 +45,13 @@ Item::Item(SDL_Renderer *renderer, Asset *asset, Uint8 type, float x, float y)
|
||||
texture = new LTexture(renderer, filePNG);
|
||||
sprite = new AnimatedSprite(texture, renderer, fileANI);
|
||||
|
||||
this->type = type;
|
||||
this->kind = kind;
|
||||
enabled = true;
|
||||
timeToLive = 600;
|
||||
accelX = 0.0f;
|
||||
floorCollision = false;
|
||||
|
||||
if (type == ITEM_COFFEE_MACHINE)
|
||||
if (kind == ITEM_COFFEE_MACHINE)
|
||||
{
|
||||
width = 23;
|
||||
height = 29;
|
||||
@@ -148,10 +148,10 @@ void Item::move()
|
||||
}
|
||||
|
||||
// Si se sale por arriba rebota (excepto la maquina de café)
|
||||
if ((posY < PLAY_AREA_TOP) && !(type == ITEM_COFFEE_MACHINE))
|
||||
if ((posY < PLAY_AREA_TOP) && !(kind == ITEM_COFFEE_MACHINE))
|
||||
{
|
||||
// Corrige
|
||||
posY = PLAY_AREA_TOP;
|
||||
posY -= velY;
|
||||
|
||||
// Invierte el sentido
|
||||
velY = -velY;
|
||||
@@ -169,7 +169,7 @@ void Item::move()
|
||||
accelX = 0;
|
||||
accelY = 0;
|
||||
posY = PLAY_AREA_BOTTOM - height;
|
||||
if (type == ITEM_COFFEE_MACHINE)
|
||||
if (kind == ITEM_COFFEE_MACHINE)
|
||||
{
|
||||
floorCollision = true;
|
||||
}
|
||||
@@ -239,7 +239,7 @@ int Item::getHeight()
|
||||
// Obtiene del valor de la variable
|
||||
int Item::getClass()
|
||||
{
|
||||
return type;
|
||||
return kind;
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
|
||||
@@ -34,7 +34,7 @@ private:
|
||||
float accelX; // Aceleración en el eje X
|
||||
float accelY; // Aceleración en el eje Y
|
||||
bool floorCollision; // Indica si el objeto colisiona con el suelo
|
||||
Uint8 type; // Especifica el tipo de objeto que es
|
||||
Uint8 kind; // Especifica el tipo de objeto que es
|
||||
bool enabled; // Especifica si el objeto está habilitado
|
||||
circle_t collider; // Circulo de colisión del objeto
|
||||
|
||||
@@ -47,7 +47,7 @@ public:
|
||||
Uint16 timeToLive; // Temporizador con el tiempo que el objeto está presente
|
||||
|
||||
// Constructor
|
||||
Item(SDL_Renderer *renderer, Asset *asset, Uint8 type, float x, float y);
|
||||
Item(SDL_Renderer *renderer, Asset *asset, Uint8 kind, float x, float y);
|
||||
|
||||
// Destructor
|
||||
~Item();
|
||||
|
||||
@@ -233,7 +233,7 @@ void Player::setAnimation()
|
||||
{ // No esta disparando
|
||||
bodySprite->setCurrentAnimation(aWalking + aBodyCoffees);
|
||||
bodySprite->setFlip(flipWalk);
|
||||
headSprite->setCurrentAnimation(aWalking + aHeadCoffees);
|
||||
headSprite->setCurrentAnimation(aWalking + aHeadCoffees+ aPowerUp);
|
||||
headSprite->setFlip(flipWalk);
|
||||
}
|
||||
else
|
||||
|
||||
12
todo.txt
12
todo.txt
@@ -1,6 +1,6 @@
|
||||
los items se quedan pegados en el techo
|
||||
los items se quedan pegados en el techo (comprobar si sigue pasando, he cambiado la coreción al chocar arriba. Si sigue fallando se quita la comprobación superior)
|
||||
x la maquina de cafe no toca el suelo
|
||||
las bolas verdes nacen naranja al explotarlas
|
||||
x las bolas verdes nacen naranja al explotarlas
|
||||
falta el aura de superguerrero al pillar la maquina de cafe
|
||||
x la powerball deja la mascara al explotarlas
|
||||
los menus de pausa y game over falta poner bien los textos
|
||||
@@ -14,4 +14,10 @@ que aumente la velocidad de las nubes conforme avanzas
|
||||
retocar un poco la distancia entre los cambios de color del cielo, se llega al oscuro muy pronto
|
||||
x las balas deberian llegar a salir de la pantalla
|
||||
hacer desaparecer los accesos a disco en el juego. cargar todos los recursos previamente y pasarlos por punteros
|
||||
la powerball nace rodando
|
||||
x la powerball se para con el reloj y sigue rodando
|
||||
x acelerar la animacion de disparar recto
|
||||
x no pone la animacion corecta al no disparar con el powerup
|
||||
que grite "yiiijaa!" o algo parecido al coger la maquina de cafe
|
||||
o que diga DIMONIS! en un globo de texto que se evapore
|
||||
podrian salir comentarios aleatoriamente o con ciertos eventos (falta ver si no estorbará)
|
||||
que se vea el nivel de dificultad
|
||||
Reference in New Issue
Block a user