cppcheck
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@@ -261,15 +261,13 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
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stoppedCounter = 0;
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blinking = false;
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visible = true;
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invulnerable = true;
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beingCreated = true;
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creationCounter = creationtimer;
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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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// Valores iniciales dependentes del timer
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beingCreated = creationCounter != 0;
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invulnerable = beingCreated;
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counter = 0;
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travelY = 1.0f;
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@@ -107,9 +107,6 @@ void Item::move() {
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// Si el objeto se sale por la parte inferior
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if (posY + height > PLAY_AREA_BOTTOM) {
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// Corrige
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posY -= velY;
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// Detiene el objeto
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velY = 0;
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velX = 0;
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@@ -8,7 +8,7 @@
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#include "game/defaults.hpp" // for PLAY_AREA_LEFT, PLAY_AREA_RIGHT
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// Constructor
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Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations) {
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Player::Player(float x, int y, SDL_Renderer *renderer, const std::vector<Texture *> &texture, const std::vector<std::vector<std::string> *> &animations) {
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// Copia los punteros
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this->renderer = renderer;
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@@ -189,19 +189,12 @@ void Player::render() {
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// Establece el estado del jugador cuando camina
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void Player::setWalkingStatus(Uint8 status) {
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// Si cambiamos de estado, reiniciamos la animación
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if (statusWalking != status) {
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statusWalking = status;
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// legsSprite->setCurrentFrame(0);
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}
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statusWalking = status;
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}
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// Establece el estado del jugador cuando dispara
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void Player::setFiringStatus(Uint8 status) {
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// Si cambiamos de estado, reiniciamos la animación
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if (statusFiring != status) {
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statusFiring = status;
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}
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statusFiring = status;
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}
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// Establece la animación correspondiente al estado
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@@ -521,7 +514,7 @@ void Player::updatePowerUpHeadOffset() {
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}
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// Pone las texturas del jugador
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void Player::setPlayerTextures(std::vector<Texture *> texture) {
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void Player::setPlayerTextures(const std::vector<Texture *> &texture) {
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headSprite->setTexture(texture[0]);
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bodySprite->setTexture(texture[1]);
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legsSprite->setTexture(texture[2]);
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@@ -81,7 +81,7 @@ class Player {
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public:
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// Constructor
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Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations);
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Player(float x, int y, SDL_Renderer *renderer, const std::vector<Texture *> &texture, const std::vector<std::vector<std::string> *> &animations);
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// Destructor
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~Player();
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@@ -96,7 +96,7 @@ class Player {
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void render();
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// Pone las texturas del jugador
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void setPlayerTextures(std::vector<Texture *> texture);
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void setPlayerTextures(const std::vector<Texture *> &texture);
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// Actua en consecuencia de la entrada recibida
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void setInput(Uint8 input);
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