Powerup face blinking

This commit is contained in:
2021-08-29 16:22:19 +02:00
parent c373d10720
commit 4de3d69bb8
4 changed files with 133 additions and 73 deletions

View File

@@ -30,12 +30,15 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
// Inicializa variables de estado
mAlive = true;
mDeathCounter = DEATH_COUNTER;
mDeathIndex = 0;
mStatusWalking = PLAYER_STATUS_WALKING_STOP;
mStatusFiring = PLAYER_STATUS_FIRING_NO;
mInvulnerable = false;
mInvulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
mPowerUp = false;
mPowerUpCounter = PLAYER_POWERUP_COUNTER;
mPowerUpHeadOffset = 0;
mExtraHit = false;
mCoffees = 0;
mInput = true;
@@ -368,12 +371,12 @@ void Player::setAnimation()
// Actualiza los frames de la animación en función de si se tiene el PowerUp
for (int i = 0; i < 4; i++)
{
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, i, (mWidth * i) + (mPowerUp * 96), mHeight * (0 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, i, (mWidth * i) + (mPowerUp * 96), mHeight * (1 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, i, (mWidth * i) + (mPowerUp * 96), mHeight * (2 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, i, (mWidth * i) + (mPowerUp * 96), mHeight * (3 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, i, (mWidth * i) + (mPowerUp * 96), mHeight * (4 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, i, (mWidth * i) + (mPowerUp * 96), mHeight * (5 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, i, (mWidth * i) + mPowerUpHeadOffset, mHeight * (0 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, i, (mWidth * i) + mPowerUpHeadOffset, mHeight * (1 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, i, (mWidth * i) + mPowerUpHeadOffset, mHeight * (2 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, i, (mWidth * i) + mPowerUpHeadOffset, mHeight * (3 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, i, (mWidth * i) + mPowerUpHeadOffset, mHeight * (4 + (6 * mCoffees)), mWidth, mHeight);
mSpriteHead->setAnimationFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, i, (mWidth * i) + mPowerUpHeadOffset, mHeight * (5 + (6 * mCoffees)), mWidth, mHeight);
}
switch (mStatusWalking)
@@ -545,6 +548,8 @@ void Player::update()
updateCooldown();
updatePowerUpCounter();
updateInvulnerableCounter();
updateDeathCounter();
updatePowerUpHeadOffset();
}
// Obtiene la puntuación del jugador
@@ -634,15 +639,24 @@ void Player::setInvulnerableCounter(Uint16 value)
// Actualiza el valor de la variable
void Player::updateInvulnerableCounter()
{
if (mInvulnerableCounter > 0)
{
--mInvulnerableCounter;
}
else
{
mInvulnerable = false;
mInvulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
}
if (mInvulnerable)
if (mInvulnerableCounter > 0)
{
mInvulnerableCounter--;
}
else
{
mInvulnerable = false;
mInvulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
}
}
// Actualiza el valor de la variable
void Player::updateDeathCounter()
{
if (!mAlive)
if (mDeathCounter > 0)
mDeathCounter--;
}
// Obtiene el valor de la variable
@@ -744,4 +758,28 @@ void Player::shiftColliders()
LTexture *Player::getDeadTexture()
{
return mPlayerDeadTexture;
}
// Obtiene el valor de la variable
Uint16 Player::getDeathCounter()
{
return mDeathCounter;
}
// Actualiza el valor de la variable
void Player::updatePowerUpHeadOffset()
{
if (!mPowerUp)
mPowerUpHeadOffset = 0;
else
{
mPowerUpHeadOffset = 96;
if (mPowerUpCounter < 300)
{
if (mPowerUpCounter % 10 > 4)
mPowerUpHeadOffset = 96;
else
mPowerUpHeadOffset = 0;
}
}
}