code reorganized
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@@ -6,6 +6,7 @@ Player::Player()
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{
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mSpriteLegs = new AnimatedSprite();
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mSpriteBody = new AnimatedSprite();
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mSpriteHead = new AnimatedSprite();
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init(0, 0, nullptr, nullptr, nullptr);
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}
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@@ -17,6 +18,7 @@ Player::~Player()
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mSpriteBody = nullptr;
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delete mSpriteLegs;
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delete mSpriteBody;
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delete mSpriteHead;
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}
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// Iniciador
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@@ -27,8 +29,9 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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mStatusWalking = PLAYER_STATUS_WALKING_STOP;
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mStatusFiring = PLAYER_STATUS_FIRING_NO;
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mInvulnerable = false;
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mInvulnerableTimer = PLAYER_INVULNERABLE_TIMER;
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mInvulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
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mExtraHit = false;
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mCoffees = 0;
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// Establece la altura y el ancho del jugador
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mWidth = 3 * BLOCK;
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@@ -51,12 +54,8 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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// Establece la velocidad base
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mBaseSpeed = 1.5;
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// Establece el numero inicial de vidas
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mStartingLives = 3;
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mLives = mStartingLives;
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// Establece la puntuación inicial
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mScore = 0;
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mScore = 9500;
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// Establece el multiplicador de puntos inicial
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mScoreMultiplier = 1.0f;
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@@ -331,7 +330,7 @@ void Player::render()
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{
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if (mInvulnerable)
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{
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if ((mInvulnerableTimer % 10) > 4)
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if ((mInvulnerableCounter % 10) > 4)
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{
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mSpriteLegs->render();
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mSpriteBody->render();
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@@ -694,26 +693,26 @@ void Player::setInvulnerable(bool value)
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// Obtiene el valor de la variable
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bool Player::getInvulnerableTimer()
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{
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return mInvulnerableTimer;
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return mInvulnerableCounter;
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}
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// Establece el valor de la variable
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void Player::setInvulnerableTimer(Uint16 value)
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{
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mInvulnerableTimer = value;
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mInvulnerableCounter = value;
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}
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// Actualiza el valor de la variable
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void Player::updateInvulnerableTimer()
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{
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if (mInvulnerableTimer > 0)
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if (mInvulnerableCounter > 0)
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{
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--mInvulnerableTimer;
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--mInvulnerableCounter;
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}
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else
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{
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mInvulnerable = false;
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mInvulnerableTimer = PLAYER_INVULNERABLE_TIMER;
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mInvulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
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}
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}
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@@ -734,7 +733,7 @@ void Player::removeExtraHit()
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{
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mExtraHit = false;
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mInvulnerable = true;
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mInvulnerableTimer = PLAYER_INVULNERABLE_TIMER;
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mInvulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
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}
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// Obtiene el circulo de colisión
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