Actualizando el código

This commit is contained in:
2022-09-27 13:06:04 +02:00
parent c8bebfd2d9
commit 8d56912765
13 changed files with 291 additions and 451 deletions

View File

@@ -75,11 +75,6 @@ void Player::init()
// Inicia el contador para la cadencia de disparo
mCooldown = 10;
// Inicia el sprite
mSpriteLegs->init();
mSpriteBody->init();
mSpriteHead->init();
// Establece el alto y ancho del sprite
mSpriteLegs->setWidth(mWidth);
mSpriteLegs->setHeight(mHeight);
@@ -110,25 +105,6 @@ void Player::init()
mSpriteHead->setCurrentFrame(0);
mSpriteHead->setAnimationCounter(0);
// Establece el numero de frames de cada animacion
mSpriteLegs->setAnimationNumFrames(PLAYER_ANIMATION_LEGS_WALKING_STOP, 4);
mSpriteLegs->setAnimationNumFrames(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 4);
mSpriteLegs->setAnimationNumFrames(PLAYER_ANIMATION_LEGS_WALKING_RIGHT, 4);
mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT, 4);
mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT, 4);
mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT, 4);
mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 4);
mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, 4);
mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 4);
mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, 4);
mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, 4);
mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, 4);
mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, 4);
mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, 4);
mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, 4);
// Establece la velocidad de cada animación
mSpriteLegs->setAnimationSpeed(PLAYER_ANIMATION_LEGS_WALKING_STOP, 10);
mSpriteLegs->setAnimationSpeed(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 5);
@@ -381,100 +357,134 @@ void Player::setAnimation()
switch (mStatusWalking)
{
case PLAYER_STATUS_WALKING_LEFT:
mSpriteLegs->animate(PLAYER_ANIMATION_LEGS_WALKING_LEFT);
mSpriteLegs->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_LEFT);
mSpriteLegs->animate();
switch (mStatusFiring)
{
case PLAYER_STATUS_FIRING_UP:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_UP);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_LEFT:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_RIGHT:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_NO:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_LEFT);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_LEFT);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_LEFT);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_LEFT);
mSpriteHead->animate();
break;
default:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_STOP);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
mSpriteHead->animate();
break;
}
break;
case PLAYER_STATUS_WALKING_RIGHT:
mSpriteLegs->animate(PLAYER_ANIMATION_LEGS_WALKING_RIGHT);
mSpriteLegs->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_RIGHT);
mSpriteLegs->animate();
switch (mStatusFiring)
{
case PLAYER_STATUS_FIRING_UP:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_UP);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_LEFT:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_RIGHT:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_NO:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_RIGHT);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_RIGHT);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_RIGHT);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_RIGHT);
mSpriteHead->animate();
break;
default:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_STOP);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
mSpriteHead->animate();
break;
}
break;
case PLAYER_STATUS_WALKING_STOP:
mSpriteLegs->animate(PLAYER_ANIMATION_LEGS_WALKING_STOP);
mSpriteLegs->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_STOP);
mSpriteLegs->animate();
switch (mStatusFiring)
{
case PLAYER_STATUS_FIRING_UP:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_UP);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_LEFT:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_RIGHT:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
mSpriteHead->animate();
break;
case PLAYER_STATUS_FIRING_NO:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_STOP);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
mSpriteHead->animate();
break;
default:
mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_STOP);
mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
mSpriteBody->animate();
mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
mSpriteHead->animate();
break;
}
break;
default:
mSpriteLegs->animate(PLAYER_ANIMATION_LEGS_WALKING_STOP);
mSpriteLegs->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_STOP);
mSpriteLegs->animate();
break;
}
}