v1.4
This commit is contained in:
@@ -56,7 +56,7 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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mBaseSpeed = 1.5;
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// Establece la puntuación inicial
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mScore = 9500;
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mScore = 0;
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// Establece el multiplicador de puntos inicial
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mScoreMultiplier = 1.0f;
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@@ -100,12 +100,6 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT, 4);
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// Establece la velocidad de cada animación
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mSpriteLegs->setAnimationSpeed(PLAYER_ANIMATION_LEGS_WALKING_STOP, 10);
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@@ -118,12 +112,6 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 5);
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_WALKING_STOP, 10);
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_FIRING_UP, 5);
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT, 5);
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT, 5);
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT, 5);
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT, 5);
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT, 10);
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mSpriteBody->setAnimationSpeed(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT, 5);
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// Establece si la animación se reproduce en bucle
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mSpriteLegs->setAnimationLoop(PLAYER_ANIMATION_LEGS_WALKING_STOP, true);
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@@ -136,12 +124,6 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_FIRING_RIGHT, true);
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_WALKING_STOP, true);
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_FIRING_UP, true);
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT, true);
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT, true);
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT, true);
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT, true);
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT, true);
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mSpriteBody->setAnimationLoop(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT, true);
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// Establece los frames de cada animación
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mSpriteLegs->setAnimationFrames(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 0, mWidth * 0, mHeight * 0, mWidth, mHeight);
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@@ -189,36 +171,6 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 2, mWidth * 2, mHeight * 5, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 3, mWidth * 3, mHeight * 5, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT, 0, mWidth * 0, mHeight * 6, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT, 1, mWidth * 1, mHeight * 6, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT, 2, mWidth * 2, mHeight * 6, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT, 3, mWidth * 3, mHeight * 6, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT, 0, mWidth * 0, mHeight * 7, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT, 1, mWidth * 1, mHeight * 7, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT, 2, mWidth * 2, mHeight * 7, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT, 3, mWidth * 3, mHeight * 7, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT, 0, mWidth * 0, mHeight * 8, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT, 1, mWidth * 1, mHeight * 8, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT, 2, mWidth * 2, mHeight * 8, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT, 3, mWidth * 3, mHeight * 8, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT, 0, mWidth * 0, mHeight * 9, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT, 1, mWidth * 1, mHeight * 9, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT, 2, mWidth * 2, mHeight * 9, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT, 3, mWidth * 3, mHeight * 9, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT, 0, mWidth * 0, mHeight * 10, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT, 1, mWidth * 1, mHeight * 10, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT, 2, mWidth * 2, mHeight * 10, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT, 3, mWidth * 3, mHeight * 10, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT, 0, mWidth * 0, mHeight * 11, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT, 1, mWidth * 1, mHeight * 11, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT, 2, mWidth * 2, mHeight * 11, mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT, 3, mWidth * 3, mHeight * 11, mWidth, mHeight);
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// Selecciona un frame para pintar
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mSpriteLegs->setSpriteClip(mSpriteLegs->getAnimationClip(PLAYER_ANIMATION_LEGS_WALKING_STOP, 0));
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mSpriteBody->setSpriteClip(mSpriteBody->getAnimationClip(PLAYER_ANIMATION_BODY_WALKING_STOP, 0));
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@@ -231,71 +183,29 @@ void Player::setInput(Uint8 input)
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{
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case INPUT_LEFT:
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mVelX = -mBaseSpeed;
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if (mExtraHit)
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{
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setWalkingStatus(PLAYER_STATUS_WALKING_LEFT);
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}
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else
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{
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setWalkingStatus(PLAYER_STATUS_WALKING_LEFT);
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}
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setWalkingStatus(PLAYER_STATUS_WALKING_LEFT);
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break;
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case INPUT_RIGHT:
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mVelX = mBaseSpeed;
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if (mExtraHit)
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{
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setWalkingStatus(PLAYER_STATUS_WALKING_RIGHT);
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}
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else
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{
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setWalkingStatus(PLAYER_STATUS_WALKING_RIGHT);
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}
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setWalkingStatus(PLAYER_STATUS_WALKING_RIGHT);
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break;
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case INPUT_FIRE_UP:
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if (mExtraHit)
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{
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setFiringStatus(PLAYER_STATUS_FIRING_UP);
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}
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else
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{
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setFiringStatus(PLAYER_STATUS_FIRING_UP);
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}
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setFiringStatus(PLAYER_STATUS_FIRING_UP);
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break;
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case INPUT_FIRE_LEFT:
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if (mExtraHit)
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{
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setFiringStatus(PLAYER_STATUS_FIRING_LEFT);
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}
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else
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{
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setFiringStatus(PLAYER_STATUS_FIRING_LEFT);
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}
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setFiringStatus(PLAYER_STATUS_FIRING_LEFT);
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break;
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case INPUT_FIRE_RIGHT:
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if (mExtraHit)
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{
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setFiringStatus(PLAYER_STATUS_FIRING_RIGHT);
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}
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else
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{
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setFiringStatus(PLAYER_STATUS_FIRING_RIGHT);
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}
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setFiringStatus(PLAYER_STATUS_FIRING_RIGHT);
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break;
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default:
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mVelX = 0;
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if (mExtraHit)
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{
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setWalkingStatus(PLAYER_STATUS_WALKING_STOP);
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}
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else
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{
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setWalkingStatus(PLAYER_STATUS_WALKING_STOP);
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}
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setWalkingStatus(PLAYER_STATUS_WALKING_STOP);
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break;
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}
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}
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@@ -309,7 +219,7 @@ void Player::move()
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mPosX += mVelX;
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// Si el jugador abandona el area de juego por los laterales
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if ((mPosX < PLAY_AREA_LEFT) || (mPosX + mWidth > PLAY_AREA_RIGHT))
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if ((mPosX < PLAY_AREA_LEFT - 5) || (mPosX + mWidth > PLAY_AREA_RIGHT + 5))
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{
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// Restaura su posición
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mPosX -= mVelX;
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@@ -370,6 +280,17 @@ void Player::setFiringStatus(Uint8 status)
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// Establece la animación correspondiente al estado
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void Player::setAnimation()
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{
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// Actualiza los frames de la animación en función del número de cafes
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for (Uint8 i = 0; i < 4; i++)
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{
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT, i, mWidth * i, mHeight * (0 + (6 * mCoffees)), mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT, i, mWidth * i, mHeight * (1 + (6 * mCoffees)), mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT, i, mWidth * i, mHeight * (2 + (6 * mCoffees)), mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, i, mWidth * i, mHeight * (3 + (6 * mCoffees)), mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, i, mWidth * i, mHeight * (4 + (6 * mCoffees)), mWidth, mHeight);
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mSpriteBody->setAnimationFrames(PLAYER_ANIMATION_BODY_FIRING_UP, i, mWidth * i, mHeight * (5 + (6 * mCoffees)), mWidth, mHeight);
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}
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switch (mStatusWalking)
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{
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case PLAYER_STATUS_WALKING_LEFT:
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@@ -377,51 +298,19 @@ void Player::setAnimation()
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switch (mStatusFiring)
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{
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case PLAYER_STATUS_FIRING_UP:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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break;
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case PLAYER_STATUS_FIRING_LEFT:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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break;
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case PLAYER_STATUS_FIRING_RIGHT:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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break;
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case PLAYER_STATUS_FIRING_NO:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_LEFT);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_LEFT);
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break;
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default:
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@@ -435,51 +324,19 @@ void Player::setAnimation()
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switch (mStatusFiring)
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{
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case PLAYER_STATUS_FIRING_UP:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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break;
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case PLAYER_STATUS_FIRING_LEFT:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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break;
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case PLAYER_STATUS_FIRING_RIGHT:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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break;
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case PLAYER_STATUS_FIRING_NO:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_RIGHT);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_RIGHT);
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break;
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default:
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@@ -493,51 +350,19 @@ void Player::setAnimation()
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switch (mStatusFiring)
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{
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case PLAYER_STATUS_FIRING_UP:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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break;
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case PLAYER_STATUS_FIRING_LEFT:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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break;
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case PLAYER_STATUS_FIRING_RIGHT:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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break;
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case PLAYER_STATUS_FIRING_NO:
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if (mExtraHit)
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT);
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}
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else
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{
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
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}
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
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break;
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default:
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@@ -616,7 +441,7 @@ void Player::update()
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setAnimation();
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shiftColliders();
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updateCooldown();
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updateInvulnerableTimer();
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updateInvulnerableCounter();
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}
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// Obtiene la puntuación del jugador
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@@ -692,19 +517,19 @@ void Player::setInvulnerable(bool value)
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}
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// Obtiene el valor de la variable
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bool Player::getInvulnerableTimer()
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Uint16 Player::getInvulnerableCounter()
|
||||
{
|
||||
return mInvulnerableCounter;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Player::setInvulnerableTimer(Uint16 value)
|
||||
void Player::setInvulnerableCounter(Uint16 value)
|
||||
{
|
||||
mInvulnerableCounter = value;
|
||||
}
|
||||
|
||||
// Actualiza el valor de la variable
|
||||
void Player::updateInvulnerableTimer()
|
||||
void Player::updateInvulnerableCounter()
|
||||
{
|
||||
if (mInvulnerableCounter > 0)
|
||||
{
|
||||
@@ -762,7 +587,7 @@ Uint8 Player::getCoffees()
|
||||
}
|
||||
|
||||
// Obtiene el circulo de colisión
|
||||
Circle &Player::getCollider()
|
||||
circle_t &Player::getCollider()
|
||||
{
|
||||
return mCollider;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user