Trabajando en los globos

This commit is contained in:
2022-10-03 04:15:04 +02:00
parent 80ca04fd64
commit 9c35fadd55
14 changed files with 309 additions and 173 deletions

View File

@@ -39,7 +39,10 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
players.push_back(player2);
}
mTextureBalloon = new LTexture(mRenderer, mAsset->get("balloon.png"));
balloon1Texture = new LTexture(mRenderer, mAsset->get("balloon1.png"));
balloon2Texture = new LTexture(mRenderer, mAsset->get("balloon2.png"));
balloon3Texture = new LTexture(mRenderer, mAsset->get("balloon3.png"));
balloon4Texture = new LTexture(mRenderer, mAsset->get("balloon4.png"));
mTextureBullet = new LTexture(mRenderer, mAsset->get("bullet.png"));
mTextureGameBG = new LTexture(mRenderer, mAsset->get("game_bg.png"));
mTextureGameText = new LTexture(mRenderer, mAsset->get("game_text.png"));
@@ -112,9 +115,17 @@ Game::~Game()
delete smartSprite;
};
mTextureBalloon->unload();
delete mTextureBalloon;
mTextureBalloon = nullptr;
balloon1Texture->unload();
delete balloon1Texture;
balloon2Texture->unload();
delete balloon2Texture;
balloon3Texture->unload();
delete balloon3Texture;
balloon4Texture->unload();
delete balloon4Texture;
mTextureBullet->unload();
delete mTextureBullet;
@@ -1386,15 +1397,16 @@ void Game::deployEnemyFormation()
if (mDebug.enabled)
set = mDebug.enemySet;
Uint8 numEnemies = mStage[mCurrentStage].enemyPool->set[set]->numberOfEnemies;
for (int i = 0; i < numEnemies; i++)
const Uint8 numEnemies = mStage[mCurrentStage].enemyPool->set[set]->numberOfEnemies;
for (int i = 0; i < numEnemies; ++i)
{
createNewBalloon(mStage[mCurrentStage].enemyPool->set[set]->init[i].x,
mStage[mCurrentStage].enemyPool->set[set]->init[i].y,
mStage[mCurrentStage].enemyPool->set[set]->init[i].kind,
mStage[mCurrentStage].enemyPool->set[set]->init[i].velX,
mEnemySpeed,
mStage[mCurrentStage].enemyPool->set[set]->init[i].creationCounter,
mTextureBalloon);
mStage[mCurrentStage].enemyPool->set[set]->init[i].creationCounter);
}
mEnemyDeployCounter = 300;
}
@@ -1754,11 +1766,12 @@ void Game::renderBalloons()
}
// Crea un globo nuevo en el vector de globos
Uint8 Game::createNewBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture)
Uint8 Game::createNewBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 creationtimer)
{
// Balloon *b = new Balloon(x, y, kind, velx, speed, creationtimer, texture, mRenderer);
// balloons.push_back(b);
// return (Uint8)(balloons.size() - 1);
const std::string file = balloonAnimation(kind);
Balloon *b = new Balloon(x, y, kind, velx, speed, creationtimer, balloonTexture(kind), file, mRenderer);
balloons.push_back(b);
return (Uint8)(balloons.size() - 1);
}
// Crea una PowerBall
@@ -1773,7 +1786,7 @@ void Game::createPowerBall()
const int x[3] = {left, center, right};
const int posX = x[rand() % 3];
Balloon *b = new Balloon(posX, posY, POWER_BALL, BALLOON_VELX_POSITIVE * (((rand() % 2) * 2) - 1), mEnemySpeed, 100, mTextureBalloon, mRenderer);
Balloon *b = new Balloon(posX, posY, POWER_BALL, BALLOON_VELX_POSITIVE * (((rand() % 2) * 2) - 1), mEnemySpeed, 100, balloon4Texture, mAsset->get("balloon4.ani"), mRenderer);
balloons.push_back(b);
mPowerBallEnabled = true;
@@ -1897,28 +1910,27 @@ void Game::popBalloon(Balloon *balloon)
// En cualquier otro caso, crea dos globos de un tipo inferior
default:
Balloon *b1 = new Balloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, mEnemySpeed, 0, mTextureBalloon, mRenderer);
balloons.push_back(b1);
b1->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
if (b1->getClass() == BALLOON_CLASS)
// Balloon *b1 = new Balloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, mEnemySpeed, 0, mRenderer);
const int index = createNewBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, mEnemySpeed, 0);
balloons.at(index)->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
if (balloons.at(index)->getClass() == BALLOON_CLASS)
{
b1->setVelY(-2.50f);
balloons.at(index)->setVelY(-2.50f);
}
else if (b1->getClass() == HEXAGON_CLASS)
else if (balloons.at(index)->getClass() == HEXAGON_CLASS)
{
b1->setVelY(BALLOON_VELX_NEGATIVE);
balloons.at(index)->setVelY(BALLOON_VELX_NEGATIVE);
}
Balloon *b2 = new Balloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_POSITIVE, mEnemySpeed, 0, mTextureBalloon, mRenderer);
balloons.push_back(b2);
b2->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
if (b2->getClass() == BALLOON_CLASS)
const int index2 = createNewBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_POSITIVE, mEnemySpeed, 0);
balloons.at(index2)->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
if (balloons.at(index2)->getClass() == BALLOON_CLASS)
{
b2->setVelY(-2.50f);
balloons.at(index2)->setVelY(-2.50f);
}
else if (b2->getClass() == HEXAGON_CLASS)
else if (balloons.at(index2)->getClass() == HEXAGON_CLASS)
{
b2->setVelY(BALLOON_VELX_NEGATIVE);
balloons.at(index2)->setVelY(BALLOON_VELX_NEGATIVE);
}
// Elimina el globo
@@ -2059,6 +2071,74 @@ Uint8 Game::countBalloons()
return num;
}
// Obtiene la textura correspondiente en funcion del tipo
LTexture *Game::balloonTexture(int kind)
{
if (kind == 1 || kind == 5)
{
return balloon1Texture;
}
else if (kind == 2 || kind == 6)
{
return balloon2Texture;
}
else if (kind == 3 || kind == 7)
{
return balloon4Texture;
}
else if (kind == 4 || kind == 8 || kind == 9)
{
return balloon4Texture;
}
return balloon1Texture;
}
// Obtiene la animacion correspondiente en funcion del tipo
std::string Game::balloonAnimation(int kind)
{
if (kind == 1 || kind == 5)
{
return mAsset->get("balloon1.ani");
}
else if (kind == 2 || kind == 6)
{
return mAsset->get("balloon2.ani");
}
else if (kind == 3 || kind == 7)
{
return mAsset->get("balloon3.ani");
}
else if (kind == 4 || kind == 8 || kind == 9)
{
return mAsset->get("balloon4.ani");
}
return mAsset->get("balloon1.ani");
}
// Vacia el vector de globos
void Game::freeBalloons()
{
if (balloons.empty() == false)
{
for (int i = balloons.size() - 1; i >= 0; --i)
{
if (balloons.at(i)->isEnabled() == false)
{
delete balloons.at(i);
balloons.erase(balloons.begin() + i);
}
}
}
}
// Comprueba la colisión entre el jugador y los globos activos
bool Game::checkPlayerBalloonCollision(Player *player)
{
@@ -2610,6 +2690,7 @@ void Game::updatePlayField()
// Vacia los vectores
freeBullets();
freeBalloons();
}
// Actualiza el fondo