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

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@@ -0,0 +1,37 @@
frameWidth=8
frameHeight=8
[animation]
name=orange
speed=10
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=20
loop=0
frames=12,13,14,15,16,17,18,19,20,21
[/animation]
[animation]
name=green
speed=10
loop=0
frames=24,25,26,27,28,29,30,31,32,33
[/animation]
[animation]
name=red
speed=20
loop=0
frames=36,37,38,39,40,41,42,43,44,45
[/animation]
[animation]
name=pop
speed=5
loop=-1
frames=48,49,50,51,52,53,54,55,56,57,58,59
[/animation]

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frameWidth=13
frameHeight=13
[animation]
name=orange
speed=10
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=20
loop=0
frames=12,13,14,15,16,17,18,19,20,21
[/animation]
[animation]
name=green
speed=10
loop=0
frames=24,25,26,27,28,29,30,31,32,33
[/animation]
[animation]
name=red
speed=20
loop=0
frames=36,37,38,39,40,41,42,43,44,45
[/animation]
[animation]
name=pop
speed=5
loop=-1
frames=48,49,50,51,52,53,54,55,56,57,58,59
[/animation]

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frameWidth=21
frameHeight=21
[animation]
name=orange
speed=10
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=20
loop=0
frames=12,13,14,15,16,17,18,19,20,21
[/animation]
[animation]
name=green
speed=10
loop=0
frames=24,25,26,27,28,29,30,31,32,33
[/animation]
[animation]
name=red
speed=20
loop=0
frames=36,37,38,39,40,41,42,43,44,45
[/animation]
[animation]
name=pop
speed=5
loop=-1
frames=48,49,50,51,52,53,54,55,56,57,58,59
[/animation]

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@@ -0,0 +1,37 @@
frameWidth=37
frameHeight=37
[animation]
name=orange
speed=10
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=20
loop=0
frames=12,13,14,15,16,17,18,19,20,21
[/animation]
[animation]
name=green
speed=10
loop=0
frames=24,25,26,27,28,29,30,31,32,33
[/animation]
[animation]
name=red
speed=20
loop=0
frames=36,37,38,39,40,41,42,43,44,45
[/animation]
[animation]
name=pop
speed=5
loop=-1
frames=48,49,50,51,52,53,54,55,56,57,58,59
[/animation]

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@@ -2,22 +2,11 @@
#include "balloon.h"
// Constructor
Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, SDL_Renderer *renderer)
Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::string file, SDL_Renderer *renderer)
{
mSprite = new AnimatedSprite();
mSprite = new AnimatedSprite(texture, renderer, file);
disable();
const Uint8 NUM_FRAMES_BALLON = 10;
const Uint8 NUM_FRAMES_BALLON_POP = 12;
const Uint8 NUM_FRAMES_BALLON_BORN = 10;
const Uint8 OFFSET_ORANGE_BALLOONS = 58 * 0;
const Uint8 OFFSET_BLUE_BALLOONS = 58 * 1;
const Uint8 OFFSET_GREEN_BALLOONS = 58 * 2;
const Uint8 OFFSET_PURPLE_BALLOONS = 58 * 3;
const Uint8 OFFSET_POWER_BALL = 58 * 4;
const int OFFSET_EXPLOSIONS = 58 * 5;
switch (kind)
{
case BALLOON_1:
@@ -42,22 +31,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 1;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
{
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, 50 + OFFSET_ORANGE_BALLOONS, 21 + (37 * i), getWidth(), getHeight());
}
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
{
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, 50 + OFFSET_BLUE_BALLOONS, 21 + (37 * i), getWidth(), getHeight());
}
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
{
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, 50 + OFFSET_EXPLOSIONS, 21 + (37 * i), getWidth(), getHeight());
}
break;
case BALLOON_2:
@@ -82,16 +55,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 2;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, 37 + OFFSET_ORANGE_BALLOONS, 21 + (37 * i), getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, 37 + OFFSET_BLUE_BALLOONS, 21 + (37 * i), getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, 37 + OFFSET_EXPLOSIONS, 21 + (37 * i), getWidth(), getHeight());
break;
case BALLOON_3:
@@ -116,16 +79,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 4;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, 37 + OFFSET_ORANGE_BALLOONS, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, 37 + OFFSET_BLUE_BALLOONS, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, 37 + OFFSET_EXPLOSIONS, 37 * i, getWidth(), getHeight());
break;
case BALLOON_4:
@@ -150,16 +103,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 8;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, OFFSET_ORANGE_BALLOONS, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, OFFSET_BLUE_BALLOONS, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, OFFSET_EXPLOSIONS, 37 * i, getWidth(), getHeight());
break;
case HEXAGON_1:
@@ -184,16 +127,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 1;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, 50 + OFFSET_GREEN_BALLOONS, 21 + (37 * i), getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, 50 + OFFSET_PURPLE_BALLOONS, 21 + (37 * i), getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, 50 + OFFSET_EXPLOSIONS, 21 + (37 * i), getWidth(), getHeight());
break;
case HEXAGON_2:
@@ -218,16 +151,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 2;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, 37 + OFFSET_GREEN_BALLOONS, 21 + (37 * i), getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, 37 + OFFSET_PURPLE_BALLOONS, 21 + (37 * i), getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, 37 + OFFSET_EXPLOSIONS, 21 + (37 * i), getWidth(), getHeight());
break;
case HEXAGON_3:
@@ -252,16 +175,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 4;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, 37 + OFFSET_GREEN_BALLOONS, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, 37 + OFFSET_PURPLE_BALLOONS, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, 37 + OFFSET_EXPLOSIONS, 37 * i, getWidth(), getHeight());
break;
case HEXAGON_4:
@@ -286,16 +199,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 8;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, OFFSET_GREEN_BALLOONS, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, OFFSET_PURPLE_BALLOONS, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, OFFSET_EXPLOSIONS, 37 * i, getWidth(), getHeight());
break;
case POWER_BALL:
@@ -320,20 +223,11 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Amenaza que genera el globo
mMenace = 0;
// Establece los frames de cada animación
for (int i = 0; i < NUM_FRAMES_BALLON; i++)
mSprite->setAnimationFrames(BALLOON_MOVING_ANIMATION, i, OFFSET_POWER_BALL, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_BORN; i++)
mSprite->setAnimationFrames(BALLOON_BORN_ANIMATION, i, OFFSET_POWER_BALL, 37 * i, getWidth(), getHeight());
for (int i = 0; i < NUM_FRAMES_BALLON_POP; i++)
mSprite->setAnimationFrames(BALLOON_POP_ANIMATION, i, OFFSET_EXPLOSIONS, 37 * i, getWidth(), getHeight());
// Añade rotación al sprite
mSprite->setRotate(false);
mSprite->setRotateSpeed(1);
mSprite->setRotateAmount(2.0);
break;
default:
@@ -357,12 +251,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
mBouncing.w = {1.10f, 1.05f, 1.00f, 0.95f, 0.90f, 0.95f, 1.00f, 1.02f, 1.05f, 1.02f};
mBouncing.h = {0.90f, 0.95f, 1.00f, 1.05f, 1.10f, 1.05f, 1.00f, 0.98f, 0.95f, 0.98f};
// Textura con los gráficos del sprite
mSprite->setTexture(texture);
// Renderizador
mSprite->setRenderer(renderer);
// Alto y ancho del sprite
mSprite->setWidth(mWidth);
mSprite->setHeight(mHeight);
@@ -401,25 +289,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Tipo
mKind = kind;
// Inicializa las variables para la animación
// mSprite->setCurrentFrame(0);
// mSprite->setAnimationCounter(0);
// Establece el numero de frames de cada animacion
// mSprite->setAnimationNumFrames(BALLOON_MOVING_ANIMATION, NUM_FRAMES_BALLON);
// mSprite->setAnimationNumFrames(BALLOON_POP_ANIMATION, NUM_FRAMES_BALLON_POP);
// mSprite->setAnimationNumFrames(BALLOON_BORN_ANIMATION, NUM_FRAMES_BALLON_BORN);
// Establece la velocidad de cada animación
mSprite->setAnimationSpeed(BALLOON_MOVING_ANIMATION, 10);
mSprite->setAnimationSpeed(BALLOON_POP_ANIMATION, 5);
mSprite->setAnimationSpeed(BALLOON_BORN_ANIMATION, 20);
// Establece si la animación se reproduce en bucle
mSprite->setAnimationLoop(BALLOON_MOVING_ANIMATION, true);
mSprite->setAnimationLoop(BALLOON_POP_ANIMATION, false);
mSprite->setAnimationLoop(BALLOON_BORN_ANIMATION, true);
// Selecciona un frame para pintar
mSprite->setSpriteClip(mSprite->getAnimationClip(0, 0));
}
@@ -428,7 +297,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
Balloon::~Balloon()
{
delete mSprite;
mSprite = nullptr;
}
// Centra el globo en la posición X
@@ -640,10 +508,14 @@ void Balloon::updateState()
disable();
}
else if (mTimeToLive > 0)
{
mTimeToLive--;
}
else
{
disable();
}
}
// Si se está creando
if (isBeingCreated())
@@ -690,12 +562,16 @@ void Balloon::updateState()
{
mSprite->setRotate(true);
if (mVelX > 0.0f)
{
mSprite->setRotateAmount(2.0);
}
else
{
mSprite->setRotateAmount(-2.0);
}
}
}
}
// Solo comprueba el estado detenido cuando no se está creando
else if (isStopped())
{
@@ -718,15 +594,15 @@ void Balloon::updateAnimation()
// Establece el frame de animación
if (isPopping())
{
mSprite->setCurrentAnimation(BALLOON_POP_ANIMATION);
mSprite->setCurrentAnimation("pop");
}
else if (isBeingCreated())
{
mSprite->setCurrentAnimation(BALLOON_BORN_ANIMATION);
mSprite->setCurrentAnimation("blue");
}
else
{
mSprite->setCurrentAnimation(BALLOON_MOVING_ANIMATION);
mSprite->setCurrentAnimation("orange");
}
mSprite->animate();
@@ -796,12 +672,18 @@ Uint8 Balloon::getSize()
Uint8 Balloon::getClass()
{
if ((mKind >= BALLOON_1) && (mKind <= BALLOON_4))
{
return BALLOON_CLASS;
}
else if ((mKind >= HEXAGON_1) && (mKind <= HEXAGON_4))
{
return HEXAGON_CLASS;
}
else
{
return 0;
}
}
// Establece el valor de la variable
void Balloon::setStop(bool state)
@@ -922,10 +804,14 @@ void Balloon::updateColliders()
Uint8 Balloon::getMenace()
{
if (isEnabled())
{
return mMenace;
}
else
{
return 0;
}
}
// Obtiene le valor de la variable
Uint8 Balloon::getPower()
@@ -968,6 +854,8 @@ void Balloon::updateBounce()
mBouncing.despY = (mSprite->getSpriteClip().h - (mSprite->getSpriteClip().h * mBouncing.zoomH));
mBouncing.counter++;
if ((mBouncing.counter / mBouncing.speed) > (MAX_BOUNCE - 1))
{
bounceStop();
}
}
}

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@@ -146,7 +146,7 @@ private:
public:
// Constructor
Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, SDL_Renderer *renderer);
Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::string file, SDL_Renderer *renderer);
// Destructor
~Balloon();

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@@ -189,7 +189,14 @@ bool Director::setFileList()
asset->add("data/sound/powerball.wav", t_sound);
// Texturas
asset->add("data/gfx/balloon.png", t_bitmap);
asset->add("data/gfx/balloon1.png", t_bitmap);
asset->add("data/gfx/balloon1.ani", t_data);
asset->add("data/gfx/balloon2.png", t_bitmap);
asset->add("data/gfx/balloon2.ani", t_data);
asset->add("data/gfx/balloon3.png", t_bitmap);
asset->add("data/gfx/balloon3.ani", t_data);
asset->add("data/gfx/balloon4.png", t_bitmap);
asset->add("data/gfx/balloon4.ani", t_data);
asset->add("data/gfx/bullet.png", t_bitmap);
asset->add("data/gfx/game_bg.png", t_bitmap);
asset->add("data/gfx/game_text.png", t_bitmap);

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@@ -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

View File

@@ -141,7 +141,10 @@ private:
std::vector<Item *> items; // Vector con los items
std::vector<SmartSprite *> smartSprites; // Vector con los smartsprites
LTexture *mTextureBalloon; // Textura para los enemigos
LTexture *balloon1Texture; // Textura para los enemigos
LTexture *balloon2Texture; // Textura para los enemigos
LTexture *balloon3Texture; // Textura para los enemigos
LTexture *balloon4Texture; // Textura para los enemigos
LTexture *mTextureBullet; // Textura para las balas
LTexture *mTextureGameBG; // Textura para el fondo del juego
LTexture *mTextureGameText; // Textura para los sprites con textos
@@ -303,7 +306,7 @@ private:
void renderBalloons();
// Crea un globo nuevo en el vector de globos
Uint8 createNewBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 stoppedcounter, LTexture *texture);
Uint8 createNewBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 stoppedcounter);
// Crea una PowerBall
void createPowerBall();
@@ -341,6 +344,15 @@ private:
// Obtiene el numero de globos activos
Uint8 countBalloons();
// Obtiene la textura correspondiente en funcion del tipo
LTexture *balloonTexture(int kind);
// Obtiene la animacion correspondiente en funcion del tipo
std::string balloonAnimation(int kind);
// Vacia el vector de globos
void freeBalloons();
// Comprueba la colisión entre el jugador y los globos activos
bool checkPlayerBalloonCollision(Player *player);