Trabajando en la reescritura del código
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@@ -103,30 +103,42 @@ void AnimatedSprite::setAnimationCounter(std::string name, int num)
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animation[getIndex(name)].counter = num;
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}
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// Establece el valor del contador
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void AnimatedSprite::setAnimationCounter(int index, int num)
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{
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animation[index].counter = num;
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}
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// Establece la velocidad de una animación
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void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
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{
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animation[getIndex(name)].counter = speed;
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}
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// Establece la velocidad de una animación
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void AnimatedSprite::setAnimationSpeed(int index, int speed)
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{
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animation[index].counter = speed;
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}
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// Establece si la animación se reproduce en bucle
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void AnimatedSprite::setAnimationLoop(std::string name, int loop)
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{
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animation[getIndex(name)].loop = loop;
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}
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// Establece si la animación se reproduce en bucle
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void AnimatedSprite::setAnimationLoop(int index, int loop)
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{
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animation[index].loop = loop;
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}
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// Establece el valor de la variable
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void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
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{
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animation[getIndex(name)].completed = value;
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}
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// OLD - Establece el valor de la variable
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void AnimatedSprite::setAnimationCompleted(int index, bool value)
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{
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animation[index].completed = value;
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}
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// Comprueba si ha terminado la animación
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bool AnimatedSprite::animationIsCompleted()
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{
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@@ -285,6 +297,19 @@ void AnimatedSprite::setCurrentAnimation(std::string name)
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}
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}
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// Establece la animacion actual
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void AnimatedSprite::setCurrentAnimation(int index)
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{
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const int newAnimation = index;
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if (currentAnimation != newAnimation)
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{
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currentAnimation = newAnimation;
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animation[currentAnimation].currentFrame = 0;
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animation[currentAnimation].counter = 0;
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animation[currentAnimation].completed = false;
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}
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}
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// Actualiza las variables del objeto
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void AnimatedSprite::update()
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{
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@@ -295,14 +320,14 @@ void AnimatedSprite::update()
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// Establece el rectangulo para un frame de una animación
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void AnimatedSprite::setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h)
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{
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animation[index_animation].frames[index_frame].x = x;
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animation[index_animation].frames[index_frame].y = y;
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animation[index_animation].frames[index_frame].w = w;
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animation[index_animation].frames[index_frame].h = h;
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animation[index_animation].frames.push_back({x, y, w, h});
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}
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// Establece el numero de frames de una animación
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void AnimatedSprite::setAnimationNumFrames(Uint8 index, Uint8 num)
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// OLD - Establece el contador para todas las animaciones
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void AnimatedSprite::setAnimationCounter(int value)
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{
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animation[index].numFrames = num;
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for (auto &a:animation)
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{
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a.counter = value;
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}
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}
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