Trabajando en el jugador
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@@ -27,14 +27,14 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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// Vector de jugadores
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if (mNumPlayers == 1)
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{
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Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer1Legs, mTexturePlayer1Body, mTexturePlayer1Head, mTexturePlayer1Death, mRenderer);
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Player *player = new Player(mRenderer, mAsset, PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24);
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players.push_back(player);
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}
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else if (mNumPlayers == 2)
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{
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Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer1Legs, mTexturePlayer1Body, mTexturePlayer1Head, mTexturePlayer1Death, mRenderer);
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Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer2Legs, mTexturePlayer2Body, mTexturePlayer2Head, mTexturePlayer2Death, mRenderer);
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Player *player1 = new Player(mRenderer, mAsset, (PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24);
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Player *player2 = new Player(mRenderer, mAsset, (PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24);
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players.push_back(player1);
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players.push_back(player2);
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}
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@@ -45,16 +45,6 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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mTextureGameText = new LTexture(mRenderer, mAsset->get("game_text.png"));
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mTextureItems = new LTexture(mRenderer, mAsset->get("items.png"));
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mTexturePlayer1Head = new LTexture(mRenderer, mAsset->get("player1_head.png"));
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mTexturePlayer1Body = new LTexture(mRenderer, mAsset->get("player1_body.png"));
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mTexturePlayer1Legs = new LTexture(mRenderer, mAsset->get("player1_legs.png"));
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mTexturePlayer1Death = new LTexture(mRenderer, mAsset->get("player1_death.png"));
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mTexturePlayer2Head = new LTexture(mRenderer, mAsset->get("player2_head.png"));
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mTexturePlayer2Body = new LTexture(mRenderer, mAsset->get("player2_body.png"));
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mTexturePlayer2Legs = new LTexture(mRenderer, mAsset->get("player2_legs.png"));
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mTexturePlayer2Death = new LTexture(mRenderer, mAsset->get("player2_death.png"));
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mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), mRenderer);
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mTextScoreBoard = new Text(mAsset->get("8bithud.png"), mAsset->get("8bithud.txt"), mRenderer);
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mTextBig = new Text(mAsset->get("smb2_big.png"), mAsset->get("smb2_big.txt"), mRenderer);
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@@ -142,38 +132,6 @@ Game::~Game()
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delete mTextureItems;
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mTextureItems = nullptr;
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mTexturePlayer1Head->unload();
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delete mTexturePlayer1Head;
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mTexturePlayer1Head = nullptr;
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mTexturePlayer1Body->unload();
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delete mTexturePlayer1Body;
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mTexturePlayer1Body = nullptr;
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mTexturePlayer1Death->unload();
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delete mTexturePlayer1Death;
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mTexturePlayer1Death = nullptr;
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mTexturePlayer1Legs->unload();
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delete mTexturePlayer1Legs;
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mTexturePlayer1Legs = nullptr;
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mTexturePlayer2Head->unload();
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delete mTexturePlayer2Head;
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mTexturePlayer2Head = nullptr;
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mTexturePlayer2Body->unload();
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delete mTexturePlayer2Body;
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mTexturePlayer2Body = nullptr;
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mTexturePlayer2Death->unload();
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delete mTexturePlayer2Death;
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mTexturePlayer2Death = nullptr;
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mTexturePlayer2Legs->unload();
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delete mTexturePlayer2Legs;
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mTexturePlayer2Legs = nullptr;
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delete mText;
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mText = nullptr;
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@@ -1670,46 +1628,46 @@ void Game::updateDeath()
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{
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allAreDead &= (!player->isAlive());
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if (!player->isAlive())
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/*if (!player->isAlive())
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{
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// Animación
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if ((player->getDeathCounter() / 5) % 4 == 0)
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{
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smartSprites[player->mDeathIndex]->setSpriteClip(24 * 0, 24, 24, 24);
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smartSprites[player->deathIndex]->setSpriteClip(24 * 0, 24, 24, 24);
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}
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else if ((player->getDeathCounter() / 5) % 4 == 1)
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{
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smartSprites[player->mDeathIndex]->setSpriteClip(24 * 1, 24, 24, 24);
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smartSprites[player->deathIndex]->setSpriteClip(24 * 1, 24, 24, 24);
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}
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else if ((player->getDeathCounter() / 5) % 4 == 2)
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{
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smartSprites[player->mDeathIndex]->setSpriteClip(24 * 2, 24, 24, 24);
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smartSprites[player->deathIndex]->setSpriteClip(24 * 2, 24, 24, 24);
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}
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else if ((player->getDeathCounter() / 5) % 4 == 3)
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{
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smartSprites[player->mDeathIndex]->setSpriteClip(24 * 3, 24, 24, 24);
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smartSprites[player->deathIndex]->setSpriteClip(24 * 3, 24, 24, 24);
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}
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// Rebote en los laterales
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if (smartSprites[player->mDeathIndex]->getVelX() > 0)
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if (smartSprites[player->deathIndex]->getVelX() > 0)
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{
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if (smartSprites[player->mDeathIndex]->getPosX() > (GAME_WIDTH - smartSprites[player->mDeathIndex]->getWidth()))
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if (smartSprites[player->deathIndex]->getPosX() > (GAME_WIDTH - smartSprites[player->deathIndex]->getWidth()))
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{
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smartSprites[player->mDeathIndex]->setPosX(GAME_WIDTH - smartSprites[player->mDeathIndex]->getWidth());
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smartSprites[player->mDeathIndex]->setVelX(smartSprites[player->mDeathIndex]->getVelX() * (-1));
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smartSprites[player->mDeathIndex]->setDestX(smartSprites[player->mDeathIndex]->getDestX() * (-1));
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smartSprites[player->deathIndex]->setPosX(GAME_WIDTH - smartSprites[player->deathIndex]->getWidth());
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smartSprites[player->deathIndex]->setVelX(smartSprites[player->deathIndex]->getVelX() * (-1));
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smartSprites[player->deathIndex]->setDestX(smartSprites[player->deathIndex]->getDestX() * (-1));
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}
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}
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else
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{
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if (smartSprites[player->mDeathIndex]->getPosX() < 0)
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if (smartSprites[player->deathIndex]->getPosX() < 0)
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{
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smartSprites[player->mDeathIndex]->setPosX(0);
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smartSprites[player->mDeathIndex]->setVelX(smartSprites[player->mDeathIndex]->getVelX() * (-1));
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smartSprites[player->mDeathIndex]->setDestX(smartSprites[player->mDeathIndex]->getDestX() * (-1));
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smartSprites[player->deathIndex]->setPosX(0);
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smartSprites[player->deathIndex]->setVelX(smartSprites[player->deathIndex]->getVelX() * (-1));
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smartSprites[player->deathIndex]->setDestX(smartSprites[player->deathIndex]->getDestX() * (-1));
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}
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}
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}
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}*/
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}
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if (allAreDead)
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@@ -1719,7 +1677,7 @@ void Game::updateDeath()
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mDeathCounter--;
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if ((mDeathCounter == 250) || (mDeathCounter == 200) || (mDeathCounter == 180) || (mDeathCounter == 120) || (mDeathCounter == 60))
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{
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Uint8 sound = rand() % 4;
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const Uint8 sound = rand() % 4;
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switch (sound)
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{
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case 0:
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@@ -2440,7 +2398,7 @@ void Game::throwPlayer(int x, int y, Player *player)
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{
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const int sentit = ((rand() % 2) ? 1 : -1);
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//player->mDeathIndex = getSmartSpriteFreeIndex();
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//player->deathIndex = getSmartSpriteFreeIndex();
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SmartSprite *ss = new SmartSprite(nullptr, mRenderer);
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smartSprites.push_back(ss);
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