Me voy a la cama. Sigo con la reescritura de todo el código
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@@ -2,11 +2,20 @@
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#include "player.h"
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// Constructor
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Player::Player()
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Player::Player(float x, int y, LTexture *textureLegs, LTexture *textureBody, LTexture *textureHead, LTexture *textureDead, SDL_Renderer *renderer)
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{
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mSpriteLegs = new AnimatedSprite();
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mSpriteBody = new AnimatedSprite();
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mSpriteHead = new AnimatedSprite();
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mSpriteLegs = new AnimatedSprite(textureLegs, renderer);
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mSpriteBody = new AnimatedSprite(textureBody, renderer);
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mSpriteHead = new AnimatedSprite(textureHead, renderer);
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// Copia punteros
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mPlayerDeadTexture = textureDead;
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// Establece la posición inicial del jugador
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mPosX = x;
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mPosY = y;
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init();
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}
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// Destructor
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@@ -23,11 +32,8 @@ Player::~Player()
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}
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// Iniciador
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void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody, LTexture *textureHead, LTexture *textureDead, SDL_Renderer *renderer)
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void Player::init()
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{
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// Copia punteros
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mPlayerDeadTexture = textureDead;
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// Inicializa variables de estado
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mAlive = true;
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mDeathCounter = DEATH_COUNTER;
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@@ -47,10 +53,6 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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mWidth = 3 * BLOCK;
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mHeight = 3 * BLOCK;
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// Establece la posición inicial del jugador
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mPosX = x;
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mPosY = y;
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// Establece el tamaño del circulo de colisión
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mCollider.r = 7;
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@@ -75,8 +77,8 @@ void Player::init(float x, int y, LTexture *textureLegs, LTexture *textureBody,
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// Inicia el sprite
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mSpriteLegs->init();
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mSpriteBody->init(textureBody, renderer);
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mSpriteHead->init(textureHead, renderer);
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mSpriteBody->init();
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mSpriteHead->init();
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// Establece el alto y ancho del sprite
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mSpriteLegs->setWidth(mWidth);
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