Quitadas las cabezas rojas de powerup y acelerada la animación
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@@ -83,4 +83,46 @@ name=centershoot_2C
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speed=5
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loop=0
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frames=44,45,46,47
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[/animation]
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[animation]
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name=sideshoot_pwr
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speed=2
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loop=0
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frames=24,25,26,27
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[/animation]
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[animation]
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name=centershoot_pwr
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speed=2
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loop=0
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frames=28,29,30,31
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[/animation]
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[animation]
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name=sideshoot_1C_pwr
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speed=2
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loop=0
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frames=32,33,34,35
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[/animation]
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[animation]
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name=centershoot_1C_pwr
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speed=2
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loop=0
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frames=36,37,38,39
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[/animation]
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[animation]
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name=sideshoot_2C_pwr
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speed=2
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loop=0
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frames=40,41,42,43
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[/animation]
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[animation]
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name=centershoot_2C_pwr
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speed=2
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loop=0
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frames=44,45,46,47
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[/animation]
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@@ -61,54 +61,54 @@ frames=28,29,30,31
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name=sideshoot
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speed=5
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loop=0
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frames=32,33,34,35
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frames=16,17,18,19
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[/animation]
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[animation]
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name=centershoot
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speed=5
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loop=0
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frames=36,37,38,39
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frames=20,21,22,23
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[/animation]
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[animation]
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name=sideshoot_1C
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speed=5
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loop=0
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frames=40,41,42,43
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frames=24,25,26,27
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[/animation]
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[animation]
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name=centershoot_1C
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speed=5
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loop=0
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frames=44,45,46,47
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frames=28,29,30,31
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[/animation]
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[animation]
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name=sideshoot_pwr
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speed=5
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speed=2
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loop=0
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frames=48,49,50,51
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frames=16,17,18,19,20
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[/animation]
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[animation]
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name=centershoot_pwr
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speed=5
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speed=2
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loop=0
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frames=52,53,54,55
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frames=20,21,22,23
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[/animation]
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[animation]
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name=sideshoot_1C_pwr
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speed=5
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speed=2
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loop=0
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frames=56,57,58,59
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frames=24,25,26,27
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[/animation]
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[animation]
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name=centershoot_1C_pwr
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speed=5
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speed=2
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loop=0
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frames=60,61,62,63
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frames=28,29,30,31
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[/animation]
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@@ -14,7 +14,7 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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// Pasa variables
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this->demo.enabled = demo;
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this->numPlayers = numPlayers;
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this->currentStage = 9; // currentStage;
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this->currentStage = 9;//currentStage;
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lastStageReached = currentStage;
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if (numPlayers == 1)
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{ // Si solo juega un jugador, permite jugar tanto con teclado como con mando
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@@ -3705,28 +3705,6 @@ void Game::checkEventHandler()
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reloadTextures();
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break;
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case SDL_SCANCODE_P:
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createPowerBall();
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break;
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case SDL_SCANCODE_O:
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stopAllBalloons(200);
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break;
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case SDL_SCANCODE_I:
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static bool toogle = true;
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if (toogle)
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{
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players.at(0)->setPlayerTextures(player1Textures);
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toogle = !toogle;
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}
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else
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{
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players.at(0)->setPlayerTextures(player2Textures);
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toogle = !toogle;
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}
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break;
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default:
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break;
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}
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@@ -235,8 +235,8 @@ void Player::setAnimation()
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aHeadCoffees = "_1C";
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}
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//const std::string aPowerUp = powerUp ? "_pwr" : "";
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const std::string aPowerUp = "";
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const std::string aPowerUp = powerUp ? "_pwr" : "";
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//const std::string aPowerUp = "";
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const std::string aWalking = statusWalking == PLAYER_STATUS_WALKING_STOP ? "stand" : "walk";
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const std::string aFiring = statusFiring == PLAYER_STATUS_FIRING_UP ? "centershoot" : "sideshoot";
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@@ -248,14 +248,14 @@ void Player::setAnimation()
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legsSprite->setFlip(flipWalk);
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if (statusFiring == PLAYER_STATUS_FIRING_NO)
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{ // No esta disparando
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bodySprite->setCurrentAnimation(aWalking + aBodyCoffees);
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bodySprite->setCurrentAnimation(aWalking + aBodyCoffees + aPowerUp);
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bodySprite->setFlip(flipWalk);
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headSprite->setCurrentAnimation(aWalking + aHeadCoffees + aPowerUp);
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headSprite->setFlip(flipWalk);
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}
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else
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{ // Está disparando
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bodySprite->setCurrentAnimation(aFiring + aBodyCoffees);
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bodySprite->setCurrentAnimation(aFiring + aBodyCoffees + aPowerUp);
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bodySprite->setFlip(flipFire);
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headSprite->setCurrentAnimation(aFiring + aHeadCoffees + aPowerUp);
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headSprite->setFlip(flipFire);
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3
todo.txt
3
todo.txt
@@ -25,4 +25,5 @@ x poner un dibujito en la pantalla de game over al terminar el juego
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x y quizas otro en la propia pantalla de game over
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x que las nubes al final se vuelva a frenar
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quitar las cabezas powerup
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x el modo 2P no arranca
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x el modo 2P no arranca
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arreglar el menu de gameover cuando has completado el juego
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