Variables renombrades en input.cpp
This commit is contained in:
@@ -1972,7 +1972,7 @@ void Game::checkInput()
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for (int i = 0; i < input_->getNumControllers(); ++i)
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{
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// Comprueba si se va a pausar el juego
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if (input_->checkModInput(input_service, input_pause, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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if (input_->checkModInput(InputType::SERVICE, InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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pause(!paused_);
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return;
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@@ -1990,17 +1990,17 @@ void Game::checkInput()
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// Comprueba direcciones
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if (demo_.data_file[i][demo_.counter].left == 1)
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{
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player->setInput(input_left);
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player->setInput(InputType::LEFT);
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}
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else if (demo_.data_file[i][demo_.counter].right == 1)
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{
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player->setInput(input_right);
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player->setInput(InputType::RIGHT);
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}
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else if (demo_.data_file[i][demo_.counter].no_input == 1)
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{
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player->setInput(input_null);
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player->setInput(InputType::NONE);
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}
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// Comprueba botones
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@@ -2008,7 +2008,7 @@ void Game::checkInput()
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{
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if (player->canFire())
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{
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player->setInput(input_fire_center);
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player->setInput(InputType::FIRE_CENTER);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::UP, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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}
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@@ -2018,7 +2018,7 @@ void Game::checkInput()
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{
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if (player->canFire())
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{
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player->setInput(input_fire_left);
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player->setInput(InputType::FIRE_LEFT);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::LEFT, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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}
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@@ -2028,7 +2028,7 @@ void Game::checkInput()
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{
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if (player->canFire())
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{
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player->setInput(input_fire_right);
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player->setInput(InputType::FIRE_RIGHT);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::RIGHT, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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}
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@@ -2064,9 +2064,9 @@ void Game::checkInput()
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if (player->isPlaying())
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{
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// Input a la izquierda
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if (input_->checkInput(input_left, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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if (input_->checkInput(InputType::LEFT, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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player->setInput(input_left);
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player->setInput(InputType::LEFT);
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#ifdef RECORDING
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demo.keys.left = 1;
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#endif
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@@ -2074,9 +2074,9 @@ void Game::checkInput()
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else
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{
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// Input a la derecha
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if (input_->checkInput(input_right, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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if (input_->checkInput(InputType::RIGHT, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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player->setInput(input_right);
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player->setInput(InputType::RIGHT);
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#ifdef RECORDING
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demo.keys.right = 1;
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#endif
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@@ -2084,18 +2084,18 @@ void Game::checkInput()
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else
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{
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// Ninguno de los dos inputs anteriores
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player->setInput(input_null);
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player->setInput(InputType::NONE);
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#ifdef RECORDING
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demo.keys.no_input = 1;
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#endif
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}
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}
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// Comprueba el input de disparar al centro
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if (input_->checkInput(input_fire_center, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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if (input_->checkInput(InputType::FIRE_CENTER, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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if (player->canFire())
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{
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player->setInput(input_fire_center);
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player->setInput(InputType::FIRE_CENTER);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::UP, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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@@ -2108,11 +2108,11 @@ void Game::checkInput()
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}
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// Comprueba el input de disparar a la izquierda
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else if (input_->checkInput(input_fire_left, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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else if (input_->checkInput(InputType::FIRE_LEFT, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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if (player->canFire())
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{
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player->setInput(input_fire_left);
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player->setInput(InputType::FIRE_LEFT);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::LEFT, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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@@ -2125,11 +2125,11 @@ void Game::checkInput()
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}
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// Comprueba el input de disparar a la derecha
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else if (input_->checkInput(input_fire_right, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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else if (input_->checkInput(InputType::FIRE_RIGHT, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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if (player->canFire())
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{
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player->setInput(input_fire_right);
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player->setInput(InputType::FIRE_RIGHT);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BulletType::RIGHT, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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@@ -2153,15 +2153,15 @@ void Game::checkInput()
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else if (player->isContinue() || player->isWaiting())
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{
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// Si no está jugando, el botón de start le permite continuar jugando
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if (input_->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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player->setStatusPlaying(PlayerStatus::PLAYING);
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}
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// Si está continuando, los botones de fuego hacen decrementar el contador
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const auto fire1 = input_->checkInput(input_fire_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire2 = input_->checkInput(input_fire_center, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire3 = input_->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire1 = input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire2 = input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire3 = input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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if (fire1 || fire2 || fire3)
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{
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player->decContinueCounter();
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@@ -2169,41 +2169,41 @@ void Game::checkInput()
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}
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else if (player->isEnteringName())
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{
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const auto fire1 = input_->checkInput(input_fire_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire2 = input_->checkInput(input_fire_center, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire3 = input_->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire1 = input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire2 = input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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const auto fire3 = input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index);
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if (fire1 || fire2 || fire3)
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{
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if (player->getRecordNamePos() == 7)
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{
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player->setInput(input_start);
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player->setInput(InputType::START);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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player->setStatusPlaying(PlayerStatus::CONTINUE);
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}
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else
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{
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player->setInput(input_right);
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player->setInput(InputType::RIGHT);
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}
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}
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else if (input_->checkInput(input_up, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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else if (input_->checkInput(InputType::UP, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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player->setInput(input_up);
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player->setInput(InputType::UP);
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}
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else if (input_->checkInput(input_down, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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else if (input_->checkInput(InputType::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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player->setInput(input_down);
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player->setInput(InputType::DOWN);
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}
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else if (input_->checkInput(input_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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else if (input_->checkInput(InputType::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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player->setInput(input_left);
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player->setInput(InputType::LEFT);
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}
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else if (input_->checkInput(input_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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else if (input_->checkInput(InputType::RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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player->setInput(input_right);
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player->setInput(InputType::RIGHT);
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}
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else if (input_->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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else if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
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{
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player->setInput(input_start);
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player->setInput(InputType::START);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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player->setStatusPlaying(PlayerStatus::CONTINUE);
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}
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