Nova animació per a la mort del personatge
Nova lògica al morir
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@@ -39,7 +39,7 @@ enum class PlayerState
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GAME_OVER, // No está jugando y no puede entrar a jugar
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CELEBRATING, // Poniendo pose de victoria
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ENTERING_NAME_GAME_COMPLETED, // Poniendo nombre en el tramo final del juego
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GAME_COMPLETED, // Moviendose fuera de la pantalla
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LEAVING_SCREEN, // Moviendose fuera de la pantalla
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};
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// Clase Player
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@@ -115,7 +115,7 @@ private:
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// Cambia el modo del marcador
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void setScoreboardMode(ScoreboardMode mode);
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bool isRenderable() const { return isPlaying() || isDying() || isCelebrating() || isEnteringNameGameCompleted() || isGameCompleted(); }
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bool isRenderable() const { return !isWaiting() && !isGameOver(); }
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public:
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// Constructor
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@@ -187,22 +187,25 @@ public:
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// Obtiene la posición que se está editando del nombre del jugador para la tabla de mejores puntuaciones
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int getRecordNamePos() const;
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bool canFire() const { return cooldown_ > 0 ? false : true; }
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// Comprobación de playing_state
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bool hasDied() const { return playing_state_ == PlayerState::DIED; }
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bool hasExtraHit() const { return extra_hit_; }
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bool isCelebrating() const { return playing_state_ == PlayerState::CELEBRATING; }
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bool isContinue() const { return playing_state_ == PlayerState::CONTINUE; }
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bool isCooling() { return firing_state_ == PlayerState::COOLING_LEFT || firing_state_ == PlayerState::COOLING_UP || firing_state_ == PlayerState::COOLING_RIGHT; }
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bool isDying() const { return playing_state_ == PlayerState::DYING; }
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bool IsEligibleForHighScore() { return score_ > options.game.hi_score_table.back().score; }
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bool isEnteringName() const { return playing_state_ == PlayerState::ENTERING_NAME; }
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bool isEnteringNameGameCompleted() const { return playing_state_ == PlayerState::ENTERING_NAME_GAME_COMPLETED; }
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bool isGameCompleted() const { return playing_state_ == PlayerState::GAME_COMPLETED; }
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bool isLeavingScreen() const { return playing_state_ == PlayerState::LEAVING_SCREEN; }
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bool isGameOver() const { return playing_state_ == PlayerState::GAME_OVER; }
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bool isInvulnerable() const { return invulnerable_; }
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bool isPlaying() const { return playing_state_ == PlayerState::PLAYING; }
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bool isPowerUp() const { return power_up_; }
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bool isWaiting() const { return playing_state_ == PlayerState::WAITING; }
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// Getters
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bool canFire() const { return cooldown_ > 0 ? false : true; }
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bool hasExtraHit() const { return extra_hit_; }
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bool isCooling() { return firing_state_ == PlayerState::COOLING_LEFT || firing_state_ == PlayerState::COOLING_UP || firing_state_ == PlayerState::COOLING_RIGHT; }
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bool IsEligibleForHighScore() { return score_ > options.game.hi_score_table.back().score; }
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bool isInvulnerable() const { return invulnerable_; }
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bool isPowerUp() const { return power_up_; }
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Circle &getCollider() { return collider_; }
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float getScoreMultiplier() const { return score_multiplier_; }
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int getCoffees() const { return coffees_; }
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@@ -220,6 +223,8 @@ public:
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int getWidth() const { return WIDTH_; }
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PlayerState getPlayingState() const { return playing_state_; }
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std::string getName() const { return name_; }
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// Setters
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void setController(int index) { controller_index_ = index; }
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void setFireCooldown(int time) { cooldown_ = time; }
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void setFiringState(PlayerState state) { firing_state_ = state; }
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