retocat el disseny del efecte de powerUp en el jugador
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@@ -1,5 +1,5 @@
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frameWidth=35
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frameWidth=39
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frameHeight=40
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frameHeight=44
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[animation]
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[animation]
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name=default
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name=default
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BIN
data/gfx/player_power.gif
Normal file
BIN
data/gfx/player_power.gif
Normal file
Binary file not shown.
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After Width: | Height: | Size: 944 B |
BIN
data/gfx/player_power_pal.gif
Normal file
BIN
data/gfx/player_power_pal.gif
Normal file
Binary file not shown.
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After Width: | Height: | Size: 84 B |
@@ -389,9 +389,8 @@ bool Director::setFileList()
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asset->add(prefix + "/data/gfx/player.ani", t_animation);
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asset->add(prefix + "/data/gfx/player.ani", t_animation);
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asset->add(prefix + "/data/gfx/player1_power.gif", t_bitmap);
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asset->add(prefix + "/data/gfx/player_power.gif", t_bitmap);
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asset->add(prefix + "/data/gfx/player2_power.gif", t_bitmap);
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asset->add(prefix + "/data/gfx/player_power_pal.gif", t_palette);
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asset->add(prefix + "/data/gfx/player_power.ani", t_animation);
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asset->add(prefix + "/data/gfx/player_power.ani", t_animation);
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// Fuentes de texto
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// Fuentes de texto
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@@ -388,7 +388,8 @@ void Game::loadMedia()
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player1->addPalette(asset->get("player1_pal3.gif"));
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player1->addPalette(asset->get("player1_pal3.gif"));
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player1Textures.push_back(player1);
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player1Textures.push_back(player1);
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Texture *player1Power = new Texture(renderer, asset->get("player1_power.gif"));
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Texture *player1Power = new Texture(renderer, asset->get("player_power.gif"));
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player1Power->addPalette(asset->get("player_power_pal.gif"));
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player1Textures.push_back(player1Power);
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player1Textures.push_back(player1Power);
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playerTextures.push_back(player1Textures);
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playerTextures.push_back(player1Textures);
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@@ -400,7 +401,9 @@ void Game::loadMedia()
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player2->addPalette(asset->get("player2_pal3.gif"));
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player2->addPalette(asset->get("player2_pal3.gif"));
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player2Textures.push_back(player2);
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player2Textures.push_back(player2);
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Texture *player2Power = new Texture(renderer, asset->get("player2_power.gif"));
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Texture *player2Power = new Texture(renderer, asset->get("player_power.gif"));
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player2Power->addPalette(asset->get("player_power_pal.gif"));
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player2Power->setPalette(1);
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player2Textures.push_back(player2Power);
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player2Textures.push_back(player2Power);
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playerTextures.push_back(player2Textures);
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playerTextures.push_back(player2Textures);
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@@ -963,6 +966,11 @@ void Game::renderPlayers()
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if (player->isEnabled())
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if (player->isEnabled())
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{
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{
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player->render();
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player->render();
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#ifdef DEBUG
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//SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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//const circle_t c = player->getCollider();
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//DrawCircle(renderer, c.x, c.y, c.r);
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#endif
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}
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}
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}
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}
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}
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}
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@@ -13,6 +13,10 @@ Player::Player(float x, int y, std::vector<Texture *> texture, std::vector<std::
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defaultPosX = posX = x;
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defaultPosX = posX = x;
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defaultPosY = posY = y;
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defaultPosY = posY = y;
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// Establece los offsets para el sprite de PowerUp
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powerUpDespX = (powerSprite->getWidth() - playerSprite->getWidth()) / 2;
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powerSprite->setPosY(y - (powerSprite->getHeight() - playerSprite->getHeight()));
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// Inicializa variables
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// Inicializa variables
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enabled = false;
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enabled = false;
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init();
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init();
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@@ -129,8 +133,7 @@ void Player::move()
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playerSprite->setPosX(getPosX());
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playerSprite->setPosX(getPosX());
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playerSprite->setPosY(posY);
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playerSprite->setPosY(posY);
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powerSprite->setPosX(getPosX() - 2);
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powerSprite->setPosX(getPosX() - powerUpDespX);
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powerSprite->setPosY(posY - 10);
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}
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}
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else
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else
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{
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{
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@@ -154,13 +157,13 @@ void Player::render()
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{
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{
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if (powerUp && alive)
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if (powerUp && alive)
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{
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{
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powerSprite->render();
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if (powerUpCounter > (PLAYER_POWERUP_COUNTER / 4) || powerUpCounter % 20 > 4)
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{
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powerSprite->render();
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}
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}
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}
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playerSprite->render();
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playerSprite->render();
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//SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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//DrawCircle(renderer, collider.x, collider.y, collider.r);
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}
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}
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// Establece el estado del jugador cuando camina
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// Establece el estado del jugador cuando camina
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@@ -215,7 +218,7 @@ void Player::setAnimation()
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// Actualiza las animaciones de los sprites
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// Actualiza las animaciones de los sprites
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playerSprite->animate();
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playerSprite->animate();
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powerSprite->setFlip(flipWalk);
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// powerSprite->setFlip(flipWalk);
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powerSprite->animate();
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powerSprite->animate();
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}
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}
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@@ -57,6 +57,7 @@ private:
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int coffees; // Indica cuantos cafes lleva acumulados
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int coffees; // Indica cuantos cafes lleva acumulados
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bool powerUp; // Indica si el jugador tiene activo el modo PowerUp
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bool powerUp; // Indica si el jugador tiene activo el modo PowerUp
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int powerUpCounter; // Temporizador para el modo PowerUp
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int powerUpCounter; // Temporizador para el modo PowerUp
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int powerUpDespX; // Desplazamiento del sprite de PowerUp respecto al sprite del jugador
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bool input; // Indica si puede recibir ordenes de entrada
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bool input; // Indica si puede recibir ordenes de entrada
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circle_t collider; // Circulo de colisión del jugador
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circle_t collider; // Circulo de colisión del jugador
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bool alive; // Indica si el jugador está vivo
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bool alive; // Indica si el jugador está vivo
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@@ -68,7 +69,6 @@ private:
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// Monitoriza el estado
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// Monitoriza el estado
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void updateInvulnerable();
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void updateInvulnerable();
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public:
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public:
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// Constructor
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// Constructor
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Player(float x, int y, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations);
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Player(float x, int y, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations);
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