canvi de pc before boromir
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@@ -372,25 +372,25 @@ void Player::setAnimation()
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if (firing_state_ == PlayerState::FIRING_NONE)
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{
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// No esta disparando
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player_sprite_->setCurrentAnimation(WALK_ANIMATION);
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player_sprite_->setCurrentAnimation(WALK_ANIMATION, false);
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player_sprite_->setFlip(FLIP_WALK);
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}
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else if (isRecoiling())
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{
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// Retroceso
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player_sprite_->setCurrentAnimation(WALK_ANIMATION + RECOIL_ANIMATION);
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player_sprite_->setCurrentAnimation(WALK_ANIMATION + RECOIL_ANIMATION, false);
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player_sprite_->setFlip(FLIP_RECOIL);
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}
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else if (isCooling())
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{
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// Acaba de disparar
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player_sprite_->setCurrentAnimation(WALK_ANIMATION + COOL_ANIMATION);
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player_sprite_->setCurrentAnimation(WALK_ANIMATION + COOL_ANIMATION, false);
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player_sprite_->setFlip(FLIP_COOL);
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}
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else
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{
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// Está disparando
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player_sprite_->setCurrentAnimation(WALK_ANIMATION + FIRE_ANIMATION);
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player_sprite_->setCurrentAnimation(WALK_ANIMATION + FIRE_ANIMATION, false);
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// Si dispara de lado, invierte el sprite segun hacia donde dispara
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// Si dispara recto, invierte el sprite segun hacia donde camina
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player_sprite_->setFlip(FIRE_ANIMATION == "-fire-center" ? FLIP_WALK : FLIP_FIRE);
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@@ -454,36 +454,47 @@ void Player::updateCooldown()
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}
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--cant_fire_counter_;
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if (cant_fire_counter_ == 0)
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{
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recoiling_state_counter_ = recoiling_state_duration_;
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}
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}
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else
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{
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if (cooling_state_counter_ > COOLING_COMPLETE_)
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if (recoiling_state_counter_ > 0)
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{
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if (cooling_state_counter_ == COOLING_DURATION_)
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--recoiling_state_counter_;
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}
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else
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{
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if (cooling_state_counter_ > COOLING_COMPLETE_)
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{
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switch (firing_state_)
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if (cooling_state_counter_ == COOLING_DURATION_)
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{
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case PlayerState::RECOILING_LEFT:
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setFiringState(PlayerState::COOLING_LEFT);
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break;
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case PlayerState::RECOILING_RIGHT:
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setFiringState(PlayerState::COOLING_RIGHT);
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break;
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case PlayerState::RECOILING_UP:
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setFiringState(PlayerState::COOLING_UP);
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break;
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default:
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break;
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switch (firing_state_)
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{
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case PlayerState::RECOILING_LEFT:
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setFiringState(PlayerState::COOLING_LEFT);
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break;
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case PlayerState::RECOILING_RIGHT:
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setFiringState(PlayerState::COOLING_RIGHT);
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break;
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case PlayerState::RECOILING_UP:
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setFiringState(PlayerState::COOLING_UP);
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break;
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default:
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break;
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}
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}
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--cooling_state_counter_;
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}
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--cooling_state_counter_;
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}
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if (cooling_state_counter_ == COOLING_COMPLETE_)
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{
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setFiringState(PlayerState::FIRING_NONE);
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cooling_state_counter_ = -1;
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if (cooling_state_counter_ == COOLING_COMPLETE_)
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{
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setFiringState(PlayerState::FIRING_NONE);
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cooling_state_counter_ = -1;
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}
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}
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}
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}
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