Arreglos varios relacionats amb el nom al obtenir la màxima puntuació:
No canviava al marcador, ni el nom del que tenia la maxima puntuació en calent ni al posar nom retallat el nom de 8 a 6 caracters, i tots en majuscula pa que capia en el marcador ja actualitza be la cadena amb el nom al posar nom per segona vegada en la mateixa partida
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@@ -29,7 +29,6 @@ Player::Player(int id, float x, int y, bool demo, SDL_Rect &play_area, std::vect
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power_sprite_->setPosY(y - (power_sprite_->getHeight() - player_sprite_->getHeight()));
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// Inicializa variables
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setRecordName(enter_name_->getName());
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init();
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}
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@@ -55,9 +54,10 @@ void Player::init()
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shiftColliders();
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vel_x_ = 0;
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vel_y_ = 0;
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score_ = 0;
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score_ = 999999;
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score_multiplier_ = 1.0f;
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cooldown_ = 10;
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enter_name_->init();
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// Establece la posición del sprite
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player_sprite_->clear();
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@@ -147,12 +147,10 @@ void Player::setInputEnteringName(InputType input)
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enter_name_->decIndex();
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break;
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case InputType::START:
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setRecordName(enter_name_->getName());
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break;
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default:
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break;
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}
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setRecordName(enter_name_->getName());
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}
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// Mueve el jugador a la posición y animación que le corresponde
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@@ -344,7 +342,7 @@ void Player::updateScoreboard()
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case PlayerState::ENTERING_NAME:
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case PlayerState::ENTERING_NAME_GAME_COMPLETED:
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{
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Scoreboard::get()->setRecordName(getScoreBoardPanel(), getRecordName());
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Scoreboard::get()->setRecordName(getScoreBoardPanel(), enter_name_->getName());
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Scoreboard::get()->setSelectorPos(getScoreBoardPanel(), getRecordNamePos());
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break;
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}
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@@ -381,7 +379,6 @@ void Player::setPlayingState(PlayerState state)
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// Inicializa el contador de continuar
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continue_ticks_ = SDL_GetTicks();
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continue_counter_ = 9;
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enter_name_->init();
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setScoreboardMode(ScoreboardMode::CONTINUE);
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break;
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}
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@@ -597,50 +594,4 @@ void Player::shiftSprite()
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player_sprite_->setPosX(pos_x_);
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player_sprite_->setPosY(pos_y_);
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power_sprite_->setPosX(getPosX() - power_up_desp_x_);
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}
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int Player::getScore() const { return score_; }
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void Player::setScore(int score) { score_ = score; }
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PlayerState Player::getPlayingState() const { return playing_state_; }
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float Player::getScoreMultiplier() const { return score_multiplier_; }
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void Player::setScoreMultiplier(float value) { score_multiplier_ = value; }
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bool Player::isInvulnerable() const { return invulnerable_; }
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int Player::getInvulnerableCounter() const { return invulnerable_counter_; }
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void Player::setInvulnerableCounter(int value) { invulnerable_counter_ = value; }
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bool Player::isPowerUp() const { return power_up_; }
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int Player::getPowerUpCounter() const { return power_up_counter_; }
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void Player::setPowerUpCounter(int value) { power_up_counter_ = value; }
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bool Player::hasExtraHit() const { return extra_hit_; }
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void Player::setScoreBoardPanel(int panel) { scoreboard_panel_ = panel; }
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int Player::getScoreBoardPanel() const { return scoreboard_panel_; }
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int Player::getCoffees() const { return coffees_; }
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Circle &Player::getCollider() { return collider_; }
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int Player::getContinueCounter() const { return continue_counter_; }
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void Player::setName(const std::string &name) { name_ = name; }
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void Player::setRecordName(const std::string &record_name) { record_name_ = record_name.substr(0, 8); }
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std::string Player::getName() const { return name_; }
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std::string Player::getRecordName() const { return record_name_; }
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void Player::setController(int index) { controller_index_ = index; }
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int Player::getController() const { return controller_index_; }
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int Player::getId() const { return id_; }
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bool Player::isRenderable() const { return isPlaying() || isDying() || isCelebrating() || isEnteringNameGameCompleted() || isGameCompleted(); }
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bool Player::IsEligibleForHighScore() { return score_ > options.game.hi_score_table.back().score; }
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bool Player::isCooling() { return firing_state_ == PlayerState::COOLING_LEFT || firing_state_ == PlayerState::COOLING_UP || firing_state_ == PlayerState::COOLING_RIGHT; }
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int Player::getPosX() const { return static_cast<int>(pos_x_); }
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int Player::getPosY() const { return pos_y_; }
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int Player::getWidth() const { return WIDTH_; }
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int Player::getHeight() const { return HEIGHT_; }
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bool Player::canFire() const { return cooldown_ > 0 ? false : true; }
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void Player::setFireCooldown(int time) { cooldown_ = time; }
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void Player::setWalkingState(PlayerState state) { walking_state_ = state; }
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void Player::setFiringState(PlayerState state) { firing_state_ = state; }
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bool Player::isPlaying() const { return playing_state_ == PlayerState::PLAYING; }
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bool Player::isContinue() const { return playing_state_ == PlayerState::CONTINUE; }
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bool Player::isWaiting() const { return playing_state_ == PlayerState::WAITING; }
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bool Player::isEnteringName() const { return playing_state_ == PlayerState::ENTERING_NAME; }
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bool Player::isDying() const { return playing_state_ == PlayerState::DYING; }
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bool Player::hasDied() const { return playing_state_ == PlayerState::DIED; }
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bool Player::isGameOver() const { return playing_state_ == PlayerState::GAME_OVER; }
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bool Player::isEnteringNameGameCompleted() const { return playing_state_ == PlayerState::ENTERING_NAME_GAME_COMPLETED; }
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bool Player::isGameCompleted() const { return playing_state_ == PlayerState::GAME_COMPLETED; }
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bool Player::isCelebrating() const { return playing_state_ == PlayerState::CELEBRATING; }
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}
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