Els panels dels marcadors ja passen a game over sense pasar per waiting un frame gracies a una parafernalia que he montat
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@@ -942,16 +942,6 @@ void Game::updateStage()
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// Actualiza el estado de fin de la partida
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void Game::updateGameOver()
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{
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// Comprueba si todos los jugadores estan esperando
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if (allPlayersAreWaiting())
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{
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// Entonces los pone en estado de Game Over
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for (auto player : players)
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{
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player->setStatusPlaying(playerStatus::GAME_OVER);
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}
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}
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// Si todos estan en estado de Game Over
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if (allPlayersAreGameOver())
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{
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@@ -1895,7 +1885,7 @@ void Game::update()
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updatePlayers();
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// Actualiza el marcador
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// checkPlayersStatusPlaying();
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checkPlayersStatusPlaying();
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updateScoreboard();
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// Actualiza el fondo
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@@ -2579,12 +2569,12 @@ void Game::updateHelper()
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}
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// Comprueba si todos los jugadores han terminado de jugar
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bool Game::allPlayersAreWaiting()
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bool Game::allPlayersAreWaitingOrGameOver()
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{
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bool success = true;
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for (auto player : players)
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{
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success &= player->isWaiting();
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success &= player->isWaiting() || player->isGameOver();
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}
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return success;
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@@ -2828,65 +2818,39 @@ void Game::addScoreToScoreBoard(std::string name, int score)
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}
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// Comprueba el estado de los jugadores
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/*void Game::checkPlayersStatusPlaying()
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void Game::checkPlayersStatusPlaying()
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{
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if (demo.enabled)
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{
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return;
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}
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for (auto player : players)
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// Comprueba si todos los jugadores estan esperando
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if (allPlayersAreWaitingOrGameOver())
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{
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switch (player->getStatusPlaying())
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// Entonces los pone en estado de Game Over
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for (auto player : players)
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{
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case playerStatus::PLAYING:
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{
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scoreboard->setMode(player->getScoreBoardPanel(), scoreboardMode::SCORE);
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break;
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}
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case playerStatus::CONTINUE:
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{
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scoreboard->setMode(player->getScoreBoardPanel(), scoreboardMode::CONTINUE);
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scoreboard->setContinue(player->getScoreBoardPanel(), player->getContinueCounter());
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break;
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}
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case playerStatus::WAITING:
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{
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scoreboard->setMode(player->getScoreBoardPanel(), scoreboardMode::WAITING);
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break;
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}
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case playerStatus::ENTERING_NAME:
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{
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scoreboard->setMode(player->getScoreBoardPanel(), scoreboardMode::ENTER_NAME);
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scoreboard->setRecordName(player->getScoreBoardPanel(), player->getRecordName());
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scoreboard->setSelectorPos(player->getScoreBoardPanel(), player->getRecordNamePos());
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break;
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}
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case playerStatus::DYING:
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break;
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case playerStatus::DIED:
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{
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const playerStatus nextPlayerStatus = IsEligibleForHighScore(player->getScore()) ? playerStatus::ENTERING_NAME : playerStatus::CONTINUE;
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demo.enabled ? player->setStatusPlaying(playerStatus::WAITING) : player->setStatusPlaying(nextPlayerStatus);
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break;
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}
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case playerStatus::GAME_OVER:
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{
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scoreboard->setMode(player->getScoreBoardPanel(), scoreboardMode::GAME_OVER);
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break;
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}
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default:
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break;
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player->setStatusPlaying(playerStatus::GAME_OVER);
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}
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}
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}*/
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// Saca del estado de GAME OVER al primer jugador si el segundo está activo
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const bool a1 = players[0]->isGameOver();
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const bool b1 = !players[1]->isGameOver() && !players[1]->isWaiting();
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if (a1 && b1)
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{
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players[0]->setStatusPlaying(playerStatus::WAITING);
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}
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// Saca del estado de GAME OVER al segundo jugador si el primero está activo
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const bool a2 = players[1]->isGameOver();
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const bool b2 = !players[0]->isGameOver() && !players[0]->isWaiting();
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if (a2 && b2)
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{
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players[1]->setStatusPlaying(playerStatus::WAITING);
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}
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}
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// Obtiene un jugador a partir de su "id"
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Player *Game::getPlayer(int id)
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