tornem al pc d'anit
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@@ -648,8 +648,7 @@ void Game::renderBullets()
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// Crea un objeto bala
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void Game::createBullet(int x, int y, BulletType kind, bool powered_up, int owner)
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{
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bullets_.emplace_back(
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std::make_unique<Bullet>(x, y, kind, powered_up, owner));
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bullets_.emplace_back(std::make_unique<Bullet>(x, y, kind, powered_up, owner));
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}
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// Vacia el vector de balas
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@@ -1427,25 +1426,32 @@ void Game::DEMO_handlePlayerInput(const std::shared_ptr<Player> &player, int ind
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}
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// Maneja el disparo de un jugador, incluyendo la creación de balas y la gestión del tiempo de espera entre disparos.
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void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bulletType)
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void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bullet_type)
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{
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if (player->canFire())
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{
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switch (bulletType)
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SDL_Point bullet = {0, 0};
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switch (bullet_type)
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{
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case BulletType::UP:
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player->setInput(InputAction::FIRE_CENTER);
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bullet.x = 2 + player->getPosX() + (player->getWidth() - Bullet::WIDTH) / 2;
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bullet.y = player->getPosY() - (Bullet::HEIGHT / 2);
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break;
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case BulletType::LEFT:
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player->setInput(InputAction::FIRE_LEFT);
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bullet.x = player->getPosX() - (Bullet::WIDTH / 2);
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bullet.y = player->getPosY();
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break;
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case BulletType::RIGHT:
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player->setInput(InputAction::FIRE_RIGHT);
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bullet.x = player->getPosX() + player->getWidth() - (Bullet::WIDTH / 2);
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bullet.y = player->getPosY();
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break;
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default:
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break;
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}
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createBullet(player->getPosX() + (player->getWidth() / 2) - 6, player->getPosY() + (player->getHeight() / 2), bulletType, player->isPowerUp(), player->getId());
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createBullet(bullet.x, bullet.y, bullet_type, player->isPowerUp(), player->getId());
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playSound("bullet.wav");
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// Establece un tiempo de espera para el próximo disparo.
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