acabat el nou motor d'animacions
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@@ -8,12 +8,9 @@ Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> te
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this->renderer = renderer;
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// Reserva memoria para los objetos
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headSprite = new AnimatedSprite(texture[0], renderer, "", animations[0]);
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bodySprite = new AnimatedSprite(texture[1], renderer, "", animations[1]);
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legsSprite = new AnimatedSprite(texture[2], renderer, "", animations[2]);
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deathSprite = new AnimatedSprite(texture[3], renderer, "", animations[3]);
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fireSprite = new AnimatedSprite(texture[4], renderer, "", animations[4]);
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fireSprite->getTexture()->setAlpha(224);
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playerSprite = new AnimatedSprite(texture[0], renderer, "", animations[0]);
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powerSprite = new AnimatedSprite(texture[1], renderer, "", animations[1]);
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powerSprite->getTexture()->setAlpha(224);
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// Establece la posición inicial del jugador
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defaultPosX = posX = x;
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@@ -27,11 +24,8 @@ Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> te
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// Destructor
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Player::~Player()
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{
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delete headSprite;
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delete bodySprite;
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delete legsSprite;
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delete deathSprite;
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delete fireSprite;
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delete playerSprite;
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delete powerSprite;
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}
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// Iniciador
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@@ -78,19 +72,11 @@ void Player::init()
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cooldown = 10;
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// Establece la posición del sprite
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legsSprite->setPosX(posX);
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legsSprite->setPosY(posY);
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bodySprite->setPosX(posX);
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bodySprite->setPosY(posY);
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headSprite->setPosX(posX);
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headSprite->setPosY(posY);
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playerSprite->setPosX(posX);
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playerSprite->setPosY(posY);
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// Selecciona un frame para pintar
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legsSprite->setCurrentAnimation("stand");
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bodySprite->setCurrentAnimation("stand");
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headSprite->setCurrentAnimation("stand");
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playerSprite->setCurrentAnimation("stand");
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}
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// Actua en consecuencia de la entrada recibida
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@@ -143,31 +129,25 @@ void Player::move()
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}
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// Actualiza la posición del sprite
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legsSprite->setPosX(getPosX());
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legsSprite->setPosY(posY);
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playerSprite->setPosX(getPosX());
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playerSprite->setPosY(posY);
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bodySprite->setPosX(getPosX());
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bodySprite->setPosY(posY);
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headSprite->setPosX(getPosX());
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headSprite->setPosY(posY);
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fireSprite->setPosX(getPosX() - 2);
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fireSprite->setPosY(posY - 10);
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powerSprite->setPosX(getPosX() - 2);
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powerSprite->setPosY(posY - 10);
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}
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else
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{
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deathSprite->update();
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playerSprite->update();
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// Si el cadaver abandona el area de juego por los laterales
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if ((deathSprite->getPosX() < PLAY_AREA_LEFT) || (deathSprite->getPosX() + width > PLAY_AREA_RIGHT))
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if ((playerSprite->getPosX() < PLAY_AREA_LEFT) || (playerSprite->getPosX() + width > PLAY_AREA_RIGHT))
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{
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// Restaura su posición
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const float vx = deathSprite->getVelX();
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deathSprite->setPosX(deathSprite->getPosX() - vx);
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const float vx = playerSprite->getVelX();
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playerSprite->setPosX(playerSprite->getPosX() - vx);
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// Rebota
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deathSprite->setVelX(-vx);
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playerSprite->setVelX(-vx);
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}
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}
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}
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@@ -183,27 +163,23 @@ void Player::render()
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{
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if (powerUp)
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{
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fireSprite->render();
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powerSprite->render();
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}
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legsSprite->render();
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bodySprite->render();
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headSprite->render();
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playerSprite->render();
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}
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}
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else
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{
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if (powerUp)
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{
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fireSprite->render();
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powerSprite->render();
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}
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legsSprite->render();
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bodySprite->render();
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headSprite->render();
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playerSprite->render();
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}
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}
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else
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{
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deathSprite->render();
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playerSprite->render();
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}
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}
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@@ -231,15 +207,6 @@ void Player::setFiringStatus(int status)
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void Player::setAnimation()
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{
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// Crea cadenas de texto para componer el nombre de la animación
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std::string aBodyCoffees = "";
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std::string aHeadCoffees = "";
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if (coffees > 0)
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{
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aBodyCoffees = coffees == 1 ? "_1C" : "_2C";
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aHeadCoffees = "_1C";
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}
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const std::string aPowerUp = powerUp ? "_pwr" : "";
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const std::string aWalking = statusWalking == PLAYER_STATUS_WALKING_STOP ? "stand" : "walk";
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const std::string aFiring = statusFiring == PLAYER_STATUS_FIRING_UP ? "centershoot" : "sideshoot";
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@@ -247,32 +214,29 @@ void Player::setAnimation()
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const SDL_RendererFlip flipFire = statusFiring == PLAYER_STATUS_FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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// Establece la animación a partir de las cadenas
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legsSprite->setCurrentAnimation(aWalking);
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legsSprite->setFlip(flipWalk);
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if (statusFiring == PLAYER_STATUS_FIRING_NO)
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if (alive)
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{
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// No esta disparando
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bodySprite->setCurrentAnimation(aWalking + aBodyCoffees + aPowerUp);
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bodySprite->setFlip(flipWalk);
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headSprite->setCurrentAnimation(aWalking + aHeadCoffees + aPowerUp);
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headSprite->setFlip(flipWalk);
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if (statusFiring == PLAYER_STATUS_FIRING_NO)
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{ // No esta disparando
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playerSprite->setCurrentAnimation(aWalking);
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playerSprite->setFlip(flipWalk);
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}
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else
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{ // Está disparando
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playerSprite->setCurrentAnimation(aWalking + "-" + aFiring);
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playerSprite->setFlip(flipFire);
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}
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}
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else
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{
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// Está disparando
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bodySprite->setCurrentAnimation(aFiring + aBodyCoffees + aPowerUp);
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bodySprite->setFlip(flipFire);
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headSprite->setCurrentAnimation(aFiring + aHeadCoffees + aPowerUp);
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headSprite->setFlip(flipFire);
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playerSprite->setCurrentAnimation("death");
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}
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// Actualiza las animaciones de los sprites
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legsSprite->animate();
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bodySprite->animate();
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headSprite->animate();
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playerSprite->animate();
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fireSprite->animate();
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fireSprite->setFlip(flipWalk);
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powerSprite->setFlip(flipWalk);
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powerSprite->animate();
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}
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// Obtiene el valor de la variable
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@@ -338,7 +302,6 @@ void Player::update()
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updateCooldown();
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updatePowerUpCounter();
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updateInvulnerableCounter();
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updatePowerUpHeadOffset();
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}
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// Obtiene la puntuación del jugador
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@@ -375,15 +338,9 @@ void Player::setAlive(bool value)
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if (!alive)
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{
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deathSprite->setPosX(headSprite->getRect().x);
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deathSprite->setPosY(headSprite->getRect().y);
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deathSprite->setAccelY(0.2f);
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deathSprite->setVelY(-6.6f);
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deathSprite->setVelX(3.3f);
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if (rand() % 2 == 0)
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{
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deathSprite->setVelX(-3.3f);
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}
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playerSprite->setAccelY(0.2f);
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playerSprite->setVelY(-6.6f);
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rand() % 2 == 0 ? playerSprite->setVelX(3.3f) : playerSprite->setVelX(-3.3f);
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}
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}
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@@ -402,27 +359,15 @@ void Player::setScoreMultiplier(float value)
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// Aumenta el valor de la variable hasta un máximo
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void Player::incScoreMultiplier()
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{
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if (scoreMultiplier < 5.0f)
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{
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scoreMultiplier += 0.1f;
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}
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else
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{
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scoreMultiplier = 5.0f;
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}
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scoreMultiplier += 0.1f;
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scoreMultiplier = std::min(scoreMultiplier, 5.0f);
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}
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// Decrementa el valor de la variable hasta un mínimo
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void Player::decScoreMultiplier()
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{
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if (scoreMultiplier > 1.0f)
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{
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scoreMultiplier -= 0.1f;
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}
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else
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{
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scoreMultiplier = 1.0f;
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}
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scoreMultiplier -= 0.1f;
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scoreMultiplier = std::max(scoreMultiplier, 1.0f);
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}
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// Obtiene el valor de la variable
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@@ -572,34 +517,14 @@ void Player::shiftColliders()
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// Obtiene el puntero a la textura con los gráficos de la animación de morir
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Texture *Player::getDeadTexture()
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{
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return deathSprite->getTexture();
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}
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// Actualiza el valor de la variable
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void Player::updatePowerUpHeadOffset()
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{
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if (powerUp)
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if (powerUpCounter < 300)
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{
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if (powerUpCounter % 6 > 2)
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{
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fireSprite->setEnabled(false);
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}
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else
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{
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fireSprite->setEnabled(true);
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}
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}
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return playerSprite->getTexture();
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}
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// Pone las texturas del jugador
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void Player::setPlayerTextures(std::vector<Texture *> texture)
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{
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headSprite->setTexture(texture[0]);
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bodySprite->setTexture(texture[1]);
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legsSprite->setTexture(texture[2]);
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deathSprite->setTexture(texture[3]);
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fireSprite->setTexture(texture[4]);
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playerSprite->setTexture(texture[0]);
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powerSprite->setTexture(texture[1]);
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}
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// Activa o descativa el jugador
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