acabat el nou motor d'animacions
This commit is contained in:
2
Makefile
2
Makefile
@@ -26,7 +26,7 @@ ifeq ($(OS),Windows_NT)
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FixPath = $(subst /,\,$1)
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SOURCES := source/*.cpp source/common/*.cpp
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
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CXXFLAGS2:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++
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CXXFLAGS2:= -std=c++11 -Wall -static-libstdc++
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LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32
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RM = del /Q
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MKD:= mkdir
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@@ -45,7 +45,7 @@ frames=20,21,22,23
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[animation]
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name=death
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speed=5
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speed=15
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loop=0
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frames=24,25,26,27
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[/animation]
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157
source/game.cpp
157
source/game.cpp
@@ -28,6 +28,15 @@ Game::Game(int playerID, int currentStage, SDL_Renderer *renderer, Screen *scree
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scoreboard = new Scoreboard(renderer, screen, asset, lang, options);
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background = new Background(renderer, screen, asset, param);
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// Inicializa vectores
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playerAnimations.clear();
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balloonAnimations.clear();
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itemAnimations.clear();
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player1Textures.clear();
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player2Textures.clear();
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itemTextures.clear();
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balloonTextures.clear();
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// Carga los recursos
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loadMedia();
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@@ -91,48 +100,69 @@ Game::~Game()
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// Animaciones
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for (auto animation : playerAnimations)
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{
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delete animation;
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if (animation)
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{
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delete animation;
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}
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}
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playerAnimations.clear();
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for (auto animation : balloonAnimations)
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{
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delete animation;
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if (animation)
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{
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delete animation;
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}
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}
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balloonAnimations.clear();
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for (auto animation : itemAnimations)
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{
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delete animation;
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if (animation)
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{
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delete animation;
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}
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}
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itemAnimations.clear();
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// Texturas
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for (auto texture : player1Textures)
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{
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texture->unload();
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delete texture;
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if (texture)
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{
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texture->unload();
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delete texture;
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}
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}
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player1Textures.clear();
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for (auto texture : player2Textures)
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{
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texture->unload();
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delete texture;
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if (texture)
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{
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texture->unload();
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delete texture;
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}
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}
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player2Textures.clear();
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for (auto texture : itemTextures)
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{
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texture->unload();
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delete texture;
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if (texture)
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{
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texture->unload();
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delete texture;
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}
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}
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itemTextures.clear();
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for (auto texture : balloonTextures)
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{
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texture->unload();
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delete texture;
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if (texture)
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{
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texture->unload();
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delete texture;
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}
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}
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balloonTextures.clear();
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@@ -423,61 +453,31 @@ void Game::loadMedia()
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itemTextures.push_back(item6);
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// Texturas - Player1
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Texture *player1Head = new Texture(renderer, asset->get("player_bal1_head.png"));
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player1Textures.push_back(player1Head);
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Texture *player1 = new Texture(renderer, asset->get("player.png"));
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player1Textures.push_back(player1);
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Texture *player1Body = new Texture(renderer, asset->get("player_bal1_body.png"));
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player1Textures.push_back(player1Body);
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Texture *player1Legs = new Texture(renderer, asset->get("player_bal1_legs.png"));
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player1Textures.push_back(player1Legs);
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Texture *player1Death = new Texture(renderer, asset->get("player_bal1_death.png"));
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player1Textures.push_back(player1Death);
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Texture *player1Fire = new Texture(renderer, asset->get("player_bal1_fire.png"));
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player1Textures.push_back(player1Fire);
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Texture *player1Power = new Texture(renderer, asset->get("player_power.png"));
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player1Textures.push_back(player1Power);
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playerTextures.push_back(player1Textures);
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// Texturas - Player2
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Texture *player2Head = new Texture(renderer, asset->get("player_arounder_head.png"));
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player2Textures.push_back(player2Head);
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Texture *player2 = new Texture(renderer, asset->get("player.png"));
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player2Textures.push_back(player2);
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Texture *player2Body = new Texture(renderer, asset->get("player_arounder_body.png"));
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player2Textures.push_back(player2Body);
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Texture *player2Legs = new Texture(renderer, asset->get("player_arounder_legs.png"));
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player2Textures.push_back(player2Legs);
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Texture *player2Death = new Texture(renderer, asset->get("player_arounder_death.png"));
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player2Textures.push_back(player2Death);
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Texture *player2Fire = new Texture(renderer, asset->get("player_arounder_fire.png"));
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player2Textures.push_back(player2Fire);
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Texture *player2Power = new Texture(renderer, asset->get("player_power.png"));
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player2Textures.push_back(player2Power);
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playerTextures.push_back(player2Textures);
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// Animaciones -- Jugador
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std::vector<std::string> *playerHeadAnimation = new std::vector<std::string>;
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loadAnimations(asset->get("player_head.ani"), playerHeadAnimation);
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playerAnimations.push_back(playerHeadAnimation);
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std::vector<std::string> *playerAnimation = new std::vector<std::string>;
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loadAnimations(asset->get("player.ani"), playerAnimation);
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playerAnimations.push_back(playerAnimation);
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std::vector<std::string> *playerBodyAnimation = new std::vector<std::string>;
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loadAnimations(asset->get("player_body.ani"), playerBodyAnimation);
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playerAnimations.push_back(playerBodyAnimation);
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std::vector<std::string> *playerLegsAnimation = new std::vector<std::string>;
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loadAnimations(asset->get("player_legs.ani"), playerLegsAnimation);
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playerAnimations.push_back(playerLegsAnimation);
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std::vector<std::string> *playerDeathAnimation = new std::vector<std::string>;
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loadAnimations(asset->get("player_death.ani"), playerDeathAnimation);
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playerAnimations.push_back(playerDeathAnimation);
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std::vector<std::string> *playerFireAnimation = new std::vector<std::string>;
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loadAnimations(asset->get("player_fire.ani"), playerFireAnimation);
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playerAnimations.push_back(playerFireAnimation);
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std::vector<std::string> *playerPowerAnimation = new std::vector<std::string>;
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loadAnimations(asset->get("player_power.ani"), playerPowerAnimation);
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playerAnimations.push_back(playerPowerAnimation);
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// Animaciones -- Globos
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std::vector<std::string> *balloon1Animation = new std::vector<std::string>;
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@@ -2441,37 +2441,28 @@ void Game::renderSmartSprites()
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// Acciones a realizar cuando el jugador muere
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void Game::killPlayer(Player *player)
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{
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if (!player->isEnabled())
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{
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if (!player->isEnabled() && player->isInvulnerable())
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{ // Si no está habilitado o tiene inmunidad, no hace nada
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return;
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}
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if (!player->isInvulnerable())
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{
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if (player->hasExtraHit())
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{
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player->removeExtraHit();
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throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2));
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JA_PlaySound(coffeeOutSound);
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screen->shake();
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}
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else
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{
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JA_PauseMusic();
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stopAllBalloons(10);
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JA_PlaySound(playerCollisionSound);
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screen->shake();
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JA_PlaySound(coffeeOutSound);
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player->setAlive(false);
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if (allPlayersAreDead())
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{
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JA_StopMusic();
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}
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else
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{
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JA_ResumeMusic();
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}
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}
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// Si tiene cafes
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if (player->hasExtraHit())
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{ // Lo pierde
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player->removeExtraHit();
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throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2));
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JA_PlaySound(coffeeOutSound);
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screen->shake();
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}
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else
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{ // Si no tiene cafes, muere
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JA_PauseMusic();
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stopAllBalloons(10);
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JA_PlaySound(playerCollisionSound);
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screen->shake();
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JA_PlaySound(coffeeOutSound);
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player->setAlive(false);
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allPlayersAreDead() ? JA_StopMusic() : JA_ResumeMusic();
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}
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}
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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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{
|
||||
scoreMultiplier += 0.1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
scoreMultiplier = 5.0f;
|
||||
}
|
||||
scoreMultiplier += 0.1f;
|
||||
scoreMultiplier = std::min(scoreMultiplier, 5.0f);
|
||||
}
|
||||
|
||||
// Decrementa el valor de la variable hasta un mínimo
|
||||
void Player::decScoreMultiplier()
|
||||
{
|
||||
if (scoreMultiplier > 1.0f)
|
||||
{
|
||||
scoreMultiplier -= 0.1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
scoreMultiplier = 1.0f;
|
||||
}
|
||||
scoreMultiplier -= 0.1f;
|
||||
scoreMultiplier = std::max(scoreMultiplier, 1.0f);
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
@@ -572,34 +517,14 @@ void Player::shiftColliders()
|
||||
// Obtiene el puntero a la textura con los gráficos de la animación de morir
|
||||
Texture *Player::getDeadTexture()
|
||||
{
|
||||
return deathSprite->getTexture();
|
||||
}
|
||||
|
||||
// Actualiza el valor de la variable
|
||||
void Player::updatePowerUpHeadOffset()
|
||||
{
|
||||
if (powerUp)
|
||||
if (powerUpCounter < 300)
|
||||
{
|
||||
if (powerUpCounter % 6 > 2)
|
||||
{
|
||||
fireSprite->setEnabled(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
fireSprite->setEnabled(true);
|
||||
}
|
||||
}
|
||||
return playerSprite->getTexture();
|
||||
}
|
||||
|
||||
// Pone las texturas del jugador
|
||||
void Player::setPlayerTextures(std::vector<Texture *> texture)
|
||||
{
|
||||
headSprite->setTexture(texture[0]);
|
||||
bodySprite->setTexture(texture[1]);
|
||||
legsSprite->setTexture(texture[2]);
|
||||
deathSprite->setTexture(texture[3]);
|
||||
fireSprite->setTexture(texture[4]);
|
||||
playerSprite->setTexture(texture[0]);
|
||||
powerSprite->setTexture(texture[1]);
|
||||
}
|
||||
|
||||
// Activa o descativa el jugador
|
||||
|
||||
@@ -29,12 +29,9 @@ class Player
|
||||
{
|
||||
private:
|
||||
// Objetos y punteros
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
AnimatedSprite *headSprite; // Sprite para dibujar la cabeza
|
||||
AnimatedSprite *bodySprite; // Sprite para dibujar el cuerpo
|
||||
AnimatedSprite *legsSprite; // Sprite para dibujar las piernas
|
||||
AnimatedSprite *deathSprite; // Sprite para dibujar el jugador derrotado
|
||||
AnimatedSprite *fireSprite; // Sprite para dibujar el aura del jugador con el poder a tope
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
AnimatedSprite *playerSprite; // Sprite para dibujar el jugador
|
||||
AnimatedSprite *powerSprite; // Sprite para dibujar el aura del jugador con el poder a tope
|
||||
|
||||
// Variables
|
||||
float posX; // Posicion en el eje X
|
||||
@@ -43,7 +40,7 @@ private:
|
||||
float defaultPosX; // Posición inicial para el jugador
|
||||
int defaultPosY; // Posición inicial para el jugador
|
||||
|
||||
int width; // Anchura
|
||||
int width; // Anchura
|
||||
int height; // Altura
|
||||
|
||||
float velX; // Cantidad de pixeles a desplazarse en el eje X
|
||||
@@ -52,22 +49,22 @@ private:
|
||||
float baseSpeed; // Velocidad base del jugador
|
||||
int cooldown; // Contador durante el cual no puede disparar
|
||||
|
||||
int score; // Puntos del jugador
|
||||
int score; // Puntos del jugador
|
||||
float scoreMultiplier; // Multiplicador de puntos
|
||||
|
||||
int statusWalking; // Estado del jugador
|
||||
int statusFiring; // Estado del jugador
|
||||
int statusFiring; // Estado del jugador
|
||||
|
||||
bool invulnerable; // Indica si el jugador es invulnerable
|
||||
bool invulnerable; // Indica si el jugador es invulnerable
|
||||
int invulnerableCounter; // Contador para la invulnerabilidad
|
||||
bool extraHit; // Indica si el jugador tiene un toque extra
|
||||
int coffees; // Indica cuantos cafes lleva acumulados
|
||||
bool powerUp; // Indica si el jugador tiene activo el modo PowerUp
|
||||
int powerUpCounter; // Temporizador para el modo PowerUp
|
||||
bool input; // Indica si puede recibir ordenes de entrada
|
||||
circle_t collider; // Circulo de colisión del jugador
|
||||
bool alive; // Indica si el jugador está vivo
|
||||
bool enabled; // Indica si el jugador está activo
|
||||
bool extraHit; // Indica si el jugador tiene un toque extra
|
||||
int coffees; // Indica cuantos cafes lleva acumulados
|
||||
bool powerUp; // Indica si el jugador tiene activo el modo PowerUp
|
||||
int powerUpCounter; // Temporizador para el modo PowerUp
|
||||
bool input; // Indica si puede recibir ordenes de entrada
|
||||
circle_t collider; // Circulo de colisión del jugador
|
||||
bool alive; // Indica si el jugador está vivo
|
||||
bool enabled; // Indica si el jugador está activo
|
||||
|
||||
// Actualiza el circulo de colisión a la posición del jugador
|
||||
void shiftColliders();
|
||||
@@ -75,8 +72,6 @@ private:
|
||||
// Actualiza el valor de la variable
|
||||
void updateInvulnerableCounter();
|
||||
|
||||
// Actualiza el valor de la variable
|
||||
void updatePowerUpHeadOffset();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
|
||||
Reference in New Issue
Block a user