Les enum class passen a estar totes amb la inicial en majuscula
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@@ -33,7 +33,7 @@ Player::Player(int id, float x, int y, bool demo, SDL_Rect *playArea, std::vecto
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// Inicializa variables
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this->id = id;
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this->demo = demo;
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statusPlaying = playerStatus::WAITING;
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statusPlaying = PlayerStatus::WAITING;
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scoreBoardPanel = 0;
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name = "";
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setRecordName(enterName->getName());
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@@ -46,8 +46,8 @@ void Player::init()
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// Inicializa variables de estado
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posX = defaultPosX;
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posY = defaultPosY;
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statusWalking = playerStatus::WALKING_STOP;
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statusFiring = playerStatus::FIRING_NO;
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statusWalking = PlayerStatus::WALKING_STOP;
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statusFiring = PlayerStatus::FIRING_NO;
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invulnerable = true;
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invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
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powerUp = false;
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@@ -81,11 +81,11 @@ void Player::setInput(int input)
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{
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switch (statusPlaying)
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{
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case playerStatus::PLAYING:
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case PlayerStatus::PLAYING:
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setInputPlaying(input);
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break;
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case playerStatus::ENTERING_NAME:
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case PlayerStatus::ENTERING_NAME:
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setInputEnteringName(input);
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break;
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@@ -101,29 +101,29 @@ void Player::setInputPlaying(int input)
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{
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case input_left:
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velX = -baseSpeed;
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setWalkingStatus(playerStatus::WALKING_LEFT);
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setWalkingStatus(PlayerStatus::WALKING_LEFT);
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break;
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case input_right:
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velX = baseSpeed;
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setWalkingStatus(playerStatus::WALKING_RIGHT);
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setWalkingStatus(PlayerStatus::WALKING_RIGHT);
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break;
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case input_fire_center:
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setFiringStatus(playerStatus::FIRING_UP);
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setFiringStatus(PlayerStatus::FIRING_UP);
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break;
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case input_fire_left:
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setFiringStatus(playerStatus::FIRING_LEFT);
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setFiringStatus(PlayerStatus::FIRING_LEFT);
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break;
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case input_fire_right:
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setFiringStatus(playerStatus::FIRING_RIGHT);
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setFiringStatus(PlayerStatus::FIRING_RIGHT);
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break;
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default:
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velX = 0;
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setWalkingStatus(playerStatus::WALKING_STOP);
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setWalkingStatus(PlayerStatus::WALKING_STOP);
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break;
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}
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}
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@@ -198,7 +198,7 @@ void Player::move()
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// Si el cadaver abandona el area de juego por abajo
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if (playerSprite->getPosY() > param.game.playArea.rect.h)
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{
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setStatusPlaying(playerStatus::DIED);
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setStatusPlaying(PlayerStatus::DIED);
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}
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}
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}
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@@ -219,7 +219,7 @@ void Player::render()
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}
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// Establece el estado del jugador cuando camina
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void Player::setWalkingStatus(playerStatus status)
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void Player::setWalkingStatus(PlayerStatus status)
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{
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// Si cambiamos de estado, reiniciamos la animación
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if (statusWalking != status)
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@@ -229,7 +229,7 @@ void Player::setWalkingStatus(playerStatus status)
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}
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// Establece el estado del jugador cuando dispara
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void Player::setFiringStatus(playerStatus status)
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void Player::setFiringStatus(PlayerStatus status)
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{
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// Si cambiamos de estado, reiniciamos la animación
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if (statusFiring != status)
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@@ -242,16 +242,16 @@ void Player::setFiringStatus(playerStatus 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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const std::string aWalking = statusWalking == playerStatus::WALKING_STOP ? "stand" : "walk";
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const std::string aFiring = statusFiring == playerStatus::FIRING_UP ? "centershoot" : "sideshoot";
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const std::string aWalking = statusWalking == PlayerStatus::WALKING_STOP ? "stand" : "walk";
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const std::string aFiring = statusFiring == PlayerStatus::FIRING_UP ? "centershoot" : "sideshoot";
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const SDL_RendererFlip flipWalk = statusWalking == playerStatus::WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip flipFire = statusFiring == playerStatus::FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip flipWalk = statusWalking == PlayerStatus::WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip flipFire = statusFiring == PlayerStatus::FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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// Establece la animación a partir de las cadenas
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if (isPlaying())
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{
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if (statusFiring == playerStatus::FIRING_NO)
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if (statusFiring == PlayerStatus::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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@@ -326,7 +326,7 @@ void Player::updateCooldown()
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}
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else
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{
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setFiringStatus(playerStatus::FIRING_NO);
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setFiringStatus(PlayerStatus::FIRING_NO);
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}
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}
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@@ -367,43 +367,43 @@ void Player::addScore(int score)
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// Indica si el jugador está jugando
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bool Player::isPlaying() const
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{
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return statusPlaying == playerStatus::PLAYING;
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return statusPlaying == PlayerStatus::PLAYING;
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}
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// Indica si el jugador está continuando
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bool Player::isContinue() const
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{
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return statusPlaying == playerStatus::CONTINUE;
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return statusPlaying == PlayerStatus::CONTINUE;
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}
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// Indica si el jugador está esperando
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bool Player::isWaiting() const
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{
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return statusPlaying == playerStatus::WAITING;
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return statusPlaying == PlayerStatus::WAITING;
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}
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// Indica si el jugador está introduciendo su nombre
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bool Player::isEnteringName() const
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{
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return statusPlaying == playerStatus::ENTERING_NAME;
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return statusPlaying == PlayerStatus::ENTERING_NAME;
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}
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// Indica si el jugador está muriendose
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bool Player::isDying() const
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{
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return statusPlaying == playerStatus::DYING;
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return statusPlaying == PlayerStatus::DYING;
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}
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// Indica si el jugador ha terminado de morir
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bool Player::hasDied() const
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{
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return statusPlaying == playerStatus::DIED;
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return statusPlaying == PlayerStatus::DIED;
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}
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// Indica si el jugador ya ha terminado de jugar
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bool Player::isGameOver() const
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{
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return statusPlaying == playerStatus::GAME_OVER;
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return statusPlaying == PlayerStatus::GAME_OVER;
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}
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// Actualiza el panel del marcador
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@@ -412,13 +412,13 @@ void Player::updateScoreboard()
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switch (statusPlaying)
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{
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case playerStatus::CONTINUE:
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case PlayerStatus::CONTINUE:
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{
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Scoreboard::get()->setContinue(getScoreBoardPanel(), getContinueCounter());
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break;
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}
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case playerStatus::ENTERING_NAME:
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case PlayerStatus::ENTERING_NAME:
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{
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Scoreboard::get()->setRecordName(getScoreBoardPanel(), getRecordName());
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Scoreboard::get()->setSelectorPos(getScoreBoardPanel(), getRecordNamePos());
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@@ -431,7 +431,7 @@ void Player::updateScoreboard()
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}
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// Cambia el modo del marcador
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void Player::setScoreboardMode(scoreboardMode mode)
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void Player::setScoreboardMode(ScoreboardMode mode)
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{
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if (!demo)
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{
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@@ -440,43 +440,43 @@ void Player::setScoreboardMode(scoreboardMode mode)
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}
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// Establece el estado del jugador en el juego
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void Player::setStatusPlaying(playerStatus value)
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void Player::setStatusPlaying(PlayerStatus value)
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{
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statusPlaying = value;
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switch (statusPlaying)
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{
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case playerStatus::PLAYING:
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case PlayerStatus::PLAYING:
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{
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statusPlaying = playerStatus::PLAYING;
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statusPlaying = PlayerStatus::PLAYING;
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init();
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setScoreboardMode(scoreboardMode::SCORE);
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setScoreboardMode(ScoreboardMode::SCORE);
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break;
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}
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case playerStatus::CONTINUE:
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case PlayerStatus::CONTINUE:
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{
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// Inicializa el contador de continuar
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continueTicks = SDL_GetTicks();
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continueCounter = 9;
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enterName->init();
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setScoreboardMode(scoreboardMode::CONTINUE);
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setScoreboardMode(ScoreboardMode::CONTINUE);
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break;
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}
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case playerStatus::WAITING:
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case PlayerStatus::WAITING:
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{
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setScoreboardMode(scoreboardMode::WAITING);
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setScoreboardMode(ScoreboardMode::WAITING);
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break;
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}
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case playerStatus::ENTERING_NAME:
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case PlayerStatus::ENTERING_NAME:
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{
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setScoreboardMode(scoreboardMode::ENTER_NAME);
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setScoreboardMode(ScoreboardMode::ENTER_NAME);
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break;
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}
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case playerStatus::DYING:
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case PlayerStatus::DYING:
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{
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// Activa la animación de morir
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playerSprite->setAccelY(0.2f);
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@@ -485,16 +485,16 @@ void Player::setStatusPlaying(playerStatus value)
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break;
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}
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case playerStatus::DIED:
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case PlayerStatus::DIED:
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{
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const auto nextPlayerStatus = IsEligibleForHighScore() ? playerStatus::ENTERING_NAME : playerStatus::CONTINUE;
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demo ? setStatusPlaying(playerStatus::WAITING) : setStatusPlaying(nextPlayerStatus);
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const auto nextPlayerStatus = IsEligibleForHighScore() ? PlayerStatus::ENTERING_NAME : PlayerStatus::CONTINUE;
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demo ? setStatusPlaying(PlayerStatus::WAITING) : setStatusPlaying(nextPlayerStatus);
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break;
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}
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case playerStatus::GAME_OVER:
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case PlayerStatus::GAME_OVER:
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{
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setScoreboardMode(scoreboardMode::GAME_OVER);
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setScoreboardMode(ScoreboardMode::GAME_OVER);
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break;
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}
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@@ -504,7 +504,7 @@ void Player::setStatusPlaying(playerStatus value)
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}
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// Obtiene el estado del jugador en el juego
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playerStatus Player::getStatusPlaying() const
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PlayerStatus Player::getStatusPlaying() const
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{
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return statusPlaying;
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}
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@@ -694,7 +694,7 @@ int Player::getContinueCounter() const
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// Actualiza el contador de continue
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void Player::updateContinueCounter()
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{
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if (statusPlaying == playerStatus::CONTINUE)
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if (statusPlaying == PlayerStatus::CONTINUE)
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{
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const Uint32 ticksSpeed = 1000;
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@@ -724,7 +724,7 @@ void Player::decContinueCounter()
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continueCounter--;
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if (continueCounter < 0)
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{
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setStatusPlaying(playerStatus::GAME_OVER);
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setStatusPlaying(PlayerStatus::GAME_OVER);
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}
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}
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