migrant input: ja compila, ja no peta... falta descomentar mig codi
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@@ -125,6 +125,7 @@ Game::~Game() {
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void Game::setResources() {
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// Texturas - Game_text
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{
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game_text_textures_.clear();
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_1000_points"));
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_2500_points"));
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game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_5000_points"));
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@@ -136,6 +137,7 @@ void Game::setResources() {
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// Texturas - Items
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{
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item_textures_.clear();
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item_textures_.emplace_back(Resource::get()->getTexture("item_points1_disk.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_points2_gavina.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_points3_pacmar.png"));
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@@ -145,6 +147,7 @@ void Game::setResources() {
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item_textures_.emplace_back(Resource::get()->getTexture("item_coffee_machine.png"));
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}
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player_textures_.clear();
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// Texturas - Player1
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{
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std::vector<std::shared_ptr<Texture>> player_texture;
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@@ -163,12 +166,14 @@ void Game::setResources() {
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// Animaciones -- Jugador
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{
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player_animations_.clear();
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player_animations_.emplace_back(Resource::get()->getAnimation("player.ani"));
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player_animations_.emplace_back(Resource::get()->getAnimation("player_power.ani"));
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}
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// Animaciones -- Items
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{
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item_animations_.clear();
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item_animations_.emplace_back(Resource::get()->getAnimation("item_points1_disk.ani"));
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item_animations_.emplace_back(Resource::get()->getAnimation("item_points2_gavina.ani"));
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item_animations_.emplace_back(Resource::get()->getAnimation("item_points3_pacmar.ani"));
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@@ -1243,8 +1248,9 @@ void Game::checkInput() {
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// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
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void Game::checkPauseInput() {
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// Comprueba los mandos
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for (int i = 0; i < input_->getNumControllers(); ++i) {
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if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::Device::CONTROLLER, i)) {
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auto gamepads = input_->getGamepads();
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for (auto gamepad : gamepads) {
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if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::Device::CONTROLLER, gamepad)) {
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pause(!paused_);
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return;
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}
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@@ -1360,14 +1366,14 @@ void Game::handlePlayersInput() {
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// Maneja las entradas de movimiento y disparo para un jugador en modo normal.
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void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player) {
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const auto &controller = Options::controllers.at(player->getController());
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const auto &controller = Options::controllers.at(0);
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if (input_->checkAction(Input::Action::LEFT, Input::ALLOW_REPEAT, controller.type, controller.index)) {
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if (input_->checkAction(Input::Action::LEFT, Input::ALLOW_REPEAT, controller.type, controller.gamepad)) {
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player->setInput(Input::Action::LEFT);
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#ifdef RECORDING
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demo_.keys.left = 1;
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#endif
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} else if (input_->checkAction(Input::Action::RIGHT, Input::ALLOW_REPEAT, controller.type, controller.index)) {
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} else if (input_->checkAction(Input::Action::RIGHT, Input::ALLOW_REPEAT, controller.type, controller.gamepad)) {
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player->setInput(Input::Action::RIGHT);
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#ifdef RECORDING
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demo_.keys.right = 1;
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@@ -1380,23 +1386,23 @@ void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player) {
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}
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const bool AUTOFIRE = player->isPowerUp() || Options::settings.autofire;
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handleFireInputs(player, AUTOFIRE, player->getController()); // Verifica y maneja todas las posibles entradas de disparo.
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handleFireInputs(player, AUTOFIRE); // Verifica y maneja todas las posibles entradas de disparo.
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}
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// Procesa las entradas de disparo del jugador, permitiendo disparos automáticos si está habilitado.
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void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire, int controller_index) {
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const auto CONTROLLER = Options::controllers.at(player->getController());
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if (input_->checkAction(Input::Action::FIRE_CENTER, autofire, CONTROLLER.type, CONTROLLER.index)) {
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void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire) {
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const auto CONTROLLER = Options::controllers.at(0);
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if (input_->checkAction(Input::Action::FIRE_CENTER, autofire, CONTROLLER.type, CONTROLLER.gamepad)) {
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handleFireInput(player, BulletType::UP);
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#ifdef RECORDING
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demo_.keys.fire = 1;
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#endif
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} else if (input_->checkAction(Input::Action::FIRE_LEFT, autofire, CONTROLLER.type, CONTROLLER.index)) {
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} else if (input_->checkAction(Input::Action::FIRE_LEFT, autofire, CONTROLLER.type, CONTROLLER.gamepad)) {
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handleFireInput(player, BulletType::LEFT);
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#ifdef RECORDING
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demo_.keys.fire_left = 1;
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#endif
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} else if (input_->checkAction(Input::Action::FIRE_RIGHT, autofire, CONTROLLER.type, CONTROLLER.index)) {
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} else if (input_->checkAction(Input::Action::FIRE_RIGHT, autofire, CONTROLLER.type, CONTROLLER.gamepad)) {
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handleFireInput(player, BulletType::RIGHT);
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#ifdef RECORDING
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demo_.keys.fire_right = 1;
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@@ -1406,17 +1412,17 @@ void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire
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// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
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void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
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const auto CONTROLLER = Options::controllers.at(player->getController());
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if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
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const auto CONTROLLER = Options::controllers.at(0);
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if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
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player->setPlayingState(Player::State::RESPAWNING);
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player->addCredit();
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sendPlayerToTheFront(player);
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}
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// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
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if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
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input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
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input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
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if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad) ||
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input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad) ||
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input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
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if (player->getContinueCounter() < param.scoreboard.skip_countdown_value) {
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player->decContinueCounter();
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}
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@@ -1425,8 +1431,8 @@ void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
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// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
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void Game::handlePlayerWaitingInput(const std::shared_ptr<Player> &player) {
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const auto CONTROLLER = Options::controllers.at(player->getController());
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if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
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const auto CONTROLLER = Options::controllers.at(0);
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if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
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player->setPlayingState(Player::State::ENTERING_SCREEN);
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player->addCredit();
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sendPlayerToTheFront(player);
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@@ -1435,8 +1441,8 @@ void Game::handlePlayerWaitingInput(const std::shared_ptr<Player> &player) {
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// Procesa las entradas para la introducción del nombre del jugador.
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void Game::handleNameInput(const std::shared_ptr<Player> &player) {
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const auto CONTROLLER = Options::controllers.at(player->getController());
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if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
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const auto CONTROLLER = Options::controllers.at(0);
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if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
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if (player->isShowingName()) {
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player->setPlayingState(Player::State::CONTINUE);
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} else if (player->getEnterNamePositionOverflow()) {
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@@ -1446,18 +1452,18 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player) {
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} else {
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player->setInput(Input::Action::RIGHT);
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}
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} else if (input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
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input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
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} else if (input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad) ||
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input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
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if (player->isShowingName()) {
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player->setPlayingState(Player::State::CONTINUE);
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} else {
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player->setInput(Input::Action::LEFT);
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}
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} else if (input_->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
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} else if (input_->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
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player->setInput(Input::Action::UP);
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} else if (input_->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
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} else if (input_->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
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player->setInput(Input::Action::DOWN);
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} else if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
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} else if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
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if (player->isShowingName()) {
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player->setPlayingState(Player::State::CONTINUE);
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} else {
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