Input: mogudes structs, enums i consts a la part publica
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@@ -66,19 +66,19 @@ void Player::init() {
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shiftSprite();
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// Selecciona un frame para pintar
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//player_sprite_->setCurrentAnimation("stand");
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// player_sprite_->setCurrentAnimation("stand");
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}
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// Actua en consecuencia de la entrada recibida
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void Player::setInput(InputAction input) {
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void Player::setInput(Input::Action action) {
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switch (playing_state_) {
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case State::PLAYING: {
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setInputPlaying(input);
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setInputPlaying(action);
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break;
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}
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case State::ENTERING_NAME:
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case State::ENTERING_NAME_GAME_COMPLETED: {
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setInputEnteringName(input);
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setInputEnteringName(action);
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break;
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}
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default:
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@@ -87,27 +87,27 @@ void Player::setInput(InputAction input) {
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}
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// Procesa inputs para cuando está jugando
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void Player::setInputPlaying(InputAction input) {
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switch (input) {
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case InputAction::LEFT: {
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void Player::setInputPlaying(Input::Action action) {
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switch (action) {
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case Input::Action::LEFT: {
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vel_x_ = -BASE_SPEED;
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setWalkingState(State::WALKING_LEFT);
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break;
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}
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case InputAction::RIGHT: {
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case Input::Action::RIGHT: {
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vel_x_ = BASE_SPEED;
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setWalkingState(State::WALKING_RIGHT);
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break;
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}
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case InputAction::FIRE_CENTER: {
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case Input::Action::FIRE_CENTER: {
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setFiringState(State::FIRING_UP);
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break;
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}
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case InputAction::FIRE_LEFT: {
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case Input::Action::FIRE_LEFT: {
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setFiringState(State::FIRING_LEFT);
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break;
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}
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case InputAction::FIRE_RIGHT: {
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case Input::Action::FIRE_RIGHT: {
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setFiringState(State::FIRING_RIGHT);
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break;
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}
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@@ -120,21 +120,21 @@ void Player::setInputPlaying(InputAction input) {
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}
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// Procesa inputs para cuando está introduciendo el nombre
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void Player::setInputEnteringName(InputAction input) {
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switch (input) {
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case InputAction::LEFT:
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void Player::setInputEnteringName(Input::Action action) {
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switch (action) {
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case Input::Action::LEFT:
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enter_name_->decPosition();
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break;
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case InputAction::RIGHT:
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case Input::Action::RIGHT:
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enter_name_->incPosition();
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break;
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case InputAction::UP:
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case Input::Action::UP:
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enter_name_->incIndex();
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break;
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case InputAction::DOWN:
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case Input::Action::DOWN:
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enter_name_->decIndex();
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break;
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case InputAction::START:
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case Input::Action::START:
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last_enter_name_ = getRecordName();
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break;
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default:
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@@ -288,7 +288,7 @@ void Player::handleEnteringScreen() {
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}
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void Player::handlePlayer1Entering() {
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setInputPlaying(InputAction::RIGHT);
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setInputPlaying(Input::Action::RIGHT);
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pos_x_ += vel_x_;
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if (pos_x_ > default_pos_x_) {
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pos_x_ = default_pos_x_;
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@@ -297,7 +297,7 @@ void Player::handlePlayer1Entering() {
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}
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void Player::handlePlayer2Entering() {
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setInputPlaying(InputAction::LEFT);
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setInputPlaying(Input::Action::LEFT);
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pos_x_ += vel_x_;
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if (pos_x_ < default_pos_x_) {
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pos_x_ = default_pos_x_;
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@@ -351,10 +351,10 @@ void Player::updateWalkingStateForCredits() {
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void Player::setInputBasedOnPlayerId() {
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switch (id_) {
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case 1:
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setInputPlaying(InputAction::LEFT);
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setInputPlaying(Input::Action::LEFT);
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break;
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case 2:
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setInputPlaying(InputAction::RIGHT);
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setInputPlaying(Input::Action::RIGHT);
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break;
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default:
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break;
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