nuevos gráficos para los sprites de puntos de los items

This commit is contained in:
2024-07-12 18:18:12 +02:00
parent 6609021488
commit a4dc3d20e2
3 changed files with 23 additions and 12 deletions

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Width:  |  Height:  |  Size: 438 B

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Width:  |  Height:  |  Size: 935 B

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@@ -318,15 +318,19 @@ void Game::init(int playerID)
evaluateAndSetMenace();
// Inicializa el bitmap de 1000 puntos
const int height = 15;
const int sprite1Width = 35;
const int sprite2Width = 38;
const int sprite3Width = 39;
n1000Sprite->setPosX(0);
n1000Sprite->setPosY(0);
n1000Sprite->setWidth(26);
n1000Sprite->setHeight(9);
n1000Sprite->setWidth(sprite1Width);
n1000Sprite->setHeight(height);
n1000Sprite->setVelX(0.0f);
n1000Sprite->setVelY(-0.5f);
n1000Sprite->setAccelX(0.0f);
n1000Sprite->setAccelY(-0.1f);
n1000Sprite->setSpriteClip(0, 0, 26, 9);
n1000Sprite->setSpriteClip(0, 0, sprite1Width, height);
n1000Sprite->setEnabled(false);
n1000Sprite->setEnabledCounter(0);
n1000Sprite->setDestX(0);
@@ -335,13 +339,13 @@ void Game::init(int playerID)
// Inicializa el bitmap de 2500 puntos
n2500Sprite->setPosX(0);
n2500Sprite->setPosY(0);
n2500Sprite->setWidth(28);
n2500Sprite->setHeight(9);
n2500Sprite->setWidth(sprite2Width);
n2500Sprite->setHeight(height);
n2500Sprite->setVelX(0.0f);
n2500Sprite->setVelY(-0.5f);
n2500Sprite->setAccelX(0.0f);
n2500Sprite->setAccelY(-0.1f);
n2500Sprite->setSpriteClip(26, 0, 28, 9);
n2500Sprite->setSpriteClip(sprite1Width, 0, sprite2Width, height);
n2500Sprite->setEnabled(false);
n2500Sprite->setEnabledCounter(0);
n2500Sprite->setDestX(0);
@@ -350,13 +354,13 @@ void Game::init(int playerID)
// Inicializa el bitmap de 5000 puntos
n5000Sprite->setPosX(0);
n5000Sprite->setPosY(0);
n5000Sprite->setWidth(28);
n5000Sprite->setHeight(9);
n5000Sprite->setWidth(sprite3Width);
n5000Sprite->setHeight(height);
n5000Sprite->setVelX(0.0f);
n5000Sprite->setVelY(-0.5f);
n5000Sprite->setAccelX(0.0f);
n5000Sprite->setAccelY(-0.1f);
n5000Sprite->setSpriteClip(54, 0, 28, 9);
n5000Sprite->setSpriteClip(sprite1Width + sprite2Width, 0, sprite3Width, height);
n5000Sprite->setEnabled(false);
n5000Sprite->setEnabledCounter(0);
n5000Sprite->setDestX(0);
@@ -2253,7 +2257,7 @@ void Game::renderItems()
}
}
// Devuelve un item en función del azar
// Devuelve un item al azar y luego segun sus probabilidades
Uint8 Game::dropItem()
{
const Uint8 luckyNumber = rand() % 100;
@@ -2363,7 +2367,7 @@ void Game::createItemScoreSprite(int x, int y, SmartSprite *sprite)
ss->setPosX(x);
ss->setPosY(y);
ss->setDestX(x);
ss->setDestY(y - 15);
ss->setDestY(y - 25);
ss->setEnabled(true);
ss->setEnabledCounter(100);
}
@@ -3256,6 +3260,13 @@ bool Game::allPlayersAreDead()
// Comprueba los eventos que hay en cola
void Game::checkEvents()
{
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
if (keyStates[SDL_SCANCODE_H] != 0)
{
createItemScoreSprite(param->gameWidth / 2, param->gameWidth / 2, n1000Sprite);
}
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación

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@@ -498,7 +498,7 @@ void Player::updatePowerUpCounter()
else
{
powerUp = false;
powerUpCounter = PLAYER_POWERUP_COUNTER;
//powerUpCounter = PLAYER_POWERUP_COUNTER;
}
}