nuevos gráficos para los sprites de puntos de los items
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Before Width: | Height: | Size: 438 B After Width: | Height: | Size: 935 B |
@@ -318,15 +318,19 @@ void Game::init(int playerID)
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evaluateAndSetMenace();
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// Inicializa el bitmap de 1000 puntos
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const int height = 15;
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const int sprite1Width = 35;
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const int sprite2Width = 38;
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const int sprite3Width = 39;
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n1000Sprite->setPosX(0);
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n1000Sprite->setPosY(0);
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n1000Sprite->setWidth(26);
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n1000Sprite->setHeight(9);
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n1000Sprite->setWidth(sprite1Width);
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n1000Sprite->setHeight(height);
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n1000Sprite->setVelX(0.0f);
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n1000Sprite->setVelY(-0.5f);
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n1000Sprite->setAccelX(0.0f);
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n1000Sprite->setAccelY(-0.1f);
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n1000Sprite->setSpriteClip(0, 0, 26, 9);
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n1000Sprite->setSpriteClip(0, 0, sprite1Width, height);
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n1000Sprite->setEnabled(false);
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n1000Sprite->setEnabledCounter(0);
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n1000Sprite->setDestX(0);
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@@ -335,13 +339,13 @@ void Game::init(int playerID)
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// Inicializa el bitmap de 2500 puntos
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n2500Sprite->setPosX(0);
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n2500Sprite->setPosY(0);
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n2500Sprite->setWidth(28);
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n2500Sprite->setHeight(9);
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n2500Sprite->setWidth(sprite2Width);
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n2500Sprite->setHeight(height);
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n2500Sprite->setVelX(0.0f);
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n2500Sprite->setVelY(-0.5f);
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n2500Sprite->setAccelX(0.0f);
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n2500Sprite->setAccelY(-0.1f);
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n2500Sprite->setSpriteClip(26, 0, 28, 9);
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n2500Sprite->setSpriteClip(sprite1Width, 0, sprite2Width, height);
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n2500Sprite->setEnabled(false);
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n2500Sprite->setEnabledCounter(0);
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n2500Sprite->setDestX(0);
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@@ -350,13 +354,13 @@ void Game::init(int playerID)
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// Inicializa el bitmap de 5000 puntos
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n5000Sprite->setPosX(0);
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n5000Sprite->setPosY(0);
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n5000Sprite->setWidth(28);
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n5000Sprite->setHeight(9);
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n5000Sprite->setWidth(sprite3Width);
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n5000Sprite->setHeight(height);
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n5000Sprite->setVelX(0.0f);
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n5000Sprite->setVelY(-0.5f);
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n5000Sprite->setAccelX(0.0f);
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n5000Sprite->setAccelY(-0.1f);
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n5000Sprite->setSpriteClip(54, 0, 28, 9);
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n5000Sprite->setSpriteClip(sprite1Width + sprite2Width, 0, sprite3Width, height);
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n5000Sprite->setEnabled(false);
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n5000Sprite->setEnabledCounter(0);
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n5000Sprite->setDestX(0);
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@@ -2253,7 +2257,7 @@ void Game::renderItems()
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}
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}
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// Devuelve un item en función del azar
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// Devuelve un item al azar y luego segun sus probabilidades
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Uint8 Game::dropItem()
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{
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const Uint8 luckyNumber = rand() % 100;
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@@ -2363,7 +2367,7 @@ void Game::createItemScoreSprite(int x, int y, SmartSprite *sprite)
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ss->setPosX(x);
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ss->setPosY(y);
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ss->setDestX(x);
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ss->setDestY(y - 15);
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ss->setDestY(y - 25);
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ss->setEnabled(true);
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ss->setEnabledCounter(100);
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}
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@@ -3256,6 +3260,13 @@ bool Game::allPlayersAreDead()
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// Comprueba los eventos que hay en cola
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void Game::checkEvents()
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{
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const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
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if (keyStates[SDL_SCANCODE_H] != 0)
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{
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createItemScoreSprite(param->gameWidth / 2, param->gameWidth / 2, n1000Sprite);
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}
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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@@ -498,7 +498,7 @@ void Player::updatePowerUpCounter()
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else
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{
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powerUp = false;
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powerUpCounter = PLAYER_POWERUP_COUNTER;
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//powerUpCounter = PLAYER_POWERUP_COUNTER;
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}
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}
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