Modificada la cadencia de foc sense autofire i arreglades un poc les animacions de cool_down i cooling
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@@ -557,17 +557,17 @@ void Game::checkBulletBalloonCollision()
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auto player = getPlayer(bullet->getOwner());
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// Suelta el item si se da el caso
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const auto droppeditem = dropItem();
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if (droppeditem != ItemType::NONE && !demo_.recording)
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const auto dropped_item = dropItem();
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if (dropped_item != ItemType::NONE && !demo_.recording)
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{
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if (droppeditem != ItemType::COFFEE_MACHINE)
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if (dropped_item != ItemType::COFFEE_MACHINE)
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{
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createItem(droppeditem, balloon->getPosX(), balloon->getPosY());
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createItem(dropped_item, balloon->getPosX(), balloon->getPosY());
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JA_PlaySound(Resource::get()->getSound("itemdrop.wav"));
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}
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else
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{
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createItem(droppeditem, player->getPosX(), 0);
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createItem(dropped_item, player->getPosX(), param.game.game_area.rect.y - param.game.coffee_machine_h);
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coffee_machine_enabled_ = true;
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}
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}
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@@ -1257,7 +1257,14 @@ void Game::checkEvents()
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}
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case SDLK_8:
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{
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players_.at(0)->setPlayingState(PlayerState::LEAVING_SCREEN);
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for (auto player : players_)
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{
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if (player->isPlaying())
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{
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createItem(ItemType::COFFEE_MACHINE, player->getPosX(), param.game.game_area.rect.y - param.game.coffee_machine_h);
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break;
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}
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}
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break;
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}
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case SDLK_9:
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@@ -1481,8 +1488,10 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
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: InputType::FIRE_RIGHT);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 6, player->getPosY() + (player->getHeight() / 2), bulletType, player->isPowerUp(), player->getId());
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JA_PlaySound(Resource::get()->getSound("bullet.wav"));
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// Establece un tiempo de espera para el próximo disparo.
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player->setFireCooldown(10);
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const int cooldown = player->isPowerUp() ? 5 : options.game.autofire ? 10 : 7;
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player->setFireCooldown(cooldown);
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}
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}
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@@ -1492,15 +1501,18 @@ void Game::handlePlayersInput()
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for (const auto &player : players_)
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{
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if (player->isPlaying())
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{ // Maneja el input de los jugadores en modo normal.
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{
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// Maneja el input de los jugadores en modo normal.
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handleNormalPlayerInput(player);
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}
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else if (player->isContinue() || player->isWaiting())
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{ // Gestiona la continuación del jugador.
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{
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// Gestiona la continuación del jugador.
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handlePlayerContinue(player);
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}
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else if (player->isEnteringName() || player->isEnteringNameGameCompleted())
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{ // Gestiona la introducción del nombre del jugador.
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{
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// Gestiona la introducción del nombre del jugador.
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handleNameInput(player);
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}
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}
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@@ -1593,8 +1605,8 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
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{
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player->setInput(InputType::START);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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const auto status = player->getPlayingState();
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player->setPlayingState(status == PlayerState::ENTERING_NAME ? PlayerState::CONTINUE : PlayerState::LEAVING_SCREEN);
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const auto state = player->getPlayingState();
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player->setPlayingState(state == PlayerState::ENTERING_NAME ? PlayerState::CONTINUE : PlayerState::LEAVING_SCREEN);
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}
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else
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{
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@@ -1617,8 +1629,8 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
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{
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player->setInput(InputType::START);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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const auto status = player->getPlayingState();
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player->setPlayingState(status == PlayerState::ENTERING_NAME ? PlayerState::CONTINUE : PlayerState::LEAVING_SCREEN);
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const auto state = player->getPlayingState();
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player->setPlayingState(state == PlayerState::ENTERING_NAME ? PlayerState::CONTINUE : PlayerState::LEAVING_SCREEN);
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}
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}
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