Afegits sons de caminar i de comptador de continuar
Afegits estats al joc i al jugador per a escenificar el inici de la partida
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@@ -40,7 +40,7 @@ void Player::init()
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pos_y_ = default_pos_y_;
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walking_state_ = PlayerState::WALKING_STOP;
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firing_state_ = PlayerState::FIRING_NONE;
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playing_state_ = PlayerState::WAITING;
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setPlayingState(PlayerState::WAITING);
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invulnerable_ = true;
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invulnerable_counter_ = INVULNERABLE_COUNTER_;
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power_up_ = false;
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@@ -206,6 +206,12 @@ void Player::move()
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}
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case PlayerState::LEAVING_SCREEN:
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{
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++step_counter_;
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if (step_counter_ % 10 == 0)
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{
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JA_PlaySound(Resource::get()->getSound("walk.wav"));
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}
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switch (id_)
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{
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case 1:
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@@ -224,7 +230,45 @@ void Player::move()
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shiftSprite();
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if (pos_x_ == min_x || pos_x_ == max_x)
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{
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setPlayingState(PlayerState::GAME_OVER);
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}
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break;
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}
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case PlayerState::ENTERING_SCREEN:
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{
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++step_counter_;
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if (step_counter_ % 10 == 0)
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{
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JA_PlaySound(Resource::get()->getSound("walk.wav"));
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}
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switch (id_)
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{
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case 1:
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setInputPlaying(InputType::RIGHT);
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pos_x_ += vel_x_;
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if (pos_x_ > default_pos_x_)
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{
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pos_x_ = default_pos_x_;
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setPlayingState(PlayerState::PLAYING);
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setInvulnerable(false);
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}
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break;
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case 2:
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setInputPlaying(InputType::LEFT);
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pos_x_ += vel_x_;
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if (pos_x_ < default_pos_x_)
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{
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pos_x_ = default_pos_x_;
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setPlayingState(PlayerState::PLAYING);
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setInvulnerable(false);
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}
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break;
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default:
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break;
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}
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shiftSprite();
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break;
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}
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case PlayerState::CREDITS:
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@@ -291,6 +335,7 @@ void Player::setAnimation()
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{
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case PlayerState::PLAYING:
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case PlayerState::ENTERING_NAME_GAME_COMPLETED:
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case PlayerState::ENTERING_SCREEN:
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case PlayerState::LEAVING_SCREEN:
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case PlayerState::CREDITS:
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{
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@@ -506,9 +551,29 @@ void Player::setPlayingState(PlayerState state)
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}
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case PlayerState::LEAVING_SCREEN:
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{
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step_counter_ = 0;
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setScoreboardMode(ScoreboardMode::GAME_COMPLETED);
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break;
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}
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case PlayerState::ENTERING_SCREEN:
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{
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step_counter_ = 0;
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setScoreboardMode(ScoreboardMode::SCORE);
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switch (id_)
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{
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case 1:
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pos_x_ = param.game.game_area.rect.x - WIDTH_;
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break;
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case 2:
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pos_x_ = param.game.game_area.rect.x + param.game.game_area.rect.w;
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break;
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default:
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break;
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}
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break;
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}
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case PlayerState::CREDITS:
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{
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vel_x_ = (walking_state_ == PlayerState::WALKING_RIGHT) ? BASE_SPEED_ : -BASE_SPEED_;
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@@ -648,6 +713,10 @@ void Player::decContinueCounter()
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{
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setPlayingState(PlayerState::GAME_OVER);
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}
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else
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{
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JA_PlaySound(Resource::get()->getSound("continue_clock.wav"));
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}
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}
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// Decrementa el contador de entrar nombre
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