Añadido campo ID al jugador
Las balas y los mandos utilizan ahora este ID
This commit is contained in:
@@ -143,6 +143,7 @@ struct op_game_t
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struct op_controller_t
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{
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int index; // Indice en el vector de mandos
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int playerId; // Jugador asociado al mando
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Uint8 deviceType; // Indica si se utilizará teclado o mando o ambos
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std::string name; // Nombre del dispositivo
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std::vector<inputs_e> inputs; // Listado de inputs
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@@ -502,6 +502,7 @@ void Director::initOptions()
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for (int index = 0; index < numPlayers; ++index)
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{
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c.index = index;
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c.playerId = index + 1;
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c.deviceType = INPUT_USE_GAMECONTROLLER;
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c.name = "NO NAME";
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@@ -515,7 +516,7 @@ void Director::initOptions()
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c.buttons.clear();
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c.buttons.push_back(SDL_CONTROLLER_BUTTON_X);
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c.buttons.push_back(SDL_CONTROLLER_BUTTON_Y);
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c.buttons.push_back(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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c.buttons.push_back(SDL_CONTROLLER_BUTTON_B);
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c.buttons.push_back(SDL_CONTROLLER_BUTTON_START);
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c.buttons.push_back(SDL_CONTROLLER_BUTTON_BACK);
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@@ -108,14 +108,18 @@ void Game::init(int playerID)
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players.clear();
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// Crea los dos jugadores
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Player *player1 = new Player((param->game.playArea.firstQuarterX * ((0 * 2) + 1)) - 11, param->game.playArea.rect.h - 30, ¶m->game.playArea.rect ,playerTextures[0], playerAnimations);
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Player *player1 = new Player(1, (param->game.playArea.firstQuarterX * ((0 * 2) + 1)) - 11, param->game.playArea.rect.h - 30, ¶m->game.playArea.rect, playerTextures[0], playerAnimations);
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player1->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL);
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player1->setName(lang->getText(53));
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const int controller1 = getController(player1->getId());
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player1->setController(controller1);
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players.push_back(player1);
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Player *player2 = new Player((param->game.playArea.firstQuarterX * ((1 * 2) + 1)) - 11, param->game.playArea.rect.h - 30, ¶m->game.playArea.rect, playerTextures[1], playerAnimations);
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Player *player2 = new Player(2, (param->game.playArea.firstQuarterX * ((1 * 2) + 1)) - 11, param->game.playArea.rect.h - 30, ¶m->game.playArea.rect, playerTextures[1], playerAnimations);
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player2->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL);
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player2->setName(lang->getText(54));
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const int controller2 = getController(player2->getId());
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player2->setController(controller2);
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players.push_back(player2);
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// Cambia el estado del jugador seleccionado
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@@ -1401,9 +1405,13 @@ void Game::checkBulletBalloonCollision()
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if (checkCollision(balloon->getCollider(), bullet->getCollider()))
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{
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// Otorga los puntos correspondientes al globo al jugador que disparó la bala
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int index = bullet->getOwner();
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players[index]->incScoreMultiplier();
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players[index]->addScore(Uint32(balloon->getScore() * players[index]->getScoreMultiplier() * difficultyScoreMultiplier));
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Player *player = getPlayer(bullet->getOwner());
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if (!player)
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{
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return;
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}
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player->incScoreMultiplier();
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player->addScore(Uint32(balloon->getScore() * player->getScoreMultiplier() * difficultyScoreMultiplier));
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updateHiScore();
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// Suelta el item si se da el caso
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@@ -1417,7 +1425,7 @@ void Game::checkBulletBalloonCollision()
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}
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else
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{
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createItem(droppeditem, players[index]->getPosX(), 0);
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createItem(droppeditem, player->getPosX(), 0);
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coffeeMachineEnabled = true;
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}
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}
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@@ -2133,14 +2141,14 @@ void Game::checkInput()
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demo.keys.fireLeft = 0;
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demo.keys.fireRight = 0;
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#endif
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int i = 0;
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for (auto player : players)
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{
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const int controllerIndex = player->getController();
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const bool autofire = player->isPowerUp() || options->game.autofire;
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if (player->isPlaying())
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{
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// Input a la izquierda
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if (input->checkInput(input_left, ALLOW_REPEAT, options->controller[i].deviceType, options->controller[i].index))
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if (input->checkInput(input_left, ALLOW_REPEAT, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index))
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{
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player->setInput(input_left);
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#ifdef RECORDING
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@@ -2150,7 +2158,7 @@ void Game::checkInput()
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else
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{
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// Input a la derecha
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if (input->checkInput(input_right, ALLOW_REPEAT, options->controller[i].deviceType, options->controller[i].index))
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if (input->checkInput(input_right, ALLOW_REPEAT, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index))
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{
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player->setInput(input_right);
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#ifdef RECORDING
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@@ -2167,12 +2175,12 @@ void Game::checkInput()
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}
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}
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// Comprueba el input de disparar al centro
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if (input->checkInput(input_fire_center, autofire, options->controller[i].deviceType, options->controller[i].index))
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if (input->checkInput(input_fire_center, autofire, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index))
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{
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if (player->canFire())
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{
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player->setInput(input_fire_center);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_UP, player->isPowerUp(), i);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_UP, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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// Reproduce el sonido de disparo
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@@ -2184,12 +2192,12 @@ void Game::checkInput()
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}
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// Comprueba el input de disparar a la izquierda
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else if (input->checkInput(input_fire_left, autofire, options->controller[i].deviceType, options->controller[i].index))
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else if (input->checkInput(input_fire_left, autofire, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index))
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{
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if (player->canFire())
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{
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player->setInput(input_fire_left);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_LEFT, player->isPowerUp(), i);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_LEFT, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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// Reproduce el sonido de disparo
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@@ -2201,12 +2209,12 @@ void Game::checkInput()
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}
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// Comprueba el input de disparar a la derecha
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else if (input->checkInput(input_fire_right, autofire, options->controller[i].deviceType, options->controller[i].index))
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else if (input->checkInput(input_fire_right, autofire, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index))
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{
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if (player->canFire())
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{
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player->setInput(input_fire_right);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_RIGHT, player->isPowerUp(), i);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_RIGHT, player->isPowerUp(), player->getId());
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player->setFireCooldown(10);
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// Reproduce el sonido de disparo
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@@ -2225,12 +2233,11 @@ void Game::checkInput()
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}
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}
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#endif
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i++;
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}
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else
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{
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// Si no está jugando, el botón de start le permite continuar jugando
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if (input->checkInput(input_start, ALLOW_REPEAT, options->controller[i].deviceType, options->controller[i].index))
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if (input->checkInput(input_start, ALLOW_REPEAT, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index))
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{
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// Si no ha entrado ya en el estado de game over, entonces se puede continuar
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if (gameOverCounter == GAME_OVER_COUNTER)
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@@ -2240,14 +2247,13 @@ void Game::checkInput()
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}
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// Si está continuando, los botones de fuego hacen decrementar el contador
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const bool fire1 = input->checkInput(input_fire_left, false, options->controller[i].deviceType, options->controller[i].index);
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const bool fire2 = input->checkInput(input_fire_center, false, options->controller[i].deviceType, options->controller[i].index);
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const bool fire3 = input->checkInput(input_fire_right, false, options->controller[i].deviceType, options->controller[i].index);
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const bool fire1 = input->checkInput(input_fire_left, false, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index);
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const bool fire2 = input->checkInput(input_fire_center, false, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index);
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const bool fire3 = input->checkInput(input_fire_right, false, options->controller[controllerIndex].deviceType, options->controller[controllerIndex].index);
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if (fire1 || fire2 || fire3)
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{
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player->decContinueCounter();
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}
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i++;
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}
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}
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}
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@@ -2765,4 +2771,32 @@ void Game::checkPlayersStatusPlaying()
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break;
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}
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}
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}
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// Obtiene un jugador a partir de su "id"
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Player *Game::getPlayer(int id)
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{
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for (auto player : players)
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{
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if (player->getId() == id)
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{
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return player;
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}
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}
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return nullptr;
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}
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// Obtiene un controlador a partir del "id" del jugador
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int Game::getController(int playerId)
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{
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for (int i = 0; i < (int)options->controller.size(); ++i)
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{
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if (options->controller[i].playerId == playerId)
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{
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return i;
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}
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}
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return -1;
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}
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@@ -437,6 +437,12 @@ private:
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// Comprueba el estado de juego de los jugadores
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void checkPlayersStatusPlaying();
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// Obtiene un jugador a partir de su "id"
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Player *getPlayer(int id);
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// Obtiene un controlador a partir del "id" del jugador
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int getController(int playerId);
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public:
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// Constructor
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Game(int playerID, int currentStage, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section, JA_Music_t *music);
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@@ -2,16 +2,16 @@
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#include "player.h"
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// Constructor
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Player::Player(float x, int y, SDL_Rect *playArea, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations)
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Player::Player(int id, float x, int y, SDL_Rect *playArea, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations)
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{
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// Reserva memoria para los objetos
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playerSprite = new AnimatedSprite(texture[0], "", animations[0]);
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powerSprite = new AnimatedSprite(texture[1], "", animations[1]);
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powerSprite->getTexture()->setAlpha(224);
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// Rectangulo con la zona de juego
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this->playArea = playArea;
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// Establece la posición inicial del jugador
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defaultPosX = posX = x;
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defaultPosY = posY = y;
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@@ -21,6 +21,7 @@ Player::Player(float x, int y, SDL_Rect *playArea, std::vector<Texture *> textur
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powerSprite->setPosY(y - (powerSprite->getHeight() - playerSprite->getHeight()));
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// Inicializa variables
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this->id = id;
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statusPlaying = PLAYER_STATUS_WAITING;
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scoreBoardPanel = 0;
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name = "";
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@@ -587,4 +588,22 @@ void Player::setName(std::string name)
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std::string Player::getName()
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{
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return name;
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}
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// Establece el mando que usará para ser controlado
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void Player::setController(int index)
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{
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controllerIndex = index;
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}
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// Obtiene el mando que usa para ser controlado
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int Player::getController()
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{
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return controllerIndex;
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}
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// Obtiene el "id" del jugador
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int Player::getId()
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{
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return id;
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}
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@@ -35,6 +35,7 @@ private:
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SDL_Rect *playArea; // Rectangulo con la zona de juego
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// Variables
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int id; // Numero de identificación para el jugador
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float posX; // Posicion en el eje X
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int posY; // Posicion en el eje Y
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float defaultPosX; // Posición inicial para el jugador
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@@ -63,6 +64,7 @@ private:
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Uint32 continueTicks; // Variable para poder cambiar el contador de continue en función del tiempo
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int scoreBoardPanel; // Panel del marcador asociado al jugador
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std::string name; // Nombre del jugador
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int controllerIndex; // Indice del array de mandos que utilizará para moverse
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// Actualiza el circulo de colisión a la posición del jugador
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void shiftColliders();
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@@ -75,7 +77,7 @@ private:
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public:
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// Constructor
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Player(float x, int y, SDL_Rect *playArea, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations);
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Player(int id, float x, int y, SDL_Rect *playArea, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations);
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// Destructor
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~Player();
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@@ -229,4 +231,13 @@ public:
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// Obtiene el nombre del jugador
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std::string getName();
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// Establece el mando que usará para ser controlado
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void setController(int index);
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// Obtiene el mando que usa para ser controlado
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int getController();
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// Obtiene el "id" del jugador
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int getId();
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};
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