940 lines
27 KiB
C++
940 lines
27 KiB
C++
#include "player.h"
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#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_FlipMode
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#include <algorithm> // Para clamp, max, min
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#include <cstdlib> // Para rand
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#include "animated_sprite.h" // Para AnimatedSprite
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#include "asset.h" // Para Asset
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#include "audio.h" // Para Audio
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#include "input.h" // Para Input
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#include "input_types.h" // Para InputAction
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#include "manage_hiscore_table.h" // Para ManageHiScoreTable, HiScoreEntry
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#include "param.h" // Para Param, ParamGame, param
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#include "scoreboard.h" // Para Scoreboard
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#include "stage.h" // Para power_can_be_added
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#include "texture.h" // Para Texture
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#ifdef _DEBUG
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#include <iostream>
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#endif
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// Constructor
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Player::Player(const Config &config)
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: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))),
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power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))),
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enter_name_(std::make_unique<EnterName>()),
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hi_score_table_(*config.hi_score_table),
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glowing_entry_(*config.glowing_entry),
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play_area_(*config.play_area),
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id_(config.id),
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default_pos_x_(config.x),
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default_pos_y_(config.y),
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demo_(config.demo) {
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// Configura objetos
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player_sprite_->addTexture(config.texture.at(1));
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player_sprite_->addTexture(config.texture.at(2));
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player_sprite_->addTexture(config.texture.at(3));
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player_sprite_->setActiveTexture(coffees_);
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power_sprite_->getTexture()->setAlpha(224);
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power_up_x_offset_ = (power_sprite_->getWidth() - player_sprite_->getWidth()) / 2;
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power_sprite_->setPosY(default_pos_y_ - (power_sprite_->getHeight() - player_sprite_->getHeight()));
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// Inicializa variables
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pos_x_ = default_pos_x_;
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init();
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}
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// Iniciador
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void Player::init() {
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// Inicializa variables de estado
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pos_y_ = default_pos_y_;
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walking_state_ = State::WALKING_STOP;
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firing_state_ = State::FIRING_NONE;
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invulnerable_ = false;
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invulnerable_counter_ = 0;
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power_up_ = false;
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power_up_counter_ = POWERUP_COUNTER;
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extra_hit_ = false;
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coffees_ = 0;
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continue_ticks_ = 0;
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continue_counter_ = 10;
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name_entry_ticks_ = 0;
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name_entry_idle_counter_ = 0;
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name_entry_total_counter_ = 0;
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shiftColliders();
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vel_x_ = 0;
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vel_y_ = 0;
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score_ = 0;
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score_multiplier_ = 1.0F;
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cant_fire_counter_ = 10;
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enter_name_->init(last_enter_name_);
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// Establece la posición del sprite
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player_sprite_->clear();
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shiftSprite();
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// Selecciona un frame para pintar
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// player_sprite_->setCurrentAnimation("stand");
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}
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// Actua en consecuencia de la entrada recibida
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void Player::setInput(Input::Action action) {
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switch (playing_state_) {
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case State::PLAYING: {
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setInputPlaying(action);
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break;
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}
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case State::ENTERING_NAME:
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case State::ENTERING_NAME_GAME_COMPLETED: {
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setInputEnteringName(action);
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break;
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}
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default:
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break;
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}
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}
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// Procesa inputs para cuando está jugando
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void Player::setInputPlaying(Input::Action action) {
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switch (action) {
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case Input::Action::LEFT: {
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vel_x_ = -BASE_SPEED;
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setWalkingState(State::WALKING_LEFT);
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break;
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}
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case Input::Action::RIGHT: {
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vel_x_ = BASE_SPEED;
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setWalkingState(State::WALKING_RIGHT);
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break;
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}
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case Input::Action::FIRE_CENTER: {
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setFiringState(State::FIRING_UP);
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break;
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}
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case Input::Action::FIRE_LEFT: {
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setFiringState(State::FIRING_LEFT);
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break;
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}
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case Input::Action::FIRE_RIGHT: {
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setFiringState(State::FIRING_RIGHT);
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break;
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}
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default: {
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vel_x_ = 0;
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setWalkingState(State::WALKING_STOP);
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break;
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}
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}
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}
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// Procesa inputs para cuando está introduciendo el nombre
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void Player::setInputEnteringName(Input::Action action) {
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switch (action) {
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case Input::Action::LEFT:
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enter_name_->decPosition();
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break;
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case Input::Action::RIGHT:
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enter_name_->incPosition();
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break;
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case Input::Action::UP:
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enter_name_->incIndex();
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break;
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case Input::Action::DOWN:
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enter_name_->decIndex();
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break;
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case Input::Action::START:
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last_enter_name_ = getRecordName();
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break;
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default:
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break;
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}
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name_entry_idle_counter_ = 0;
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}
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// Mueve el jugador a la posición y animación que le corresponde
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void Player::move() {
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switch (playing_state_) {
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case State::PLAYING:
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handlePlayingMovement();
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break;
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case State::ROLLING:
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handleRollingMovement();
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break;
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case State::TITLE_ANIMATION:
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handleTitleAnimation();
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break;
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case State::CONTINUE_TIME_OUT:
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handleContinueTimeOut();
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break;
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case State::LEAVING_SCREEN:
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handleLeavingScreen();
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break;
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case State::ENTERING_SCREEN:
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handleEnteringScreen();
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break;
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case State::CREDITS:
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handleCreditsMovement();
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break;
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case State::WAITING:
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handleWaitingMovement();
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break;
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default:
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break;
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}
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}
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void Player::handlePlayingMovement() {
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// Mueve el jugador a derecha o izquierda
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pos_x_ += vel_x_;
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// Si el jugador abandona el area de juego por los laterales, restaura su posición
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const float MIN_X = play_area_.x - 5;
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const float MAX_X = play_area_.w + 5 - WIDTH;
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pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
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shiftSprite();
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}
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void Player::handleRollingMovement() {
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handleRollingBoundaryCollision();
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handleRollingGroundCollision();
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}
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void Player::handleRollingBoundaryCollision() {
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const int X = player_sprite_->getPosX();
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const int MIN_X = play_area_.x;
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const int MAX_X = play_area_.x + play_area_.w - WIDTH;
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if ((X < MIN_X) || (X > MAX_X)) {
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player_sprite_->setPosX(std::clamp(X, MIN_X, MAX_X));
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player_sprite_->setVelX(-player_sprite_->getVelX());
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playSound("jump.wav");
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}
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}
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void Player::handleRollingGroundCollision() {
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if (player_sprite_->getPosY() <= play_area_.h - HEIGHT) {
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return;
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}
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// const float VEL_Y = player_sprite_->getVelY();
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// if (VEL_Y >= 0.0F && VEL_Y < 2.0F) {
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if (player_sprite_->getVelY() < 2.0F) {
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handleRollingStop();
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} else {
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handleRollingBounce();
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}
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}
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void Player::handleRollingStop() {
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const auto NEXT_PLAYER_STATE = qualifiesForHighScore() ? State::ENTERING_NAME : State::CONTINUE;
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const auto NEXT_STATE = demo_ ? State::LYING_ON_THE_FLOOR_FOREVER : NEXT_PLAYER_STATE;
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setPlayingState(NEXT_STATE);
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pos_x_ = player_sprite_->getPosX();
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pos_y_ = default_pos_y_;
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player_sprite_->clear();
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shiftSprite();
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playSound("jump.wav");
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}
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void Player::handleRollingBounce() {
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player_sprite_->setPosY(play_area_.h - HEIGHT);
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player_sprite_->setVelY(player_sprite_->getVelY() * -0.5F);
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player_sprite_->setVelX(player_sprite_->getVelX() * 0.75F);
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player_sprite_->setAnimationSpeed(player_sprite_->getAnimationSpeed() * 2);
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playSound("jump.wav");
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}
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void Player::handleTitleAnimation() {
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setInputBasedOnPlayerId();
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pos_x_ += vel_x_ * 2.0F;
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const float MIN_X = -WIDTH;
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const float MAX_X = play_area_.w;
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pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
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shiftSprite();
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if (pos_x_ == MIN_X || pos_x_ == MAX_X) {
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setPlayingState(State::TITLE_HIDDEN);
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}
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}
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void Player::handleContinueTimeOut() {
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// Si el cadaver desaparece por el suelo, cambia de estado
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if (player_sprite_->getPosY() > play_area_.h) {
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player_sprite_->stop();
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setPlayingState(State::WAITING);
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}
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}
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void Player::handleLeavingScreen() {
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updateStepCounter();
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setInputBasedOnPlayerId();
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pos_x_ += vel_x_;
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const float MIN_X = -WIDTH;
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const float MAX_X = play_area_.w;
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pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
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shiftSprite();
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if (pos_x_ == MIN_X || pos_x_ == MAX_X) {
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setPlayingState(State::GAME_OVER);
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}
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}
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void Player::handleEnteringScreen() {
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updateStepCounter();
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switch (id_) {
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case Id::PLAYER1:
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handlePlayer1Entering();
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break;
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case Id::PLAYER2:
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handlePlayer2Entering();
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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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}
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void Player::handlePlayer1Entering() {
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setInputPlaying(Input::Action::RIGHT);
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pos_x_ += vel_x_;
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if (pos_x_ > default_pos_x_) {
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pos_x_ = default_pos_x_;
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setPlayingState(State::PLAYING);
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}
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}
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void Player::handlePlayer2Entering() {
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setInputPlaying(Input::Action::LEFT);
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pos_x_ += vel_x_;
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if (pos_x_ < default_pos_x_) {
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pos_x_ = default_pos_x_;
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setPlayingState(State::PLAYING);
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}
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}
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void Player::handleCreditsMovement() {
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pos_x_ += vel_x_ / 2.0F;
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if (vel_x_ > 0) {
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handleCreditsRightMovement();
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} else {
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handleCreditsLeftMovement();
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}
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updateWalkingStateForCredits();
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shiftSprite();
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}
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void Player::handleCreditsRightMovement() {
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if (pos_x_ > param.game.game_area.rect.w - WIDTH) {
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pos_x_ = param.game.game_area.rect.w - WIDTH;
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vel_x_ *= -1;
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}
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}
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void Player::handleCreditsLeftMovement() {
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if (pos_x_ < param.game.game_area.rect.x) {
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pos_x_ = param.game.game_area.rect.x;
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vel_x_ *= -1;
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}
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}
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void Player::handleWaitingMovement() {
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++waiting_counter_;
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if (waiting_counter_ == WAITING_COUNTER) {
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waiting_counter_ = 0;
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player_sprite_->resetAnimation();
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}
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}
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void Player::updateWalkingStateForCredits() {
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if (pos_x_ > param.game.game_area.center_x - WIDTH / 2) {
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setWalkingState(State::WALKING_LEFT);
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} else {
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setWalkingState(State::WALKING_RIGHT);
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}
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}
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void Player::setInputBasedOnPlayerId() {
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switch (id_) {
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case Id::PLAYER1:
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setInputPlaying(Input::Action::LEFT);
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break;
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case Id::PLAYER2:
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setInputPlaying(Input::Action::RIGHT);
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break;
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default:
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break;
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}
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}
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void Player::updateStepCounter() {
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++step_counter_;
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if (step_counter_ % 10 == 0) {
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playSound("walk.wav");
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}
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}
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// Pinta el jugador en pantalla
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void Player::render() {
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if (power_up_ && isPlaying()) {
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if (power_up_counter_ > (POWERUP_COUNTER / 4) || power_up_counter_ % 20 > 4) {
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power_sprite_->render();
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}
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}
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if (isRenderable()) {
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player_sprite_->render();
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}
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}
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// Calcula la animacion de moverse y disparar del jugador
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auto Player::computeAnimation() const -> std::pair<std::string, SDL_FlipMode> {
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const std::string baseAnim = (walking_state_ == State::WALKING_STOP) ? "stand" : "walk";
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std::string animName;
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SDL_FlipMode flipMode = SDL_FLIP_NONE;
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switch (firing_state_) {
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case State::FIRING_NONE:
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animName = baseAnim;
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::FIRING_UP:
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animName = baseAnim + "-fire-center";
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::FIRING_LEFT:
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case State::FIRING_RIGHT:
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animName = baseAnim + "-fire-side";
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flipMode = (firing_state_ == State::FIRING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::RECOILING_UP:
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animName = baseAnim + "-recoil-center";
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::RECOILING_LEFT:
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case State::RECOILING_RIGHT:
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animName = baseAnim + "-recoil-side";
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flipMode = (firing_state_ == State::RECOILING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::COOLING_UP:
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animName = baseAnim + "-cool-center";
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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case State::COOLING_LEFT:
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case State::COOLING_RIGHT:
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animName = baseAnim + "-cool-side";
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flipMode = (firing_state_ == State::COOLING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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default:
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animName = baseAnim;
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flipMode = (walking_state_ == State::WALKING_RIGHT) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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break;
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}
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return {animName, flipMode};
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}
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// Establece la animación correspondiente al estado
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void Player::setAnimation() {
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switch (playing_state_) {
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case State::PLAYING:
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case State::ENTERING_NAME_GAME_COMPLETED:
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case State::ENTERING_SCREEN:
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case State::LEAVING_SCREEN:
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case State::TITLE_ANIMATION:
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case State::CREDITS: {
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auto [animName, flipMode] = computeAnimation();
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player_sprite_->setCurrentAnimation(animName, false);
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player_sprite_->setFlip(flipMode);
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break;
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}
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case State::WAITING:
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player_sprite_->setCurrentAnimation("hello");
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break;
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case State::ROLLING:
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case State::CONTINUE_TIME_OUT:
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player_sprite_->setCurrentAnimation("rolling");
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break;
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case State::LYING_ON_THE_FLOOR_FOREVER:
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case State::ENTERING_NAME:
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case State::CONTINUE:
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player_sprite_->setCurrentAnimation("dead");
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break;
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case State::CELEBRATING:
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player_sprite_->setCurrentAnimation("celebration");
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break;
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default:
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break;
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}
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player_sprite_->update();
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power_sprite_->update();
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}
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// Actualiza el valor de la variable
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void Player::updateCooldown() {
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if (playing_state_ != State::PLAYING) {
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return;
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}
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if (cant_fire_counter_ > 0) {
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handleFiringCooldown();
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} else {
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handleRecoilAndCooling();
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}
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}
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void Player::handleFiringCooldown() {
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cooling_state_counter_ = COOLING_DURATION;
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// Transition to recoiling state at halfway point
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if (cant_fire_counter_ == recoiling_state_duration_ / 2) {
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transitionToRecoiling();
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}
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--cant_fire_counter_;
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if (cant_fire_counter_ == 0) {
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recoiling_state_counter_ = recoiling_state_duration_;
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}
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}
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void Player::handleRecoilAndCooling() {
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if (recoiling_state_counter_ > 0) {
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--recoiling_state_counter_;
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return;
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}
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handleCoolingState();
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}
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void Player::handleCoolingState() {
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if (cooling_state_counter_ > COOLING_COMPLETE) {
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if (cooling_state_counter_ == COOLING_DURATION) {
|
|
transitionToCooling();
|
|
}
|
|
--cooling_state_counter_;
|
|
}
|
|
|
|
if (cooling_state_counter_ == COOLING_COMPLETE) {
|
|
completeCooling();
|
|
}
|
|
}
|
|
|
|
void Player::transitionToRecoiling() {
|
|
switch (firing_state_) {
|
|
case State::FIRING_LEFT:
|
|
setFiringState(State::RECOILING_LEFT);
|
|
break;
|
|
case State::FIRING_RIGHT:
|
|
setFiringState(State::RECOILING_RIGHT);
|
|
break;
|
|
case State::FIRING_UP:
|
|
setFiringState(State::RECOILING_UP);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Player::transitionToCooling() {
|
|
switch (firing_state_) {
|
|
case State::RECOILING_LEFT:
|
|
setFiringState(State::COOLING_LEFT);
|
|
break;
|
|
case State::RECOILING_RIGHT:
|
|
setFiringState(State::COOLING_RIGHT);
|
|
break;
|
|
case State::RECOILING_UP:
|
|
setFiringState(State::COOLING_UP);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Player::completeCooling() {
|
|
setFiringState(State::FIRING_NONE);
|
|
cooling_state_counter_ = -1;
|
|
}
|
|
|
|
// Actualiza al jugador a su posicion, animación y controla los contadores
|
|
void Player::update() {
|
|
move();
|
|
setAnimation();
|
|
shiftColliders();
|
|
updateCooldown();
|
|
updatePowerUp();
|
|
updateInvulnerable();
|
|
updateScoreboard();
|
|
updateContinueCounter();
|
|
updateEnterNameCounter();
|
|
updateShowingName();
|
|
}
|
|
|
|
// Incrementa la puntuación del jugador
|
|
void Player::addScore(int score, int last_hi_score_entry) {
|
|
if (isPlaying()) {
|
|
score_ += score;
|
|
qualifies_for_high_score_ = score_ > last_hi_score_entry;
|
|
}
|
|
}
|
|
|
|
// Actualiza el panel del marcador
|
|
void Player::updateScoreboard() {
|
|
switch (playing_state_) {
|
|
case State::CONTINUE: {
|
|
Scoreboard::get()->setContinue(scoreboard_panel_, getContinueCounter());
|
|
break;
|
|
}
|
|
case State::ENTERING_NAME:
|
|
case State::ENTERING_NAME_GAME_COMPLETED: {
|
|
Scoreboard::get()->setRecordName(scoreboard_panel_, enter_name_->getCurrentName());
|
|
Scoreboard::get()->setSelectorPos(scoreboard_panel_, getRecordNamePos());
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Cambia el modo del marcador
|
|
void Player::setScoreboardMode(Scoreboard::Mode mode) const {
|
|
if (!demo_) {
|
|
Scoreboard::get()->setMode(scoreboard_panel_, mode);
|
|
}
|
|
}
|
|
|
|
// Establece el estado del jugador en el juego
|
|
void Player::setPlayingState(State state) {
|
|
playing_state_ = state;
|
|
|
|
switch (playing_state_) {
|
|
case State::RESPAWNING: {
|
|
playSound("voice_thankyou.wav");
|
|
setPlayingState(State::PLAYING);
|
|
setInvulnerable(true);
|
|
break;
|
|
}
|
|
case State::PLAYING: {
|
|
init();
|
|
setInvulnerable(true);
|
|
setScoreboardMode(Scoreboard::Mode::SCORE);
|
|
Stage::power_can_be_added = true;
|
|
break;
|
|
}
|
|
case State::CONTINUE: {
|
|
// Inicializa el contador de continuar
|
|
continue_ticks_ = SDL_GetTicks();
|
|
continue_counter_ = 9;
|
|
playSound("continue_clock.wav");
|
|
setScoreboardMode(Scoreboard::Mode::CONTINUE);
|
|
break;
|
|
}
|
|
case State::WAITING: {
|
|
switch (id_) {
|
|
case Id::PLAYER1:
|
|
pos_x_ = param.game.game_area.rect.x;
|
|
break;
|
|
case Id::PLAYER2:
|
|
pos_x_ = param.game.game_area.rect.w - WIDTH;
|
|
break;
|
|
default:
|
|
pos_x_ = 0;
|
|
break;
|
|
}
|
|
pos_y_ = default_pos_y_;
|
|
waiting_counter_ = 0;
|
|
shiftSprite();
|
|
player_sprite_->setCurrentAnimation("hello");
|
|
player_sprite_->animtionPause();
|
|
setScoreboardMode(Scoreboard::Mode::WAITING);
|
|
break;
|
|
}
|
|
case State::ENTERING_NAME: {
|
|
setScoreboardMode(Scoreboard::Mode::ENTER_NAME);
|
|
break;
|
|
}
|
|
case State::SHOWING_NAME: {
|
|
showing_name_ticks_ = SDL_GetTicks();
|
|
setScoreboardMode(Scoreboard::Mode::SHOW_NAME);
|
|
Scoreboard::get()->setRecordName(scoreboard_panel_, last_enter_name_);
|
|
addScoreToScoreBoard();
|
|
break;
|
|
}
|
|
case State::ROLLING: {
|
|
// Activa la animación de rodar dando botes
|
|
player_sprite_->setCurrentAnimation("rolling");
|
|
player_sprite_->setAnimationSpeed(4);
|
|
player_sprite_->setVelY(-6.6F); // Velocidad inicial
|
|
player_sprite_->setAccelY(0.2F); // Gravedad
|
|
player_sprite_->setPosY(pos_y_ - 2); // Para "sacarlo" del suelo, ya que está hundido un pixel para ocultar el outline de los pies
|
|
(rand() % 2 == 0) ? player_sprite_->setVelX(3.3F) : player_sprite_->setVelX(-3.3F);
|
|
break;
|
|
}
|
|
case State::TITLE_ANIMATION: {
|
|
// Activa la animación de rodar
|
|
player_sprite_->setCurrentAnimation("walk");
|
|
playSound("voice_thankyou.wav");
|
|
break;
|
|
}
|
|
case State::TITLE_HIDDEN: {
|
|
player_sprite_->setVelX(0.0F);
|
|
player_sprite_->setVelY(0.0F);
|
|
break;
|
|
}
|
|
case State::CONTINUE_TIME_OUT: {
|
|
// Activa la animación de sacar al jugador de la zona de juego
|
|
player_sprite_->setAccelY(0.2F);
|
|
player_sprite_->setVelY(-4.0F);
|
|
player_sprite_->setVelX(0.0F);
|
|
player_sprite_->setCurrentAnimation("rolling");
|
|
player_sprite_->setAnimationSpeed(5);
|
|
setScoreboardMode(Scoreboard::Mode::GAME_OVER);
|
|
playSound("voice_aw_aw_aw.wav");
|
|
playSound("jump.wav");
|
|
break;
|
|
}
|
|
case State::GAME_OVER: {
|
|
setScoreboardMode(Scoreboard::Mode::GAME_OVER);
|
|
break;
|
|
}
|
|
case State::CELEBRATING: {
|
|
game_completed_ = true;
|
|
setScoreboardMode(Scoreboard::Mode::SCORE);
|
|
break;
|
|
}
|
|
case State::ENTERING_NAME_GAME_COMPLETED: {
|
|
setWalkingState(State::WALKING_STOP);
|
|
setFiringState(State::FIRING_NONE);
|
|
setScoreboardMode(Scoreboard::Mode::ENTER_NAME);
|
|
break;
|
|
}
|
|
case State::LEAVING_SCREEN: {
|
|
step_counter_ = 0;
|
|
setScoreboardMode(Scoreboard::Mode::GAME_COMPLETED);
|
|
break;
|
|
}
|
|
case State::ENTERING_SCREEN: {
|
|
init();
|
|
step_counter_ = 0;
|
|
setScoreboardMode(Scoreboard::Mode::SCORE);
|
|
switch (id_) {
|
|
case Id::PLAYER1:
|
|
pos_x_ = param.game.game_area.rect.x - WIDTH;
|
|
break;
|
|
|
|
case Id::PLAYER2:
|
|
pos_x_ = param.game.game_area.rect.x + param.game.game_area.rect.w;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
case State::CREDITS: {
|
|
vel_x_ = (walking_state_ == State::WALKING_RIGHT) ? BASE_SPEED : -BASE_SPEED;
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Aumenta el valor de la variable hasta un máximo
|
|
void Player::incScoreMultiplier() {
|
|
score_multiplier_ += 0.1F;
|
|
score_multiplier_ = std::min(score_multiplier_, 5.0F);
|
|
}
|
|
|
|
// Decrementa el valor de la variable hasta un mínimo
|
|
void Player::decScoreMultiplier() {
|
|
score_multiplier_ -= 0.1F;
|
|
score_multiplier_ = std::max(score_multiplier_, 1.0F);
|
|
}
|
|
|
|
// Establece el valor del estado
|
|
void Player::setInvulnerable(bool value) {
|
|
invulnerable_ = value;
|
|
invulnerable_counter_ = invulnerable_ ? INVULNERABLE_COUNTER : 0;
|
|
}
|
|
|
|
// Monitoriza el estado
|
|
void Player::updateInvulnerable() {
|
|
if (playing_state_ == State::PLAYING) {
|
|
if (invulnerable_) {
|
|
if (invulnerable_counter_ > 0) {
|
|
--invulnerable_counter_;
|
|
invulnerable_counter_ % 8 > 3 ? player_sprite_->setActiveTexture(coffees_) : player_sprite_->setActiveTexture(3);
|
|
} else {
|
|
setInvulnerable(false);
|
|
player_sprite_->setActiveTexture(coffees_);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Player::setPowerUp() {
|
|
power_up_ = true;
|
|
power_up_counter_ = POWERUP_COUNTER;
|
|
}
|
|
|
|
// Actualiza el valor de la variable
|
|
void Player::updatePowerUp() {
|
|
if (playing_state_ == State::PLAYING) {
|
|
if (power_up_) {
|
|
--power_up_counter_;
|
|
power_up_ = power_up_counter_ > 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Concede un toque extra al jugador
|
|
void Player::giveExtraHit() {
|
|
extra_hit_ = true;
|
|
if (coffees_ < 2) {
|
|
coffees_++;
|
|
player_sprite_->setActiveTexture(coffees_);
|
|
}
|
|
}
|
|
|
|
// Quita el toque extra al jugador
|
|
void Player::removeExtraHit() {
|
|
if (coffees_ > 0) {
|
|
coffees_--;
|
|
setInvulnerable(true);
|
|
player_sprite_->setActiveTexture(coffees_);
|
|
}
|
|
|
|
extra_hit_ = coffees_ != 0;
|
|
}
|
|
|
|
// Actualiza el circulo de colisión a la posición del jugador
|
|
void Player::shiftColliders() {
|
|
collider_.x = static_cast<int>(pos_x_ + (WIDTH / 2));
|
|
collider_.y = (pos_y_ + (HEIGHT / 2));
|
|
}
|
|
|
|
// Pone las texturas del jugador
|
|
void Player::setPlayerTextures(const std::vector<std::shared_ptr<Texture>> &texture) {
|
|
player_sprite_->setTexture(texture[0]);
|
|
power_sprite_->setTexture(texture[1]);
|
|
}
|
|
|
|
// Actualiza el contador de continue
|
|
void Player::updateContinueCounter() {
|
|
if (playing_state_ == State::CONTINUE) {
|
|
constexpr int TICKS_SPEED = 1000;
|
|
if (SDL_GetTicks() - continue_ticks_ > TICKS_SPEED) {
|
|
decContinueCounter();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Actualiza el contador de entrar nombre
|
|
void Player::updateEnterNameCounter() {
|
|
if (playing_state_ == State::ENTERING_NAME || playing_state_ == State::ENTERING_NAME_GAME_COMPLETED) {
|
|
constexpr int TICKS_SPEED = 1000;
|
|
if (SDL_GetTicks() - name_entry_ticks_ > TICKS_SPEED) {
|
|
decNameEntryCounter();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Actualiza el estado de SHOWING_NAME
|
|
void Player::updateShowingName() {
|
|
if (playing_state_ == State::SHOWING_NAME) {
|
|
constexpr int TICKS_SPEED = 5000;
|
|
if (SDL_GetTicks() - name_entry_ticks_ > TICKS_SPEED) {
|
|
game_completed_ ? setPlayingState(State::LEAVING_SCREEN) : setPlayingState(State::CONTINUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Decrementa el contador de continuar
|
|
void Player::decContinueCounter() {
|
|
continue_ticks_ = SDL_GetTicks();
|
|
--continue_counter_;
|
|
if (continue_counter_ < 0) {
|
|
setPlayingState(State::CONTINUE_TIME_OUT);
|
|
} else {
|
|
playSound("continue_clock.wav");
|
|
}
|
|
}
|
|
|
|
// Decrementa el contador de entrar nombre
|
|
void Player::decNameEntryCounter() {
|
|
name_entry_ticks_ = SDL_GetTicks();
|
|
|
|
// Actualiza contadores
|
|
++name_entry_idle_counter_;
|
|
++name_entry_total_counter_;
|
|
|
|
// Comprueba los contadores
|
|
if ((name_entry_total_counter_ >= param.game.name_entry_total_time) ||
|
|
(name_entry_idle_counter_ >= param.game.name_entry_idle_time)) {
|
|
name_entry_total_counter_ = 0;
|
|
name_entry_idle_counter_ = 0;
|
|
if (playing_state_ == State::ENTERING_NAME) {
|
|
last_enter_name_ = getRecordName();
|
|
setPlayingState(State::SHOWING_NAME);
|
|
} else {
|
|
setPlayingState(State::LEAVING_SCREEN);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Obtiene la posición que se está editando del nombre del jugador para la tabla de mejores puntuaciones
|
|
auto Player::getRecordNamePos() const -> int {
|
|
if (enter_name_) {
|
|
return enter_name_->getPosition();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Recoloca los sprites
|
|
void Player::shiftSprite() {
|
|
player_sprite_->setPosX(pos_x_);
|
|
player_sprite_->setPosY(pos_y_);
|
|
power_sprite_->setPosX(getPosX() - power_up_x_offset_);
|
|
}
|
|
|
|
// Hace sonar un sonido
|
|
void Player::playSound(const std::string &name) const {
|
|
if (demo_) {
|
|
return;
|
|
}
|
|
|
|
static auto *audio_ = Audio::get();
|
|
audio_->playSound(name);
|
|
}
|
|
|
|
// Indica si se puede dibujar el objeto
|
|
auto Player::isRenderable() const -> bool {
|
|
return !isGameOver() && !isTitleHidden();
|
|
};
|
|
|
|
// Añade una puntuación a la tabla de records
|
|
void Player::addScoreToScoreBoard() const {
|
|
const auto ENTRY = HiScoreEntry(trim(getLastEnterName()), getScore(), get1CC());
|
|
auto manager = std::make_unique<ManageHiScoreTable>(hi_score_table_);
|
|
glowing_entry_ = manager->add(ENTRY);
|
|
manager->saveToFile(Asset::get()->get("score.bin"));
|
|
} |