Precárrega i asignació de paletes a les textures Ara si algú toca una paleta, que siga conscient que la textura es compartida durant tot el joc
828 lines
17 KiB
C++
828 lines
17 KiB
C++
#include "player.h"
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#include <SDL2/SDL_render.h> // for SDL_FLIP_HORIZONTAL, SDL_FLIP_NONE, SDL...
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <stdlib.h> // for rand
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#include <algorithm> // for max, min
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#include "animated_sprite.h" // for SpriteAnimated
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#include "input.h" // for inputs_e
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#include "param.h" // for param
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#include "texture.h" // for Texture
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#include "scoreboard.h" // for Texture
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#include "options.h"
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// Constructor
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Player::Player(int id, float x, int y, bool demo, SDL_Rect *play_area, std::vector<std::shared_ptr<Texture>> texture, const std::vector<std::vector<std::string>> &animations)
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: player_sprite_(std::make_unique<AnimatedSprite>(texture[0], animations[0])),
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power_sprite_(std::make_unique<AnimatedSprite>(texture[1], animations[1])),
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enter_name_(std::make_unique<EnterName>()),
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play_area_(play_area),
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id_(id),
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pos_x_(x),
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pos_y_(y),
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default_pos_x_(x),
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default_pos_y_(y),
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status_playing_(PlayerStatus::WAITING),
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scoreboard_panel_(0),
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name_(std::string()),
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controller_index_(0),
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demo_(demo)
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{
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// Reserva memoria para los objetos
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power_sprite_->getTexture()->setAlpha(224);
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// Establece los offsets para el sprite de PowerUp
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power_up_desp_x_ = (power_sprite_->getWidth() - player_sprite_->getWidth()) / 2;
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power_sprite_->setPosY(y - (power_sprite_->getHeight() - player_sprite_->getHeight()));
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// Inicializa variables
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setRecordName(enter_name_->getName());
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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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{
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// Inicializa variables de estado
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pos_x_ = default_pos_x_;
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pos_y_ = default_pos_y_;
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status_walking_ = PlayerStatus::WALKING_STOP;
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status_firing_ = PlayerStatus::FIRING_NO;
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invulnerable_ = true;
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invulnerable_counter_ = PLAYER_INVULNERABLE_COUNTER;
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power_up_ = false;
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power_up_counter_ = PLAYER_POWERUP_COUNTER;
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extra_hit_ = false;
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coffees_ = 0;
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input_ = true;
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continue_ticks_ = 0;
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continue_counter_ = 10;
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enter_name_ticks_ = 0;
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enter_name_counter_ = param.game.enter_name_seconds;
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width_ = 30;
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height_ = 30;
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collider_.r = 9;
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shiftColliders();
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vel_x_ = 0;
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vel_y_ = 0;
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base_speed_ = 1.5;
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score_ = 0;
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score_multiplier_ = 1.0f;
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cooldown_ = 10;
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// Establece la posición del sprite
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player_sprite_->clear();
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player_sprite_->setPosX(pos_x_);
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player_sprite_->setPosY(pos_y_);
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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(InputType input)
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{
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switch (status_playing_)
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{
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case PlayerStatus::PLAYING:
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{
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setInputPlaying(input);
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break;
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}
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case PlayerStatus::ENTERING_NAME:
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{
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setInputEnteringName(input);
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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(InputType input)
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{
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switch (input)
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{
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case InputType::LEFT:
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{
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vel_x_ = -base_speed_;
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setWalkingStatus(PlayerStatus::WALKING_LEFT);
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break;
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}
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case InputType::RIGHT:
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{
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vel_x_ = base_speed_;
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setWalkingStatus(PlayerStatus::WALKING_RIGHT);
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break;
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}
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case InputType::FIRE_CENTER:
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{
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setFiringStatus(PlayerStatus::FIRING_UP);
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break;
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}
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case InputType::FIRE_LEFT:
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{
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setFiringStatus(PlayerStatus::FIRING_LEFT);
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break;
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}
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case InputType::FIRE_RIGHT:
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{
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setFiringStatus(PlayerStatus::FIRING_RIGHT);
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break;
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}
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default:
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{
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vel_x_ = 0;
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setWalkingStatus(PlayerStatus::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(InputType input)
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{
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switch (input)
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{
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case InputType::LEFT:
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enter_name_->decPosition();
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break;
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case InputType::RIGHT:
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enter_name_->incPosition();
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break;
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case InputType::UP:
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enter_name_->incIndex();
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break;
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case InputType::DOWN:
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enter_name_->decIndex();
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break;
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case InputType::START:
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setRecordName(enter_name_->getName());
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break;
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default:
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break;
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}
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setRecordName(enter_name_->getName());
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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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{
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if (isPlaying())
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{
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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
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if ((pos_x_ < param.game.play_area.rect.x - 5) || (pos_x_ + width_ > play_area_->w + 5))
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{
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// Restaura su posición
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pos_x_ -= vel_x_;
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}
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// Actualiza la posición del sprite
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player_sprite_->setPosX(getPosX());
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player_sprite_->setPosY(pos_y_);
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power_sprite_->setPosX(getPosX() - power_up_desp_x_);
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}
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else if (isDying())
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{
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player_sprite_->update();
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// Si el cadaver abandona el area de juego por los laterales
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if ((player_sprite_->getPosX() < param.game.play_area.rect.x) || (player_sprite_->getPosX() + width_ > play_area_->w))
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{
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// Restaura su posición
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const float vx = player_sprite_->getVelX();
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player_sprite_->setPosX(player_sprite_->getPosX() - vx);
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// Rebota
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player_sprite_->setVelX(-vx);
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}
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// Si el cadaver abandona el area de juego por abajo
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if (player_sprite_->getPosY() > param.game.play_area.rect.h)
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{
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setStatusPlaying(PlayerStatus::DIED);
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}
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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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{
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if (power_up_ && isPlaying())
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{
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if (power_up_counter_ > (PLAYER_POWERUP_COUNTER / 4) || power_up_counter_ % 20 > 4)
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{
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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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// Establece el estado del jugador cuando camina
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void Player::setWalkingStatus(PlayerStatus status)
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{
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status_walking_ = status;
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}
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// Establece el estado del jugador cuando dispara
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void Player::setFiringStatus(PlayerStatus status)
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{
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status_firing_ = status;
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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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{
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// Crea cadenas de texto para componer el nombre de la animación
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const std::string a_walking = status_walking_ == PlayerStatus::WALKING_STOP ? "stand" : "walk";
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const std::string a_firing = status_firing_ == PlayerStatus::FIRING_UP ? "centershoot" : "sideshoot";
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const SDL_RendererFlip flip_walk = status_walking_ == PlayerStatus::WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip flip_fire = status_firing_ == PlayerStatus::FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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// Establece la animación a partir de las cadenas
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if (isPlaying())
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{
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if (status_firing_ == PlayerStatus::FIRING_NO)
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{ // No esta disparando
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player_sprite_->setCurrentAnimation(a_walking);
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player_sprite_->setFlip(flip_walk);
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}
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else
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{ // Está disparando
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player_sprite_->setCurrentAnimation(a_walking + "-" + a_firing);
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// Si dispara de lado, invierte el sprite segun hacia donde dispara
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// Si dispara recto, invierte el sprite segun hacia donde camina
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a_firing == "centershoot" ? player_sprite_->setFlip(flip_walk) : player_sprite_->setFlip(flip_fire);
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}
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}
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else
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{
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player_sprite_->setCurrentAnimation("death");
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}
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// Actualiza las animaciones de los sprites
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player_sprite_->update();
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// powerSprite->setFlip(flip_walk);
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power_sprite_->update();
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}
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// Obtiene el valor de la variable
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int Player::getPosX() const
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{
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return int(pos_x_);
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}
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// Obtiene el valor de la variable
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int Player::getPosY() const
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{
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return pos_y_;
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}
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// Obtiene el valor de la variable
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int Player::getWidth() const
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{
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return width_;
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}
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// Obtiene el valor de la variable
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int Player::getHeight() const
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{
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return height_;
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}
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// Indica si el jugador puede disparar
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bool Player::canFire() const
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{
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// Si el contador a llegado a cero, podemos disparar. En caso contrario decrementamos el contador
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return cooldown_ > 0 ? false : true;
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}
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// Establece el valor de la variable
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void Player::setFireCooldown(int time)
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{
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cooldown_ = time;
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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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{
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if (cooldown_ > 0)
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{
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cooldown_--;
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if (power_up_)
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{
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cooldown_--;
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}
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}
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else
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{
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setFiringStatus(PlayerStatus::FIRING_NO);
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}
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}
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// Actualiza al jugador a su posicion, animación y controla los contadores
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void Player::update()
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{
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move();
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setAnimation();
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shiftColliders();
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updateCooldown();
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updatePowerUp();
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updateInvulnerable();
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updateContinueCounter();
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updateEnterNameCounter();
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updateScoreboard();
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}
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// Obtiene la puntuación del jugador
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int Player::getScore() const
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{
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return score_;
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}
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// Asigna un valor a la puntuación del jugador
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void Player::setScore(int score)
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{
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score_ = score;
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}
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// Incrementa la puntuación del jugador
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void Player::addScore(int score)
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{
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if (isPlaying())
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{
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score_ += score;
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}
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}
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// Indica si el jugador está jugando
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bool Player::isPlaying() const
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{
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return status_playing_ == PlayerStatus::PLAYING;
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}
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// Indica si el jugador está continuando
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bool Player::isContinue() const
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{
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return status_playing_ == PlayerStatus::CONTINUE;
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}
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// Indica si el jugador está esperando
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bool Player::isWaiting() const
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{
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return status_playing_ == PlayerStatus::WAITING;
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}
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// Indica si el jugador está introduciendo su nombre
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bool Player::isEnteringName() const
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{
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return status_playing_ == PlayerStatus::ENTERING_NAME;
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}
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// Indica si el jugador está muriendose
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bool Player::isDying() const
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{
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return status_playing_ == PlayerStatus::DYING;
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}
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// Indica si el jugador ha terminado de morir
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bool Player::hasDied() const
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{
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return status_playing_ == PlayerStatus::DIED;
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}
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// Indica si el jugador ya ha terminado de jugar
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bool Player::isGameOver() const
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{
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return status_playing_ == PlayerStatus::GAME_OVER;
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}
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// Actualiza el panel del marcador
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void Player::updateScoreboard()
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{
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switch (status_playing_)
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{
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case PlayerStatus::CONTINUE:
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{
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Scoreboard::get()->setContinue(getScoreBoardPanel(), getContinueCounter());
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break;
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}
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case PlayerStatus::ENTERING_NAME:
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{
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Scoreboard::get()->setRecordName(getScoreBoardPanel(), getRecordName());
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Scoreboard::get()->setSelectorPos(getScoreBoardPanel(), getRecordNamePos());
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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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// Cambia el modo del marcador
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void Player::setScoreboardMode(ScoreboardMode mode)
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{
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if (!demo_)
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{
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Scoreboard::get()->setMode(getScoreBoardPanel(), mode);
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}
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}
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// Establece el estado del jugador en el juego
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void Player::setStatusPlaying(PlayerStatus value)
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{
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status_playing_ = value;
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switch (status_playing_)
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{
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case PlayerStatus::PLAYING:
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{
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status_playing_ = PlayerStatus::PLAYING;
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init();
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setScoreboardMode(ScoreboardMode::SCORE);
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break;
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}
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case PlayerStatus::CONTINUE:
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{
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// Inicializa el contador de continuar
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continue_ticks_ = SDL_GetTicks();
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continue_counter_ = 9;
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enter_name_->init();
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setScoreboardMode(ScoreboardMode::CONTINUE);
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break;
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}
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case PlayerStatus::WAITING:
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{
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setScoreboardMode(ScoreboardMode::WAITING);
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break;
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}
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case PlayerStatus::ENTERING_NAME:
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{
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setScoreboardMode(ScoreboardMode::ENTER_NAME);
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break;
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}
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case PlayerStatus::DYING:
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{
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// Activa la animación de morir
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player_sprite_->setAccelY(0.2f);
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player_sprite_->setVelY(-6.6f);
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rand() % 2 == 0 ? player_sprite_->setVelX(3.3f) : player_sprite_->setVelX(-3.3f);
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break;
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}
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case PlayerStatus::DIED:
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{
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const auto nextPlayerStatus = IsEligibleForHighScore() ? PlayerStatus::ENTERING_NAME : PlayerStatus::CONTINUE;
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demo_ ? setStatusPlaying(PlayerStatus::WAITING) : setStatusPlaying(nextPlayerStatus);
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break;
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}
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case PlayerStatus::GAME_OVER:
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{
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setScoreboardMode(ScoreboardMode::GAME_OVER);
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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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// Obtiene el estado del jugador en el juego
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PlayerStatus Player::getStatusPlaying() const
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{
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return status_playing_;
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}
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// Obtiene el valor de la variable
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float Player::getScoreMultiplier() const
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{
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return score_multiplier_;
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}
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// Establece el valor de la variable
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void Player::setScoreMultiplier(float value)
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{
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score_multiplier_ = value;
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}
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// Aumenta el valor de la variable hasta un máximo
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void Player::incScoreMultiplier()
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{
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score_multiplier_ += 0.1f;
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score_multiplier_ = std::min(score_multiplier_, 5.0f);
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}
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// Decrementa el valor de la variable hasta un mínimo
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void Player::decScoreMultiplier()
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{
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score_multiplier_ -= 0.1f;
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score_multiplier_ = std::max(score_multiplier_, 1.0f);
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}
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// Obtiene el valor de la variable
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bool Player::isInvulnerable() const
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||
{
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return invulnerable_;
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}
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||
// Establece el valor del estado
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||
void Player::setInvulnerable(bool value)
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||
{
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||
invulnerable_ = value;
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||
invulnerable_counter_ = invulnerable_ ? PLAYER_INVULNERABLE_COUNTER : 0;
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||
}
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||
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||
// Obtiene el valor de la variable
|
||
int Player::getInvulnerableCounter() const
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||
{
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return invulnerable_counter_;
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}
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||
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||
// Establece el valor de la variable
|
||
void Player::setInvulnerableCounter(int value)
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||
{
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||
invulnerable_counter_ = value;
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||
}
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// Monitoriza el estado
|
||
void Player::updateInvulnerable()
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||
{
|
||
if (invulnerable_)
|
||
{
|
||
if (invulnerable_counter_ > 0)
|
||
{
|
||
--invulnerable_counter_;
|
||
invulnerable_counter_ % 8 > 3 ? player_sprite_->getTexture()->setPalette(coffees_) : player_sprite_->getTexture()->setPalette(3);
|
||
}
|
||
else
|
||
{
|
||
setInvulnerable(false);
|
||
player_sprite_->getTexture()->setPalette(coffees_);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Obtiene el valor de la variable
|
||
bool Player::isPowerUp() const
|
||
{
|
||
return power_up_;
|
||
}
|
||
|
||
// Establece el valor de la variable
|
||
void Player::setPowerUp()
|
||
{
|
||
power_up_ = true;
|
||
power_up_counter_ = PLAYER_POWERUP_COUNTER;
|
||
}
|
||
|
||
// Obtiene el valor de la variable
|
||
int Player::getPowerUpCounter() const
|
||
{
|
||
return power_up_counter_;
|
||
}
|
||
|
||
// Establece el valor de la variable
|
||
void Player::setPowerUpCounter(int value)
|
||
{
|
||
power_up_counter_ = value;
|
||
}
|
||
|
||
// Actualiza el valor de la variable
|
||
void Player::updatePowerUp()
|
||
{
|
||
if (power_up_)
|
||
{
|
||
--power_up_counter_;
|
||
power_up_ = power_up_counter_ > 0;
|
||
power_sprite_->getTexture()->setPalette(id_ - 1);
|
||
}
|
||
}
|
||
|
||
// Obtiene el valor de la variable
|
||
bool Player::hasExtraHit() const
|
||
{
|
||
return extra_hit_;
|
||
}
|
||
|
||
// Concede un toque extra al jugador
|
||
void Player::giveExtraHit()
|
||
{
|
||
extra_hit_ = true;
|
||
if (coffees_ < 2)
|
||
{
|
||
coffees_++;
|
||
player_sprite_->getTexture()->setPalette(coffees_);
|
||
}
|
||
}
|
||
|
||
// Quita el toque extra al jugador
|
||
void Player::removeExtraHit()
|
||
{
|
||
if (coffees_ > 0)
|
||
{
|
||
coffees_--;
|
||
setInvulnerable(true);
|
||
player_sprite_->getTexture()->setPalette(coffees_);
|
||
}
|
||
|
||
extra_hit_ = coffees_ == 0 ? false : true;
|
||
}
|
||
|
||
// Habilita la entrada de ordenes
|
||
void Player::enableInput()
|
||
{
|
||
input_ = true;
|
||
}
|
||
|
||
// Deshabilita la entrada de ordenes
|
||
void Player::disableInput()
|
||
{
|
||
input_ = false;
|
||
}
|
||
|
||
// Devuelve el número de cafes actuales
|
||
int Player::getCoffees() const
|
||
{
|
||
return coffees_;
|
||
}
|
||
|
||
// Obtiene el circulo de colisión
|
||
Circle &Player::getCollider()
|
||
{
|
||
return collider_;
|
||
}
|
||
|
||
// Actualiza el circulo de colisión a la posición del jugador
|
||
void Player::shiftColliders()
|
||
{
|
||
collider_.x = int(pos_x_ + (width_ / 2));
|
||
collider_.y = int(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]);
|
||
}
|
||
|
||
// Obtiene el valor de la variable
|
||
int Player::getContinueCounter() const
|
||
{
|
||
return continue_counter_;
|
||
}
|
||
|
||
// Actualiza el contador de continue
|
||
void Player::updateContinueCounter()
|
||
{
|
||
if (status_playing_ == PlayerStatus::CONTINUE)
|
||
{
|
||
constexpr Uint32 ticks_speed = 1000;
|
||
|
||
if (SDL_GetTicks() - continue_ticks_ > ticks_speed)
|
||
{
|
||
decContinueCounter();
|
||
}
|
||
}
|
||
}
|
||
|
||
// Actualiza el contador de entrar nombre
|
||
void Player::updateEnterNameCounter()
|
||
{
|
||
if (status_playing_ == PlayerStatus::ENTERING_NAME)
|
||
{
|
||
constexpr Uint32 ticks_speed = 1000;
|
||
|
||
if (SDL_GetTicks() - enter_name_ticks_ > ticks_speed)
|
||
{
|
||
decEnterNameCounter();
|
||
}
|
||
}
|
||
}
|
||
|
||
// Le asigna un panel en el marcador al jugador
|
||
void Player::setScoreBoardPanel(int panel)
|
||
{
|
||
scoreboard_panel_ = panel;
|
||
}
|
||
|
||
// Obtiene el valor de la variable
|
||
int Player::getScoreBoardPanel() const
|
||
{
|
||
return scoreboard_panel_;
|
||
}
|
||
|
||
// Decrementa el contador de continuar
|
||
void Player::decContinueCounter()
|
||
{
|
||
continue_ticks_ = SDL_GetTicks();
|
||
--continue_counter_;
|
||
if (continue_counter_ < 0)
|
||
{
|
||
setStatusPlaying(PlayerStatus::GAME_OVER);
|
||
}
|
||
}
|
||
|
||
// Decrementa el contador de entrar nombre
|
||
void Player::decEnterNameCounter()
|
||
{
|
||
enter_name_ticks_ = SDL_GetTicks();
|
||
--enter_name_counter_;
|
||
if (enter_name_counter_ < 0)
|
||
{
|
||
enter_name_counter_ = param.game.enter_name_seconds;
|
||
setStatusPlaying(PlayerStatus::CONTINUE);
|
||
}
|
||
}
|
||
|
||
// Establece el nombre del jugador
|
||
void Player::setName(const std::string &name)
|
||
{
|
||
name_ = name;
|
||
}
|
||
|
||
// Establece el nombre del jugador para la tabla de mejores puntuaciones
|
||
void Player::setRecordName(const std::string &record_name)
|
||
{
|
||
record_name_ = record_name.substr(0, 8);
|
||
}
|
||
|
||
// Obtiene el nombre del jugador
|
||
std::string Player::getName() const
|
||
{
|
||
return name_;
|
||
}
|
||
|
||
// Obtiene el nombre del jugador para la tabla de mejores puntuaciones
|
||
std::string Player::getRecordName() const
|
||
{
|
||
return record_name_;
|
||
}
|
||
|
||
// Obtiene la posici´´on que se está editando del nombre del jugador para la tabla de mejores puntuaciones
|
||
int Player::getRecordNamePos() const
|
||
{
|
||
if (enter_name_)
|
||
{
|
||
return enter_name_->getPosition();
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
// Establece el mando que usará para ser controlado
|
||
void Player::setController(int index)
|
||
{
|
||
controller_index_ = index;
|
||
}
|
||
|
||
// Obtiene el mando que usa para ser controlado
|
||
int Player::getController() const
|
||
{
|
||
return controller_index_;
|
||
}
|
||
|
||
// Obtiene el "id" del jugador
|
||
int Player::getId() const
|
||
{
|
||
return id_;
|
||
}
|
||
|
||
// Indica si el jugador se puede dibujar
|
||
bool Player::isRenderable() const
|
||
{
|
||
return isPlaying() || isDying();
|
||
}
|
||
|
||
// Comprueba si la puntuación entra en la tabla de mejores puntuaciones
|
||
bool Player::IsEligibleForHighScore()
|
||
{
|
||
return score_ > options.game.hi_score_table.back().score;
|
||
} |