802 lines
18 KiB
C++
802 lines
18 KiB
C++
#include "player.h"
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#include <SDL2/SDL_render.h> // Para SDL_FLIP_HORIZONTAL, SDL_FLIP_NONE, SDL...
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#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
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#include <stdlib.h> // Para rand
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#include <algorithm> // Para clamp, max, min
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#include "animated_sprite.h" // Para AnimatedSprite
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#include "input.h" // Para InputType
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#include "param.h" // Para Param, ParamGame, param
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#include "scoreboard.h" // Para Scoreboard, ScoreboardMode
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#include "texture.h" // Para Texture
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#include "resource.h"
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#include "jail_audio.h"
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#include "stage.h"
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#include <array>
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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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id_(id),
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play_area_(play_area),
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default_pos_x_(x),
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default_pos_y_(y),
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demo_(demo)
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{
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// Configura objetos
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player_sprite_->getTexture()->setPalette(coffees_);
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power_sprite_->getTexture()->setAlpha(224);
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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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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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{
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// Inicializa variables de estado
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pos_y_ = default_pos_y_;
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walking_state_ = PlayerState::WALKING_STOP;
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firing_state_ = PlayerState::FIRING_NONE;
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playing_state_ = PlayerState::WAITING;
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invulnerable_ = true;
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invulnerable_counter_ = INVULNERABLE_COUNTER_;
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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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enter_name_ticks_ = 0;
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enter_name_counter_ = param.game.enter_name_seconds;
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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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cool_down_ = 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(InputType input)
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{
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switch (playing_state_)
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{
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case PlayerState::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 PlayerState::ENTERING_NAME:
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case PlayerState::ENTERING_NAME_GAME_COMPLETED:
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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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setWalkingState(PlayerState::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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setWalkingState(PlayerState::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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setFiringState(PlayerState::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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setFiringState(PlayerState::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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setFiringState(PlayerState::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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setWalkingState(PlayerState::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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last_enter_name_ = getRecordName();
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if (last_enter_name_.empty())
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{
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const std::array<std::string, 8> NAMES = {"BAL1", "TABE", "DOC", "MON", "SAM1", "JORDI", "JDES", "PEPE"};
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last_enter_name_ = NAMES.at(rand() % NAMES.size());
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}
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break;
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default:
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break;
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}
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}
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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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switch (playing_state_)
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{
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case PlayerState::PLAYING:
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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, 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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break;
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}
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case PlayerState::DYING:
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{
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// Si el cadaver abandona el area de juego por los laterales lo hace rebotar
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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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{
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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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playRandomBubbleSound();
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}
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// Si el cadaver toca el suelo cambia el estado
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if (player_sprite_->getPosY() > play_area_.h - HEIGHT_)
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{
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if (player_sprite_->getVelY() < 2.0f)
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{
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// Si la velocidad de rebote es baja, termina de rebotar y cambia de estado
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setPlayingState(PlayerState::DIED);
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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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playRandomBubbleSound();
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}
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else
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{
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// Decrementa las velocidades de rebote
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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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playRandomBubbleSound();
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}
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}
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break;
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}
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case PlayerState::LEAVING_SCREEN:
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{
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++step_counter_;
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if (step_counter_ % 10 == 0)
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{
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JA_PlaySound(Resource::get()->getSound("walk.wav"));
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}
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switch (id_)
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{
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case 1:
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setInputPlaying(InputType::LEFT);
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break;
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case 2:
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setInputPlaying(InputType::RIGHT);
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break;
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default:
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break;
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}
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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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{
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setPlayingState(PlayerState::GAME_OVER);
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}
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break;
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}
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case PlayerState::ENTERING_SCREEN:
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{
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++step_counter_;
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if (step_counter_ % 10 == 0)
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{
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JA_PlaySound(Resource::get()->getSound("walk.wav"));
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}
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switch (id_)
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{
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case 1:
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setInputPlaying(InputType::RIGHT);
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pos_x_ += vel_x_;
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if (pos_x_ > default_pos_x_)
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{
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pos_x_ = default_pos_x_;
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setPlayingState(PlayerState::PLAYING);
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setInvulnerable(false);
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}
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break;
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case 2:
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setInputPlaying(InputType::LEFT);
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pos_x_ += vel_x_;
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if (pos_x_ < default_pos_x_)
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{
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pos_x_ = default_pos_x_;
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setPlayingState(PlayerState::PLAYING);
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setInvulnerable(false);
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}
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break;
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default:
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break;
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}
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shiftSprite();
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break;
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}
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case PlayerState::CREDITS:
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{
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pos_x_ += vel_x_ / 2.0f;
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if (vel_x_ > 0)
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{
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// setInputPlaying(InputType::RIGHT);
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if (pos_x_ > param.game.game_area.rect.w - WIDTH_)
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{
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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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else
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{
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// setInputPlaying(InputType::LEFT);
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if (pos_x_ < param.game.game_area.rect.x)
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{
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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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if (pos_x_ > param.game.game_area.center_x - WIDTH_ / 2)
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{
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setWalkingState(PlayerState::WALKING_LEFT);
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}
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else
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{
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setWalkingState(PlayerState::WALKING_RIGHT);
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}
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shiftSprite();
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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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// 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_ > (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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{
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player_sprite_->render();
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}
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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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switch (playing_state_)
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{
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case PlayerState::PLAYING:
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case PlayerState::ENTERING_NAME_GAME_COMPLETED:
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case PlayerState::ENTERING_SCREEN:
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case PlayerState::LEAVING_SCREEN:
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case PlayerState::CREDITS:
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{
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// Crea cadenas de texto para componer el nombre de la animación
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const std::string a_walking = walking_state_ == PlayerState::WALKING_STOP ? "stand" : "walk";
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const std::string a_firing = firing_state_ == PlayerState::FIRING_UP ? "centershoot" : "sideshoot";
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const std::string a_cooling = firing_state_ == PlayerState::COOLING_UP ? "centershoot" : "sideshoot";
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const SDL_RendererFlip flip_walk = walking_state_ == PlayerState::WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip flip_fire = firing_state_ == PlayerState::FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip flip_cooling = firing_state_ == PlayerState::COOLING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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// Establece la animación a partir de las cadenas
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if (firing_state_ == PlayerState::FIRING_NONE)
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{
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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 if (isCooling())
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{
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// Acaba de disparar
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player_sprite_->setCurrentAnimation(a_walking + "-" + a_cooling + "-cooldown");
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player_sprite_->setFlip(flip_cooling);
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}
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else
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{
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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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player_sprite_->setFlip(a_firing == "centershoot" ? flip_walk : flip_fire);
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}
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break;
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}
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case PlayerState::DYING:
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{
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player_sprite_->setCurrentAnimation("dying");
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break;
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}
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case PlayerState::DIED:
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case PlayerState::ENTERING_NAME:
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case PlayerState::CONTINUE:
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{
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player_sprite_->setCurrentAnimation("dead");
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break;
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}
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case PlayerState::CELEBRATING:
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{
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player_sprite_->setCurrentAnimation("celebration");
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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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// Actualiza las animaciones de los sprites
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player_sprite_->update(); // Hace avanzar las animaciones y mueve el cadaver del jugador
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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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{
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if (cool_down_ > 0)
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{
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--cool_down_;
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cooling_state_counter_ = 50;
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}
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else
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{
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if (cooling_state_counter_ > 0)
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{
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if (cooling_state_counter_ == 40)
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{
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switch (firing_state_)
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{
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case PlayerState::FIRING_LEFT:
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setFiringState(PlayerState::COOLING_LEFT);
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break;
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case PlayerState::FIRING_RIGHT:
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setFiringState(PlayerState::COOLING_RIGHT);
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break;
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case PlayerState::FIRING_UP:
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setFiringState(PlayerState::COOLING_UP);
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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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--cooling_state_counter_;
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}
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else
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{
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setFiringState(PlayerState::FIRING_NONE);
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cooling_state_counter_ = 0;
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}
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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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updateShowingName();
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updateScoreboard();
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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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// Actualiza el panel del marcador
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void Player::updateScoreboard()
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{
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switch (playing_state_)
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{
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case PlayerState::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 PlayerState::ENTERING_NAME:
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case PlayerState::ENTERING_NAME_GAME_COMPLETED:
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{
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Scoreboard::get()->setRecordName(getScoreBoardPanel(), enter_name_->getCurrentName());
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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::setPlayingState(PlayerState state)
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{
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playing_state_ = state;
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switch (playing_state_)
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{
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case PlayerState::PLAYING:
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{
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init();
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playing_state_ = PlayerState::PLAYING;
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setScoreboardMode(ScoreboardMode::SCORE);
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Stage::power_can_be_added = true;
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break;
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}
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case PlayerState::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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setScoreboardMode(ScoreboardMode::CONTINUE);
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break;
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}
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case PlayerState::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 PlayerState::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 PlayerState::SHOWING_NAME:
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{
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showing_name_ticks_ = SDL_GetTicks();
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setScoreboardMode(ScoreboardMode::SHOW_NAME);
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Scoreboard::get()->setRecordName(scoreboard_panel_, last_enter_name_);
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break;
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}
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case PlayerState::DYING:
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{
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// Activa la animación de morir
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player_sprite_->setAccelY(0.2f);
|
|
player_sprite_->setVelY(-6.6f);
|
|
(rand() % 2 == 0) ? player_sprite_->setVelX(3.3f) : player_sprite_->setVelX(-3.3f);
|
|
break;
|
|
}
|
|
case PlayerState::DIED:
|
|
{
|
|
const auto nextPlayerStatus = IsEligibleForHighScore() ? PlayerState::ENTERING_NAME : PlayerState::CONTINUE;
|
|
demo_ ? setPlayingState(PlayerState::WAITING) : setPlayingState(nextPlayerStatus);
|
|
break;
|
|
}
|
|
case PlayerState::GAME_OVER:
|
|
{
|
|
setScoreboardMode(ScoreboardMode::GAME_OVER);
|
|
break;
|
|
}
|
|
case PlayerState::CELEBRATING:
|
|
{
|
|
game_completed_ = true;
|
|
setScoreboardMode(ScoreboardMode::SCORE);
|
|
break;
|
|
}
|
|
case PlayerState::ENTERING_NAME_GAME_COMPLETED:
|
|
{
|
|
setWalkingState(PlayerState::WALKING_STOP);
|
|
setFiringState(PlayerState::FIRING_NONE);
|
|
setScoreboardMode(ScoreboardMode::ENTER_NAME);
|
|
break;
|
|
}
|
|
case PlayerState::LEAVING_SCREEN:
|
|
{
|
|
step_counter_ = 0;
|
|
setScoreboardMode(ScoreboardMode::GAME_COMPLETED);
|
|
break;
|
|
}
|
|
case PlayerState::ENTERING_SCREEN:
|
|
{
|
|
step_counter_ = 0;
|
|
setScoreboardMode(ScoreboardMode::SCORE);
|
|
switch (id_)
|
|
{
|
|
case 1:
|
|
pos_x_ = param.game.game_area.rect.x - WIDTH_;
|
|
break;
|
|
|
|
case 2:
|
|
pos_x_ = param.game.game_area.rect.x + param.game.game_area.rect.w;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
case PlayerState::CREDITS:
|
|
{
|
|
vel_x_ = (walking_state_ == PlayerState::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 (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_);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 (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_->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;
|
|
}
|
|
|
|
// Actualiza el circulo de colisión a la posición del jugador
|
|
void Player::shiftColliders()
|
|
{
|
|
collider_.x = static_cast<int>(pos_x_ + (WIDTH_ / 2));
|
|
collider_.y = static_cast<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]);
|
|
}
|
|
|
|
// Actualiza el contador de continue
|
|
void Player::updateContinueCounter()
|
|
{
|
|
if (playing_state_ == PlayerState::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_ == PlayerState::ENTERING_NAME || playing_state_ == PlayerState::ENTERING_NAME_GAME_COMPLETED)
|
|
{
|
|
constexpr int TICKS_SPEED = 1000;
|
|
if (SDL_GetTicks() - enter_name_ticks_ > TICKS_SPEED)
|
|
{
|
|
decEnterNameCounter();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Actualiza el estado de SHOWING_NAME
|
|
void Player::updateShowingName()
|
|
{
|
|
if (playing_state_ == PlayerState::SHOWING_NAME)
|
|
{
|
|
constexpr int TICKS_SPEED = 5000;
|
|
if (SDL_GetTicks() - enter_name_ticks_ > TICKS_SPEED)
|
|
{
|
|
game_completed_ ? setPlayingState(PlayerState::LEAVING_SCREEN) : setPlayingState(PlayerState::CONTINUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Decrementa el contador de continuar
|
|
void Player::decContinueCounter()
|
|
{
|
|
continue_ticks_ = SDL_GetTicks();
|
|
--continue_counter_;
|
|
if (continue_counter_ < 0)
|
|
{
|
|
setPlayingState(PlayerState::GAME_OVER);
|
|
}
|
|
else
|
|
{
|
|
JA_PlaySound(Resource::get()->getSound("continue_clock.wav"));
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
if (playing_state_ == PlayerState::ENTERING_NAME)
|
|
{
|
|
setPlayingState(PlayerState::CONTINUE);
|
|
}
|
|
else
|
|
{
|
|
setPlayingState(PlayerState::LEAVING_SCREEN);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Obtiene la posición 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;
|
|
}
|
|
|
|
// Recoloca los sprites
|
|
void Player::shiftSprite()
|
|
{
|
|
player_sprite_->setPosX(pos_x_);
|
|
player_sprite_->setPosY(pos_y_);
|
|
power_sprite_->setPosX(getPosX() - power_up_desp_x_);
|
|
}
|
|
|
|
// Hace sonar un ruido al azar
|
|
void Player::playRandomBubbleSound()
|
|
{
|
|
const std::vector<std::string> sounds = {"bubble1.wav", "bubble2.wav", "bubble3.wav", "bubble4.wav"};
|
|
JA_PlaySound(Resource::get()->getSound(sounds.at(rand() % sounds.size())));
|
|
} |