619 lines
12 KiB
C++
619 lines
12 KiB
C++
#include "const.h"
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#include "player.h"
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// Constructor
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Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations)
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{
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// Copia los punteros
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this->renderer = renderer;
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// Reserva memoria para los objetos
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headSprite = new AnimatedSprite(texture[0], renderer, "", animations[0]);
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bodySprite = new AnimatedSprite(texture[1], renderer, "", animations[1]);
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legsSprite = new AnimatedSprite(texture[2], renderer, "", animations[2]);
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deathSprite = new AnimatedSprite(texture[3], renderer, "", animations[3]);
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fireSprite = new AnimatedSprite(texture[4], renderer, "", animations[4]);
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fireSprite->getTexture()->setAlpha(224);
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// Establece la posición inicial del jugador
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defaultPosX = posX = x;
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defaultPosY = posY = y;
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// Inicializa variables
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enabled = false;
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init();
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}
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// Destructor
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Player::~Player()
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{
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delete headSprite;
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delete bodySprite;
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delete legsSprite;
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delete deathSprite;
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delete fireSprite;
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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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posX = defaultPosX;
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posY = defaultPosY;
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alive = true;
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statusWalking = PLAYER_STATUS_WALKING_STOP;
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statusFiring = PLAYER_STATUS_FIRING_NO;
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invulnerable = true;
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invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
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powerUp = false;
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powerUpCounter = PLAYER_POWERUP_COUNTER;
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extraHit = false;
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coffees = 0;
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input = true;
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// Establece la altura y el ancho del jugador
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width = 24;
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height = 24;
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// Establece el tamaño del circulo de colisión
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collider.r = 7;
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// Actualiza la posición del circulo de colisión
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shiftColliders();
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// Establece la velocidad inicial
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velX = 0;
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velY = 0;
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// Establece la velocidad base
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baseSpeed = 1.5;
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// Establece la puntuación inicial
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score = 0;
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// Establece el multiplicador de puntos inicial
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scoreMultiplier = 1.0f;
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// Inicia el contador para la cadencia de disparo
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cooldown = 10;
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// Establece la posición del sprite
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legsSprite->setPosX(posX);
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legsSprite->setPosY(posY);
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bodySprite->setPosX(posX);
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bodySprite->setPosY(posY);
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headSprite->setPosX(posX);
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headSprite->setPosY(posY);
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// Selecciona un frame para pintar
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legsSprite->setCurrentAnimation("stand");
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bodySprite->setCurrentAnimation("stand");
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headSprite->setCurrentAnimation("stand");
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}
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// Actua en consecuencia de la entrada recibida
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void Player::setInput(Uint8 input)
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{
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switch (input)
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{
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case input_left:
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velX = -baseSpeed;
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setWalkingStatus(PLAYER_STATUS_WALKING_LEFT);
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break;
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case input_right:
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velX = baseSpeed;
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setWalkingStatus(PLAYER_STATUS_WALKING_RIGHT);
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break;
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case input_fire_center:
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setFiringStatus(PLAYER_STATUS_FIRING_UP);
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break;
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case input_fire_left:
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setFiringStatus(PLAYER_STATUS_FIRING_LEFT);
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break;
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case input_fire_right:
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setFiringStatus(PLAYER_STATUS_FIRING_RIGHT);
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break;
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default:
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velX = 0;
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setWalkingStatus(PLAYER_STATUS_WALKING_STOP);
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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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if (isAlive())
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{
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// Mueve el jugador a derecha o izquierda
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posX += velX;
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// Si el jugador abandona el area de juego por los laterales
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if ((posX < PLAY_AREA_LEFT - 5) || (posX + width > PLAY_AREA_RIGHT + 5))
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{
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// Restaura su posición
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posX -= velX;
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}
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// Actualiza la posición del sprite
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legsSprite->setPosX(getPosX());
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legsSprite->setPosY(posY);
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bodySprite->setPosX(getPosX());
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bodySprite->setPosY(posY);
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headSprite->setPosX(getPosX());
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headSprite->setPosY(posY);
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fireSprite->setPosX(getPosX() - 2);
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fireSprite->setPosY(posY - 8);
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}
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else
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{
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deathSprite->update();
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// Si el cadaver abandona el area de juego por los laterales
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if ((deathSprite->getPosX() < PLAY_AREA_LEFT) || (deathSprite->getPosX() + width > PLAY_AREA_RIGHT))
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{
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// Restaura su posición
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const float vx = deathSprite->getVelX();
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deathSprite->setPosX(deathSprite->getPosX() - vx);
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// Rebota
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deathSprite->setVelX(-vx);
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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 (isAlive())
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{
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if (invulnerable)
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{
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if ((invulnerableCounter % 10) > 4)
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{
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if (powerUp)
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{
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fireSprite->render();
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}
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legsSprite->render();
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bodySprite->render();
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headSprite->render();
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}
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}
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else
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{
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if (powerUp)
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{
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fireSprite->render();
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}
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legsSprite->render();
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bodySprite->render();
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headSprite->render();
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}
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}
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else
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{
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deathSprite->render();
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}
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}
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// Establece el estado del jugador cuando camina
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void Player::setWalkingStatus(Uint8 status)
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{
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// Si cambiamos de estado, reiniciamos la animación
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if (statusWalking != status)
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{
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statusWalking = status;
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}
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}
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// Establece el estado del jugador cuando dispara
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void Player::setFiringStatus(Uint8 status)
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{
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// Si cambiamos de estado, reiniciamos la animación
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if (statusFiring != status)
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{
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statusFiring = status;
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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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// Crea cadenas de texto para componer el nombre de la animación
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std::string aBodyCoffees = "";
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std::string aHeadCoffees = "";
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if (coffees > 0)
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{
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aBodyCoffees = coffees == 1 ? "_1C" : "_2C";
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aHeadCoffees = "_1C";
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}
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const std::string aPowerUp = powerUp ? "_pwr" : "";
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const std::string aWalking = statusWalking == PLAYER_STATUS_WALKING_STOP ? "stand" : "walk";
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const std::string aFiring = statusFiring == PLAYER_STATUS_FIRING_UP ? "centershoot" : "sideshoot";
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const SDL_RendererFlip flipWalk = statusWalking == PLAYER_STATUS_WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip flipFire = statusFiring == PLAYER_STATUS_FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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// Establece la animación a partir de las cadenas
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legsSprite->setCurrentAnimation(aWalking);
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legsSprite->setFlip(flipWalk);
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if (statusFiring == PLAYER_STATUS_FIRING_NO)
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{
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// No esta disparando
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bodySprite->setCurrentAnimation(aWalking + aBodyCoffees + aPowerUp);
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bodySprite->setFlip(flipWalk);
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headSprite->setCurrentAnimation(aWalking + aHeadCoffees + aPowerUp);
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headSprite->setFlip(flipWalk);
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}
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else
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{
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// Está disparando
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bodySprite->setCurrentAnimation(aFiring + aBodyCoffees + aPowerUp);
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bodySprite->setFlip(flipFire);
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headSprite->setCurrentAnimation(aFiring + aHeadCoffees + aPowerUp);
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headSprite->setFlip(flipFire);
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}
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// Actualiza las animaciones de los sprites
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legsSprite->animate();
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bodySprite->animate();
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headSprite->animate();
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fireSprite->animate();
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fireSprite->setFlip(flipWalk);
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}
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// Obtiene el valor de la variable
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int Player::getPosX()
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{
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return int(posX);
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}
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// Obtiene el valor de la variable
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int Player::getPosY()
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{
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return posY;
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}
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// Obtiene el valor de la variable
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int Player::getWidth()
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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()
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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()
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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 (powerUp)
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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(PLAYER_STATUS_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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updatePowerUpCounter();
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updateInvulnerableCounter();
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updatePowerUpHeadOffset();
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}
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// Obtiene la puntuación del jugador
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Uint32 Player::getScore()
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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(Uint32 score)
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{
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this->score = score;
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}
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// Incrementa la puntuación del jugador
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void Player::addScore(Uint32 score)
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{
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this->score += score;
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}
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// Obtiene el valor de la variable
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bool Player::isAlive()
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{
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return alive;
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}
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// Establece el valor de la variable
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void Player::setAlive(bool value)
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{
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alive = value;
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if (!alive)
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{
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deathSprite->setPosX(headSprite->getRect().x);
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deathSprite->setPosY(headSprite->getRect().y);
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deathSprite->setAccelY(0.2f);
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deathSprite->setVelY(-6.6f);
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deathSprite->setVelX(3.3f);
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if (rand() % 2 == 0)
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{
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deathSprite->setVelX(-3.3f);
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}
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}
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}
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// Obtiene el valor de la variable
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float Player::getScoreMultiplier()
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{
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return scoreMultiplier;
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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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scoreMultiplier = 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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if (scoreMultiplier < 5.0f)
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{
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scoreMultiplier += 0.1f;
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}
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else
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{
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scoreMultiplier = 5.0f;
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}
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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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if (scoreMultiplier > 1.0f)
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{
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scoreMultiplier -= 0.1f;
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}
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else
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{
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scoreMultiplier = 1.0f;
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}
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}
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// Obtiene el valor de la variable
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bool Player::isInvulnerable()
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{
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return invulnerable;
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}
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// Establece el valor de la variable
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void Player::setInvulnerable(bool value)
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{
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invulnerable = value;
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}
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// Obtiene el valor de la variable
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Uint16 Player::getInvulnerableCounter()
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{
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return invulnerableCounter;
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}
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// Establece el valor de la variable
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void Player::setInvulnerableCounter(Uint16 value)
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{
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invulnerableCounter = value;
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}
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// Actualiza el valor de la variable
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void Player::updateInvulnerableCounter()
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{
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if (invulnerable)
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{
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if (invulnerableCounter > 0)
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{
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invulnerableCounter--;
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}
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else
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{
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invulnerable = false;
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invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
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}
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}
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}
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// Obtiene el valor de la variable
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bool Player::isPowerUp()
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{
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return powerUp;
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}
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// Establece el valor de la variable
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void Player::setPowerUp(bool value)
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{
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powerUp = value;
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}
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// Obtiene el valor de la variable
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Uint16 Player::getPowerUpCounter()
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{
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return powerUpCounter;
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}
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// Establece el valor de la variable
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void Player::setPowerUpCounter(Uint16 value)
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{
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powerUpCounter = value;
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}
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// Actualiza el valor de la variable
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void Player::updatePowerUpCounter()
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{
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if ((powerUpCounter > 0) && (powerUp))
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{
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powerUpCounter--;
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}
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else
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{
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powerUp = false;
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powerUpCounter = PLAYER_POWERUP_COUNTER;
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}
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}
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// Obtiene el valor de la variable
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bool Player::hasExtraHit()
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{
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return extraHit;
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}
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// Concede un toque extra al jugador
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void Player::giveExtraHit()
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{
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extraHit = true;
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if (coffees < 2)
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{
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coffees++;
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}
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}
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// Quita el toque extra al jugador
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void Player::removeExtraHit()
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{
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if (coffees > 0)
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{
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coffees--;
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}
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if (coffees == 0)
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{
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extraHit = false;
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}
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invulnerable = true;
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invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
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}
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// Habilita la entrada de ordenes
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void Player::enableInput()
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{
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input = true;
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}
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// Deshabilita la entrada de ordenes
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void Player::disableInput()
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{
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input = false;
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}
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// Devuelve el número de cafes actuales
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Uint8 Player::getCoffees()
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{
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return coffees;
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}
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// Obtiene el circulo de colisión
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circle_t &Player::getCollider()
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{
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return collider;
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}
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// Actualiza el circulo de colisión a la posición del jugador
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void Player::shiftColliders()
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{
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collider.x = int(posX + (width / 2));
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collider.y = int(posY + (height / 2));
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}
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// Obtiene el puntero a la textura con los gráficos de la animación de morir
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Texture *Player::getDeadTexture()
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{
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return deathSprite->getTexture();
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}
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// Actualiza el valor de la variable
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void Player::updatePowerUpHeadOffset()
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{
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if (!powerUp)
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{
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// powerUpHeadOffset = 0;
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}
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else
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{
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// powerUpHeadOffset = 96;
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if (powerUpCounter < 300)
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{
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if (powerUpCounter % 10 > 4)
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{
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// powerUpHeadOffset = 96;
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fireSprite->setEnabled(false);
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}
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else
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{
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// powerUpHeadOffset = 0;
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fireSprite->setEnabled(true);
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}
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}
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}
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}
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// Pone las texturas del jugador
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void Player::setPlayerTextures(std::vector<Texture *> texture)
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{
|
|
headSprite->setTexture(texture[0]);
|
|
bodySprite->setTexture(texture[1]);
|
|
legsSprite->setTexture(texture[2]);
|
|
deathSprite->setTexture(texture[3]);
|
|
fireSprite->setTexture(texture[4]);
|
|
}
|
|
|
|
// Activa o descativa el jugador
|
|
void Player::enable(bool value)
|
|
{
|
|
enabled = value;
|
|
init();
|
|
}
|
|
|
|
// Obtiene el valor de la variable
|
|
bool Player::isEnabled()
|
|
{
|
|
return enabled;
|
|
} |