Arreglado el color del marcador al cambiar de paleta
This commit is contained in:
@@ -3,22 +3,22 @@
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<tileset firstgid="1" source="standard.tsx"/>
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<tileset firstgid="1" source="standard.tsx"/>
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||||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
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<layer id="1" name="Capa de patrones 1" width="32" height="16">
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||||||
<data encoding="csv">
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<data encoding="csv">
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||||||
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|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,133,
|
||||||
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,0,133,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,0,133,
|
||||||
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,0,0,133,
|
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,0,0,133,
|
||||||
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,0,0,0,133,
|
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,0,0,0,133,
|
||||||
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,0,0,0,0,133,
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133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,505,0,0,0,0,133,
|
||||||
133,133,0,0,228,228,228,0,0,228,228,228,0,0,228,228,228,0,0,228,228,228,0,0,228,228,0,0,228,0,0,133,
|
133,133,0,0,234,234,234,0,0,234,234,234,0,0,234,234,234,0,0,234,234,234,0,0,234,234,0,0,234,0,0,133,
|
||||||
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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|
||||||
133,133,228,228,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,228,230,133,
|
133,133,234,234,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,234,231,133,
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||||||
133,133,228,228,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
|
133,133,234,234,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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||||||
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
|
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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||||||
133,133,0,0,228,228,228,0,0,229,228,228,0,0,228,228,228,0,0,228,228,228,0,0,228,228,0,0,0,0,0,133,
|
133,133,0,0,234,234,234,0,0,230,234,234,0,0,234,234,234,0,0,234,234,234,0,0,234,234,0,0,0,0,0,133,
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133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,228,228,133,
|
133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,234,234,133,
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133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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133,133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,228,228,0,0,0,0,133,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,234,234,0,0,0,0,133,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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133,133,133,133,133,133,133,131,131,133,133,133,132,132,133,133,133,132,132,133,133,133,131,131,133,133,133,133,133,133,133,133
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133,133,133,133,133,133,133,129,129,133,133,133,130,130,133,133,133,130,130,133,133,133,129,129,133,133,133,133,133,133,133,133
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</data>
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</data>
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</layer>
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</layer>
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</map>
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</map>
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@@ -1,5 +1,5 @@
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name=QVOID IS A JAILGAME!
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name=QVOID IS A JAILGAME!
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bgColor=bright_black
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bgColor=blue
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border=bright_black
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border=bright_black
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tileMapFile=30.tmx
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tileMapFile=30.tmx
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tileSetFile=standard.png
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tileSetFile=standard.png
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@@ -9,25 +9,57 @@ roomLeft=0
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roomRight=29.room
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roomRight=29.room
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[enemy]
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[enemy]
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tileSetFile=diskette.png
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tileSetFile=qvoid.png
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animation=diskette.ani
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animation=qvoid.ani
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width=16
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width=16
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height=16
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height=16
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x=2
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x=1
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y=2
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y=1
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vx=0
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vx=0.7
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vy=0
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vy=0
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x1=2
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x1=1
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y1=2
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y1=1
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x2=2
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x2=29
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y2=2
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y2=1
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color=magenta
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color=white
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[/enemy]
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[enemy]
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tileSetFile=qvoid.png
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animation=qvoid.ani
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width=16
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height=16
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x=29
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y=1
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vx=-0.7
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vy=0
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x1=1
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y1=1
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x2=29
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y2=1
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color=red
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[/enemy]
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[enemy]
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tileSetFile=qvoid.png
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animation=qvoid.ani
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width=16
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height=16
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x=6
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y=7
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vx=-0.5
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vy=0
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x1=1
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y1=7
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x2=27
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y2=7
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color=green
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[/enemy]
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[/enemy]
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[item]
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[item]
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tileSetFile=items.png
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tileSetFile=items.png
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tile=1
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tile=20
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x=1
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x=1
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y=1
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y=2
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counter=1
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counter=1
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[/item]
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[/item]
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@@ -3,22 +3,22 @@
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<tileset firstgid="1" source="standard.tsx"/>
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<tileset firstgid="1" source="standard.tsx"/>
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||||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
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<layer id="1" name="Capa de patrones 1" width="32" height="16">
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||||||
<data encoding="csv">
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<data encoding="csv">
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||||||
133,133,133,133,133,133,133,133,133,133,133,133,133,133,133,133,133,133,133,0,0,0,0,0,0,0,0,0,0,0,0,133,
|
127,128,129,130,131,132,133,127,128,129,130,131,132,133,127,128,129,130,131,132,133,127,128,129,130,131,132,133,127,128,129,130,
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||||||
133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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132,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,132,128,
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133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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131,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,129,
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||||||
133,228,228,0,0,228,228,0,0,228,228,0,0,228,228,0,0,228,228,0,0,0,0,0,0,0,0,0,0,0,0,133,
|
130,228,229,0,0,230,231,0,0,232,233,0,0,234,228,0,0,229,230,0,0,0,0,0,0,0,0,0,0,0,0,130,
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||||||
133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
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129,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,131,
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||||||
133,0,0,228,228,0,0,228,228,0,0,228,228,0,0,228,228,0,0,0,228,228,0,0,0,228,228,548,0,0,0,133,
|
128,0,0,231,232,0,0,233,234,0,0,228,229,0,0,230,231,0,0,0,232,233,0,0,0,0,0,0,0,0,0,132,
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||||||
133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,548,0,0,133,
|
127,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,234,228,231,548,0,0,133,
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||||||
133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,228,0,133,
|
127,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,229,231,127,
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||||||
133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
|
128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,
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||||||
133,0,0,0,0,0,0,0,0,485,485,485,0,0,0,228,228,0,0,0,485,485,485,0,0,0,228,228,0,0,0,133,
|
128,0,0,0,0,0,0,0,0,232,233,228,0,0,0,485,485,0,0,0,230,231,232,0,0,0,485,485,0,0,0,129,
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||||||
133,0,0,0,228,228,228,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
|
129,0,0,0,229,230,231,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,130,
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||||||
133,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,228,133,
|
130,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,131,
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||||||
133,228,228,548,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,133,
|
131,232,233,548,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,132,
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||||||
133,0,0,0,548,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
132,0,0,0,548,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||||
133,0,0,0,0,548,0,0,0,0,0,555,0,0,0,0,0,0,0,0,0,555,0,0,0,0,0,0,0,0,0,0,
|
132,0,0,0,0,548,0,0,0,0,0,555,0,0,0,0,0,0,0,0,0,555,0,0,0,0,0,0,0,0,0,0,
|
||||||
133,555,555,555,555,555,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,485,133,133,133
|
133,555,555,555,555,555,127,128,129,130,131,132,485,485,485,485,485,485,485,485,485,128,129,130,131,132,133,127,128,129,130,131
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||||||
</data>
|
</data>
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||||||
</layer>
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</layer>
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||||||
</map>
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</map>
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||||||
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Binary file not shown.
|
Before Width: | Height: | Size: 7.5 KiB After Width: | Height: | Size: 7.5 KiB |
@@ -576,3 +576,13 @@ std::string boolToString(bool value)
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return "false";
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return "false";
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}
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}
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}
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}
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// Compara dos colores
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bool colorAreEqual(color_t color1, color_t color2)
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{
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const bool r = color1.r == color2.r;
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const bool g = color1.g == color2.g;
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const bool b = color1.b == color2.b;
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return (r && g && b);
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}
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@@ -125,4 +125,7 @@ bool stringToBool(std::string str);
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// Convierte un valor booleano en una cadena
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// Convierte un valor booleano en una cadena
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std::string boolToString(bool value);
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std::string boolToString(bool value);
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// Compara dos colores
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bool colorAreEqual(color_t color1, color_t color2);
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#endif
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#endif
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@@ -52,8 +52,8 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
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blackScreen = false;
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blackScreen = false;
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blackScreenCounter = 0;
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blackScreenCounter = 0;
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this->player->setInvincible(debug->getEnabled());
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// this->player->setInvincible(debug->getEnabled());
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board.music = !debug->getEnabled();
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// board.music = !debug->getEnabled();
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section.name = SECTION_PROG_GAME;
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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section.subsection = 0;
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@@ -100,7 +100,7 @@ void Game::checkEventHandler()
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case SDL_SCANCODE_D:
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case SDL_SCANCODE_D:
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debug->switchEnabled();
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debug->switchEnabled();
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player->setInvincible(debug->getEnabled());
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options->invincible = debug->getEnabled();
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board.music = !debug->getEnabled();
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board.music = !debug->getEnabled();
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board.music ? JA_ResumeMusic() : JA_PauseMusic();
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board.music ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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break;
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@@ -312,11 +312,9 @@ bool Game::changeRoom(std::string file)
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// Crea un objeto habitación nuevo a partir del fichero
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// Crea un objeto habitación nuevo a partir del fichero
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room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, debug);
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room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, debug);
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// Actualiza el marcador
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// Pone el color del marcador en función del color del borde de la habitación
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const color_t c = room->getBorderColor(); // Obtiene el color del vorde
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setScoreBoardColor();
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const color_t cBlack = stringToColor(options->palette, "black");
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board.color = (c.r == cBlack.r && c.g == cBlack.g && c.b == cBlack.b) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco
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// board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco
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if (roomTracker->addRoom(file))
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if (roomTracker->addRoom(file))
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{ // Incrementa el contador de habitaciones visitadas
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{ // Incrementa el contador de habitaciones visitadas
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board.rooms++;
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board.rooms++;
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@@ -384,7 +382,7 @@ void Game::checkEndGame()
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// Mata al jugador
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// Mata al jugador
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void Game::killPlayer()
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void Game::killPlayer()
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{
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{
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if (this->player->getInvincible() || options->invincible)
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if (options->invincible)
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||||||
{
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{
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||||||
return;
|
return;
|
||||||
}
|
}
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||||||
@@ -437,12 +435,13 @@ void Game::switchPalette()
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// Modifica la variable
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// Modifica la variable
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||||||
options->palette = (options->palette == p_zxspectrum) ? p_zxarne : p_zxspectrum;
|
options->palette = (options->palette == p_zxspectrum) ? p_zxarne : p_zxspectrum;
|
||||||
|
|
||||||
|
// Recarga las paletas
|
||||||
room->reLoadPalette();
|
room->reLoadPalette();
|
||||||
player->reLoadPalette();
|
player->reLoadPalette();
|
||||||
scoreboard->reLoadPalette();
|
scoreboard->reLoadPalette();
|
||||||
|
|
||||||
const color_t c = room->getBorderColor();
|
// Pone el color del marcador en función del color del borde de la habitación
|
||||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco
|
setScoreBoardColor();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Establece la pantalla en negro
|
// Establece la pantalla en negro
|
||||||
@@ -478,3 +477,18 @@ void Game::renderBlackScreen()
|
|||||||
screen->setBorderColor(stringToColor(options->palette, "black"));
|
screen->setBorderColor(stringToColor(options->palette, "black"));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Pone el color del marcador en función del color del borde de la habitación
|
||||||
|
void Game::setScoreBoardColor()
|
||||||
|
{
|
||||||
|
// Obtiene el color del borde
|
||||||
|
const color_t c = room->getBorderColor();
|
||||||
|
|
||||||
|
// Si el color es negro lo cambia a blanco
|
||||||
|
const color_t cBlack = stringToColor(options->palette, "black");
|
||||||
|
board.color = colorAreEqual(c, cBlack) ? stringToColor(options->palette, "white") : c;
|
||||||
|
|
||||||
|
// Si el color es negro brillante lo cambia a blanco
|
||||||
|
const color_t cBrightBlack = stringToColor(options->palette, "bright_black");
|
||||||
|
board.color = colorAreEqual(c, cBrightBlack) ? stringToColor(options->palette, "white") : c;
|
||||||
|
}
|
||||||
@@ -109,6 +109,9 @@ private:
|
|||||||
// Dibuja la pantalla negra
|
// Dibuja la pantalla negra
|
||||||
void renderBlackScreen();
|
void renderBlackScreen();
|
||||||
|
|
||||||
|
// Pone el color del marcador en función del color del borde de la habitación
|
||||||
|
void setScoreBoardColor();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Constructor
|
// Constructor
|
||||||
Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug);
|
Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug);
|
||||||
|
|||||||
@@ -21,7 +21,6 @@ Player::Player(player_t player)
|
|||||||
color = stringToColor(options->palette, "white");
|
color = stringToColor(options->palette, "white");
|
||||||
onBorder = false;
|
onBorder = false;
|
||||||
border = BORDER_TOP;
|
border = BORDER_TOP;
|
||||||
invincible = false;
|
|
||||||
autoMovement = false;
|
autoMovement = false;
|
||||||
alive = true;
|
alive = true;
|
||||||
maxFallHeight = BLOCK * 4;
|
maxFallHeight = BLOCK * 4;
|
||||||
@@ -433,6 +432,13 @@ void Player::move()
|
|||||||
autoMovement = false;
|
autoMovement = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Si ha salido de una superficie automatica, detiene el movimiento automatico
|
||||||
|
if (state == s_standing && isOnFloor() && !isOnAutoSurface())
|
||||||
|
{
|
||||||
|
// Deja de estar enganchado a la superficie automatica
|
||||||
|
autoMovement = false;
|
||||||
|
}
|
||||||
|
|
||||||
// Se mueve hacia arriba
|
// Se mueve hacia arriba
|
||||||
if (vy < 0.0f)
|
if (vy < 0.0f)
|
||||||
{
|
{
|
||||||
@@ -729,18 +735,6 @@ void Player::updateFeet()
|
|||||||
feet[1] = {p.x + 7, p.y + h - 1};
|
feet[1] = {p.x + 7, p.y + h - 1};
|
||||||
}
|
}
|
||||||
|
|
||||||
// Obtiene el valor de la variable
|
|
||||||
bool Player::getInvincible()
|
|
||||||
{
|
|
||||||
return invincible;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Establece el valor de la variable
|
|
||||||
void Player::setInvincible(bool value)
|
|
||||||
{
|
|
||||||
invincible = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Cambia el estado del jugador
|
// Cambia el estado del jugador
|
||||||
void Player::setState(state_e value)
|
void Player::setState(state_e value)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -76,7 +76,6 @@ public:
|
|||||||
state_e prevState; // Estado previo en el que se encontraba el jugador
|
state_e prevState; // Estado previo en el que se encontraba el jugador
|
||||||
bool onBorder; // Indica si el jugador esta en uno de los cuatro bordes de la pantalla
|
bool onBorder; // Indica si el jugador esta en uno de los cuatro bordes de la pantalla
|
||||||
int border; // Indica en cual de los cuatro bordes se encuentra
|
int border; // Indica en cual de los cuatro bordes se encuentra
|
||||||
bool invincible; // Si es invencible, no puede morir
|
|
||||||
bool autoMovement; // Indica si esta siendo arrastrado por una superficie automatica
|
bool autoMovement; // Indica si esta siendo arrastrado por una superficie automatica
|
||||||
bool paused; // Indica si el jugador esta en modo pausa
|
bool paused; // Indica si el jugador esta en modo pausa
|
||||||
SDL_Rect lastPosition; // Contiene la ultima posición del jugador, por si hay que deshacer algun movimiento
|
SDL_Rect lastPosition; // Contiene la ultima posición del jugador, por si hay que deshacer algun movimiento
|
||||||
@@ -181,12 +180,6 @@ public:
|
|||||||
// Establece el valor de la variable
|
// Establece el valor de la variable
|
||||||
void setRoom(Room *room);
|
void setRoom(Room *room);
|
||||||
|
|
||||||
// Obtiene el valor de la variable
|
|
||||||
bool getInvincible();
|
|
||||||
|
|
||||||
// Establece el valor de la variable
|
|
||||||
void setInvincible(bool value);
|
|
||||||
|
|
||||||
// Comprueba si el jugador esta vivo
|
// Comprueba si el jugador esta vivo
|
||||||
bool isAlive();
|
bool isAlive();
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user