197 lines
4.5 KiB
C++
197 lines
4.5 KiB
C++
#include "player.h"
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#include <fstream>
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#include <sstream>
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// Constructor
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Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room)
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{
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// Obten punteros a objetos
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asset = _asset;
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renderer = _renderer;
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input = _input;
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room = _room;
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// Crea objetos
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texture = new LTexture();
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sprite = new AnimatedSprite(texture, renderer);
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// Carga la textura
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loadTextureFromFile(texture, asset->get(_tileset), renderer);
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// Inicializa variables
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color = stringToColor("white");
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onBorder = false;
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border = BORDER_TOP;
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sprite->setPosX(2 * 8);
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sprite->setPosX(10 * 8);
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sprite->setPosY(12 * 8);
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sprite->setPosY(6 * 8);
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sprite->setVelX(0);
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sprite->setVelY(0);
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sprite->setWidth(8);
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sprite->setHeight(16);
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sprite->setCurrentFrame(0);
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sprite->setAnimationCounter(0);
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sprite->setAnimationNumFrames(0, 4);
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sprite->setAnimationSpeed(0, 5);
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sprite->setAnimationLoop(0, true);
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sprite->setAnimationFrames(0, 0, 8 * 0, 0, 8, 16);
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sprite->setAnimationFrames(0, 1, 8 * 1, 0, 8, 16);
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sprite->setAnimationFrames(0, 2, 8 * 2, 0, 8, 16);
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sprite->setAnimationFrames(0, 3, 8 * 3, 0, 8, 16);
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sprite->setSpriteClip(sprite->getAnimationClip(0, 0));
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}
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// Destructor
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Player::~Player()
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{
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texture->unload();
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delete texture;
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texture = nullptr;
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delete sprite;
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sprite = nullptr;
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}
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// Pinta el enemigo en pantalla
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void Player::draw()
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{
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sprite->getTexture()->setColor(color.r, color.g, color.b);
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sprite->render();
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sprite->getTexture()->setColor(255, 255, 255);
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}
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// Actualiza las variables del objeto
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void Player::update()
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{
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checkInput();
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sprite->update();
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// sprite->animate(0);
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checkBorders();
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}
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// Comprueba las entradas y modifica variables
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void Player::checkInput()
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{
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// if (mInput->checkInput(INPUT_UP, REPEAT_FALSE))
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// changeRoom(mRoom->getRoomUp());
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//
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// if (mInput->checkInput(INPUT_DOWN, REPEAT_FALSE))
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// changeRoom(mRoom->getRoomDown());
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if (input->checkInput(INPUT_LEFT, REPEAT_TRUE))
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{
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sprite->setVelX(-VX);
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sprite->animate(0);
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sprite->setFlip(SDL_FLIP_HORIZONTAL);
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}
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else if (input->checkInput(INPUT_RIGHT, REPEAT_TRUE))
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{
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sprite->setVelX(VX);
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sprite->animate(0);
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sprite->setFlip(SDL_FLIP_NONE);
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}
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else
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{
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sprite->setVelX(0);
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}
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}
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// Indica si el jugador esta en uno de los cuatro bordes de la pantalla
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bool Player::getOnBorder()
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{
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return onBorder;
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}
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// Indica en cual de los cuatro bordes se encuentra
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int Player::getBorder()
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{
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return border;
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}
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// Comprueba si está situado en alguno de los cuatro bordes
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void Player::checkBorders()
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{
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if (sprite->getPosX() < PLAY_AREA_LEFT)
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{
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border = BORDER_LEFT;
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onBorder = true;
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}
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else if (sprite->getPosX() > PLAY_AREA_RIGHT - sprite->getWidth())
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{
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border = BORDER_RIGHT;
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onBorder = true;
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}
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else if (sprite->getPosY() < PLAY_AREA_TOP)
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{
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border = BORDER_TOP;
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onBorder = true;
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}
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else if (sprite->getPosY() > PLAY_AREA_BOTTOM - sprite->getHeight())
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{
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border = BORDER_BOTTOM;
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onBorder = true;
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}
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else
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{
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onBorder = false;
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}
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}
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// Cambia al jugador de un borde al opuesto. Util para el cambio de pantalla
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void Player::switchBorders()
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{
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if (border == BORDER_TOP)
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{
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sprite->setPosY(PLAY_AREA_BOTTOM - sprite->getHeight() - 1);
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}
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else if (border == BORDER_BOTTOM)
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{
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sprite->setPosY(PLAY_AREA_TOP + 1);
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}
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else if (border == BORDER_RIGHT)
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{
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sprite->setPosX(PLAY_AREA_LEFT + 1);
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}
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if (border == BORDER_LEFT)
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{
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sprite->setPosX(PLAY_AREA_RIGHT - sprite->getWidth() - 1);
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}
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onBorder = false;
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}
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// Establece el valor de la variable
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void Player::setRoom(Room *_room)
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{
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room = _room;
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}
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// Obtiene el valor del pixel inferior izquierdo del jugador
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SDL_Point Player::getLeftFoot()
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{
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SDL_Point point = {(int)sprite->getPosX(), (int)sprite->getPosY() + sprite->getHeight()};
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return point;
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}
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// Obtiene el valor del pixel inferior derecho del jugador
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SDL_Point Player::getRightFoot()
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{
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SDL_Point point = {(int)sprite->getPosX() + sprite->getWidth(), (int)sprite->getPosY() + sprite->getHeight()};
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return point;
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}
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// Establece la velocidad en el eje Y al jugador
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void Player::setFalling(bool value)
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{
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if (value)
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{
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sprite->setVelY(0.5f);
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}
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else
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{
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sprite->setVelY(0.0f);
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}
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} |