refactor de noms de resources en data/
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@@ -182,8 +182,6 @@ auto Director::checkProgramArguments(std::vector<std::string> const& args) -> st
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Options::cheats.infinite_lives = Options::Cheat::State::ENABLED;
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} else if (argument == "--invincible") {
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Options::cheats.invincible = Options::Cheat::State::ENABLED;
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} else if (argument == "--altSkin") {
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Options::cheats.alternate_skin = Options::Cheat::State::ENABLED;
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}
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}
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@@ -73,7 +73,6 @@ constexpr const char* NOTIFY = "notify.wav"; // Sonido de notificación
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namespace Cheat {
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constexpr bool INFINITE_LIVES = false; // Vidas infinitas desactivadas por defecto
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constexpr bool INVINCIBLE = false; // Invencibilidad desactivada por defecto
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constexpr bool ALTERNATE_SKIN = false; // Skin alternativa desactivada por defecto
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} // namespace Cheat
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// --- CONTROLS ---
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@@ -21,8 +21,7 @@ Scoreboard::Scoreboard(std::shared_ptr<Data> data)
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constexpr float SURFACE_HEIGHT = ScoreboardArea::HEIGHT;
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// Reserva memoria para los objetos
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const auto& player_animation_data = Resource::Cache::get()->getAnimationData(Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.yaml" : "player.yaml");
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player_sprite_ = std::make_shared<SurfaceAnimatedSprite>(player_animation_data);
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player_sprite_ = std::make_shared<SurfaceAnimatedSprite>(Resource::Cache::get()->getAnimationData("player_animations.yaml"));
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player_sprite_->setCurrentAnimation("walk_menu");
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surface_ = std::make_shared<Surface>(SURFACE_WIDTH, SURFACE_HEIGHT);
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@@ -38,7 +38,6 @@ struct Cheat {
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State infinite_lives{Defaults::Cheat::INFINITE_LIVES ? State::ENABLED : State::DISABLED}; // Indica si el jugador dispone de vidas infinitas
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State invincible{Defaults::Cheat::INVINCIBLE ? State::ENABLED : State::DISABLED}; // Indica si el jugador puede morir
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State alternate_skin{Defaults::Cheat::ALTERNATE_SKIN ? State::ENABLED : State::DISABLED}; // Indica si se usa una skin diferente para el jugador
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// Método para comprobar si alguno de los trucos está activo
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[[nodiscard]] auto enabled() const -> bool {
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@@ -661,7 +661,7 @@ void Game::togglePause() {
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// Inicializa al jugador
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void Game::initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room) {
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const Player::Data PLAYER{.spawn_data = spawn_point, .animations_path = "player.yaml", .room = std::move(room)};
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const Player::Data PLAYER{.spawn_data = spawn_point, .animations_path = "player_animations.yaml", .room = std::move(room)};
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player_ = std::make_shared<Player>(PLAYER);
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}
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