eliminat soport de borde en les habitacions
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@@ -291,8 +291,6 @@ auto MapEditor::revert() -> std::string {
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// Refrescar visuales de la habitación
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room_->setBgColor(room_data_.bg_color);
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Screen::get()->setBorderColor(room_data_.border_color);
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// Restaurar el tilemap completo
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for (int i = 0; i < static_cast<int>(room_data_.tile_map.size()); ++i) {
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room_->setTile(i, room_data_.tile_map[i]);
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@@ -960,7 +958,7 @@ void MapEditor::updateStatusBarInfo() { // NOLINT(readability-function-cognitiv
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conv = "right";
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}
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line2 = "bg:" + std::to_string(room_data_.bg_color) + " brd:" + std::to_string(room_data_.border_color) + " conv:" + conv;
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line2 = "bg:" + std::to_string(room_data_.bg_color) + " conv:" + conv;
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line3 = "u:" + conn(room_data_.upper_room) + " d:" + conn(room_data_.lower_room) +
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" l:" + conn(room_data_.left_room) + " r:" + conn(room_data_.right_room) +
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" itm:" + std::to_string(room_data_.item_color1) + "/" + std::to_string(room_data_.item_color2);
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@@ -1003,7 +1001,7 @@ auto MapEditor::getSetCompletions() const -> std::vector<std::string> {
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return {"TILE", "COUNTER"};
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}
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// Room
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return {"BGCOLOR", "BORDER", "ITEMCOLOR1", "ITEMCOLOR2", "CONVEYOR", "TILESET", "UP", "DOWN", "LEFT", "RIGHT"};
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return {"BGCOLOR", "ITEMCOLOR1", "ITEMCOLOR2", "CONVEYOR", "TILESET", "UP", "DOWN", "LEFT", "RIGHT"};
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}
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// Modifica una propiedad del enemigo seleccionado
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@@ -1200,14 +1198,6 @@ auto MapEditor::setRoomProperty(const std::string& property, const std::string&
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return "bgcolor: " + std::to_string(color);
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}
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if (property == "BORDER") {
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auto color = static_cast<Uint8>(safeStoi(val, 0));
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room_data_.border_color = color;
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Screen::get()->setBorderColor(color);
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autosave();
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return "border: " + std::to_string(color);
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}
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if (property == "ITEMCOLOR1") {
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auto color = static_cast<Uint8>(safeStoi(val, 0));
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room_data_.item_color1 = color;
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@@ -1330,7 +1320,7 @@ auto MapEditor::setRoomProperty(const std::string& property, const std::string&
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return toLower(property) + ": " + connection;
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}
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return "Unknown property: " + property + " (use: bgcolor, border, itemcolor1, itemcolor2, conveyor, tileset, up, down, left, right)";
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return "Unknown property: " + property + " (use: bgcolor, itemcolor1, itemcolor2, conveyor, tileset, up, down, left, right)";
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}
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// Crea una nueva habitación
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@@ -1383,7 +1373,6 @@ auto MapEditor::createNewRoom(const std::string& direction) -> std::string { //
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Room::Data new_room;
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new_room.number = std::string(name_buf).substr(0, std::string(name_buf).find('.'));
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new_room.bg_color = 0;
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new_room.border_color = 6;
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new_room.tile_set_file = "standard.gif";
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new_room.item_color1 = 11;
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new_room.item_color2 = 12;
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@@ -44,7 +44,6 @@ auto RoomSaver::buildYAML(const fkyaml::node& original_yaml, const Room::Data& r
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out << "room:\n";
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out << " bgColor: " << static_cast<int>(room_data.bg_color) << "\n";
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out << " border: " << static_cast<int>(room_data.border_color) << "\n";
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out << " tileSetFile: " << room_data.tile_set_file << "\n";
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// Conexiones
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@@ -2,7 +2,6 @@
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#include <utility> // Para std::move
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/resources/resource_cache.hpp" // Para Resource
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#include "game/defaults.hpp" // Para Defaults::Game
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@@ -33,7 +32,6 @@ Room::Room(const std::string& room_path, std::shared_ptr<Scoreboard::Data> data)
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tilemap_renderer_ = std::make_unique<TilemapRenderer>(tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_);
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tilemap_renderer_->initialize(room->collision_tile_map);
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Screen::get()->setBorderColor(border_color_); // Establece el color del borde
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}
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// Destructor
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@@ -43,7 +41,6 @@ void Room::initializeRoom(const Data& room) {
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// Asignar valores a las variables miembro
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number_ = room.number;
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bg_color_ = room.bg_color;
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border_color_ = room.border_color;
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item_color1_ = room.item_color1;
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item_color2_ = room.item_color2;
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upper_room_ = room.upper_room;
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@@ -31,7 +31,6 @@ class Room {
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struct Data {
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std::string number;
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Uint8 bg_color{0};
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Uint8 border_color{0};
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Uint8 item_color1{12};
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Uint8 item_color2{6};
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std::string upper_room;
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@@ -53,7 +52,6 @@ class Room {
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// --- Funciones ---
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[[nodiscard]] auto getNumber() const -> const std::string& { return number_; }
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[[nodiscard]] auto getBGColor() const -> Uint8 { return bg_color_; }
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[[nodiscard]] auto getBorderColor() const -> Uint8 { return border_color_; }
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void renderMap();
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void renderEnemies();
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void renderItems();
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@@ -94,7 +92,6 @@ class Room {
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std::string number_;
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Uint8 bg_color_{0};
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Uint8 border_color_{0};
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Uint8 item_color1_{12};
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Uint8 item_color2_{6};
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std::string upper_room_;
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@@ -73,9 +73,6 @@ void RoomLoader::parseRoomConfig(const fkyaml::node& yaml, Room::Data& room, con
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if (room_node.contains("bgColor")) {
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room.bg_color = readColorNode(room_node["bgColor"]);
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}
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if (room_node.contains("border")) {
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room.border_color = readColorNode(room_node["border"]);
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}
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if (room_node.contains("tileSetFile")) {
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room.tile_set_file = room_node["tileSetFile"].get_value<std::string>();
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}
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@@ -362,7 +362,6 @@ void Game::updateBlackScreen(float delta_time) {
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// Despausar al salir
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player_->setPaused(false);
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room_->setPaused(false);
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Screen::get()->setBorderColor(room_->getBorderColor());
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transitionToState(State::PLAYING);
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}
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}
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@@ -542,9 +541,7 @@ void Game::renderPlaying() {
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// Renderiza el juego en estado BLACK_SCREEN (pantalla negra)
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void Game::renderBlackScreen() {
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Screen::get()->start();
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auto const COLOR = 0;
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Screen::get()->clearSurface(COLOR);
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Screen::get()->setBorderColor(COLOR);
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Screen::get()->clearSurface(0);
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Screen::get()->render();
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}
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@@ -768,8 +765,6 @@ auto Game::changeRoom(const std::string& room_path) -> bool {
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room_ = std::make_shared<Room>(room_path, scoreboard_data_);
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// Pone el color del marcador en función del color del borde de la habitación
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setScoreBoardColor();
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if (room_tracker_->addRoom(room_path)) {
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// Incrementa el contador de habitaciones visitadas
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scoreboard_data_->rooms++;
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@@ -907,18 +902,6 @@ void Game::killPlayer() {
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transitionToState(State::BLACK_SCREEN);
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}
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// Pone el color del marcador en función del color del borde de la habitación
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void Game::setScoreBoardColor() { // NOLINT(readability-convert-member-functions-to-static)
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// Obtiene el color del borde
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const Uint8 BORDER_COLOR = room_->getBorderColor();
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const bool IS_BLACK = BORDER_COLOR == 0;
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const bool IS_BRIGHT_BLACK = BORDER_COLOR == 1;
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// Si el color del borde es negro o negro brillante cambia el texto del marcador a blanco
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scoreboard_data_->color = IS_BLACK || IS_BRIGHT_BLACK ? 14 : BORDER_COLOR;
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}
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// Pone el juego en pausa
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void Game::togglePause() {
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paused_ = !paused_;
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@@ -74,7 +74,6 @@ class Game {
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void checkPlayerAndItems(); // Comprueba las colisiones del jugador con los objetos
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void checkIfPlayerIsAlive(); // Comprueba si el jugador esta vivo
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void killPlayer(); // Mata al jugador
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void setScoreBoardColor(); // Pone el color del marcador en función del color del borde de la habitación
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void togglePause(); // Pone el juego en pausa
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void initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room); // Inicializa al jugador
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void endTransition(); // Finaliza la transición entre pantallas
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@@ -1025,7 +1025,6 @@ void CommandRegistry::registerHandlers() { // NOLINT(readability-function-cogni
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dynamic_providers_["HELP"] = [this]() -> std::vector<std::string> {
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return getVisibleKeywords();
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};
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dynamic_providers_["SET BORDER"] = color_provider;
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dynamic_providers_["SET ITEMCOLOR1"] = color_provider;
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dynamic_providers_["SET ITEMCOLOR2"] = color_provider;
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