Añadida la animación de morir
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@@ -3,20 +3,24 @@
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// Constructor
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Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
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{
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// Inicializa algunas variables
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spawnPoint = {63, 190, 0, 0, s_standing, SDL_FLIP_NONE};
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currentMap = "01.map";
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// Copia punteros
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this->renderer = renderer;
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this->asset = asset;
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this->screen = screen;
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this->input = input;
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this->debug = debug;
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this->debug->setEnabled(true);
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// this->debug->setEnabled(true);
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// Reserva memoria para los objetos
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scoreboard = new ScoreBoard(renderer, asset, input, &board);
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eventHandler = new SDL_Event();
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itemTracker = new ItemTracker();
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map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
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player = new Player(renderer, asset, input, map, debug, &board.diamonds);
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map = new Map(asset->get(currentMap), renderer, asset, itemTracker);
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player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
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enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
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music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
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@@ -192,9 +196,11 @@ void Game::checkEventHandler()
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case SDL_SCANCODE_R:
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delete map;
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map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
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map = new Map(asset->get(currentMap), renderer, asset, itemTracker);
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delete player;
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player = new Player(renderer, asset, input, map, debug, &board.diamonds);
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player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
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delete enemyEngine;
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enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
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break;
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@@ -270,7 +276,6 @@ void Game::renderDebugInfo()
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// Cambia el mapa
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bool Game::changeMap(std::string file)
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{
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bool success = false;
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// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
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if (file != "0")
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{ // Verifica que exista el fichero que se va a cargar
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@@ -284,11 +289,14 @@ bool Game::changeMap(std::string file)
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delete enemyEngine;
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enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
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success = true;
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// Actualiza el valor de la variable
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currentMap = file;
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return true;
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}
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}
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return success;
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return false;
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}
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// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
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@@ -296,10 +304,12 @@ void Game::checkScreenBorders()
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{
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if (player->isOnScreenBorder())
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{
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if (changeMap(map->getRoomFileName(player->getBorder())))
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const std::string room_name = map->getRoomFileName(player->getBorder());
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if (changeMap(room_name))
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{
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player->setMap(map);
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player->switchBorders();
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spawnPoint = player->getSpawnParams();
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}
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}
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}
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@@ -315,10 +325,14 @@ void Game::reLoadTextures()
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// Comprueba las colisiones del jugador con los enemigos
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bool Game::checkPlayerEnemyCollisions()
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{
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if (player->getLivingState() != l_alive)
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{
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return false;
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}
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if (enemyEngine->checkEnemyCollision(player->getCollider()))
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{
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debug->add("COLLISION");
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player->setLivingState(l_dead);
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player->setLivingState(l_dying);
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return true;
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}
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return false;
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@@ -344,9 +358,9 @@ void Game::killPlayer()
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board.lives--;
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// Destruye el mapa, el jugador y los enemigos
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//delete map;
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// delete map;
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delete player;
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//delete enemyEngine;
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// delete enemyEngine;
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// Sonido
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// JA_PlaySound(deathSound);
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@@ -354,7 +368,7 @@ void Game::killPlayer()
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// setBlackScreen();
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// Crea el nuevo mapa, el nuevo jugador y nuevos enemigos
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//map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
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player = new Player(renderer, asset, input, map, debug, &board.diamonds);
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//enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
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// map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
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player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
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// enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
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}
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