Añadida la animación de morir
This commit is contained in:
@@ -1,5 +1,5 @@
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fullScreenMode=0
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windowSize=3
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windowSize=2
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filter=FILTER_NEAREST
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vSync=true
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integerScale=true
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@@ -1,7 +1,41 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="1">
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<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="1">
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<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="5626" source="tile_class.tsx"/>
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<layer id="5" name="estatico" width="40" height="30">
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</data>
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</layer>
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<layer id="4" name="fondo" width="40" height="30">
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<data encoding="csv">
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@@ -93,7 +127,7 @@
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@@ -26,5 +26,5 @@ frames=28,29,30,31,32,33,34,35,36,37,38,39,40,41
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name=death
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speed=10
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loop=-1
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frames=42,43,44,45,46,47,48,49,50,51,52
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frames=42,43,44,45,46,47,48,49,50,51,52,52,52,52,52,52,52,52
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[/animation]
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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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@@ -37,6 +37,8 @@ private:
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Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
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Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
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bool musicEnabled; // Indica si la musica puede sonar o no
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std::string currentMap; // Fichero del mapa actual
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player_t spawnPoint; // Lugar de la mapa donde aparece el jugador
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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void update();
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@@ -1,7 +1,7 @@
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#include "player.h"
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// Constructor
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Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds)
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Player::Player(player_t player, SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds)
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{
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this->asset = asset;
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this->renderer = renderer;
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@@ -19,14 +19,14 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Deb
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w = 16;
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h = 24;
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x = 8 * map->getTileSize();
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y = 20 * map->getTileSize();
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vx = 0;
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vy = 0;
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x = player.x;
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y = player.y;
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vx = player.vx;
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vy = player.vy;
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lastPosition = {(int)x, (int)y};
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sprite->setRect({(int)x, (int)y, w, h});
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sprite->setCurrentAnimation("stand");
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sprite->setFlip(SDL_FLIP_NONE);
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sprite->setFlip(player.flip);
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jumpStrenght = 2.0f;
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gravity = 0.3f;
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@@ -34,7 +34,7 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Deb
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maxVX = 1.5f;
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maxVY = 4.0f;
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state = s_standing;
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state = player.state;
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living = l_alive;
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jumpPressed = false;
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key.insert(key.end(), {0, 0, 0, 0, 0, 0});
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@@ -61,6 +61,7 @@ Player::~Player()
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// Actualiza todas las variables
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void Player::update()
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{
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checkLivingState();
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checkInput();
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move();
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animate();
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@@ -87,6 +88,21 @@ void Player::render()
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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 (living == l_dying)
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{ // Aplica fricción
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if (vx > 0.0f)
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{
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vx -= (accelX / 3);
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vx = std::max(vx, 0.0f);
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}
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else
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{
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vx += (accelX / 3);
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vx = std::min(vx, 0.0f);
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}
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return;
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}
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if (input->checkInput(INPUT_LEFT, REPEAT_TRUE))
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{
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vx -= accelX;
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@@ -100,7 +116,7 @@ void Player::checkInput()
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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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{ // Aplica fricción
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||||
if (vx > 0.0f)
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||||
{
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vx -= accelX;
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||||
@@ -333,7 +349,12 @@ void Player::move()
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||||
// Anima al jugador
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||||
void Player::animate()
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||||
{
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||||
if (state != s_standing)
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||||
if (living == l_dying)
|
||||
{
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sprite->setCurrentAnimation("death");
|
||||
}
|
||||
|
||||
else if (state != s_standing)
|
||||
{
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sprite->setCurrentAnimation("jump");
|
||||
}
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||||
@@ -531,6 +552,10 @@ void Player::checkLivingState()
|
||||
break;
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||||
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||||
case l_dying:
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||||
if (sprite->animationIsCompleted())
|
||||
{
|
||||
living = l_dead;
|
||||
}
|
||||
break;
|
||||
|
||||
case l_dead:
|
||||
@@ -551,4 +576,19 @@ void Player::setLivingState(e_living value)
|
||||
e_living Player::getLivingState()
|
||||
{
|
||||
return living;
|
||||
}
|
||||
|
||||
// Obtiene algunos parametros del jugador
|
||||
player_t Player::getSpawnParams()
|
||||
{
|
||||
player_t params;
|
||||
|
||||
params.x = x;
|
||||
params.y = y;
|
||||
params.vx = vx;
|
||||
params.vy = vy;
|
||||
params.state = state;
|
||||
params.flip = sprite->getFlip();
|
||||
|
||||
return params;
|
||||
}
|
||||
@@ -34,6 +34,16 @@ enum e_floor
|
||||
f_platform
|
||||
};
|
||||
|
||||
struct player_t
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float vx;
|
||||
float vy;
|
||||
e_state state;
|
||||
SDL_RendererFlip flip;
|
||||
};
|
||||
|
||||
// The player
|
||||
class Player
|
||||
{
|
||||
@@ -111,7 +121,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds);
|
||||
Player(player_t player, SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds);
|
||||
|
||||
// Destructor
|
||||
~Player();
|
||||
@@ -148,6 +158,9 @@ public:
|
||||
|
||||
// Obtiene el estado de vida del jugador
|
||||
e_living getLivingState();
|
||||
|
||||
// Obtiene algunos parametros del jugador
|
||||
player_t getSpawnParams();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user