Trabajando en las colisiones con los enemigos

This commit is contained in:
2022-09-23 19:50:40 +02:00
parent eac0236c60
commit 48f84d28bd
21 changed files with 196 additions and 344 deletions

View File

@@ -9,14 +9,14 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
this->screen = screen;
this->input = input;
this->debug = debug;
//this->debug->setEnabled(true);
this->debug->setEnabled(true);
// Reserva memoria para los objetos
scoreboard = new ScoreBoard(renderer, asset, &board);
eventHandler = new SDL_Event();
itemTracker = new ItemTracker();
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
player = new Player(renderer, asset, input, map);
player = new Player(renderer, asset, input, map, debug);
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
@@ -93,14 +93,17 @@ void Game::update()
if (input->checkAnyInput())
scoreboard->reset();
board.diamonds = player->diamonds;
// Actualiza los objetos
debug->clear();
scoreboard->update();
map->update();
enemyEngine->update();
player->update();
if (enemyEngine->checkEnemyCollision(player->getCollider()))
{
debug->add("COLLISION");
}
checkScreenBorders();
updateDebugInfo();
@@ -197,7 +200,7 @@ void Game::checkEventHandler()
delete map;
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
delete player;
player = new Player(renderer, asset, input, map);
player = new Player(renderer, asset, input, map, debug);
break;
case SDL_SCANCODE_F:
@@ -237,16 +240,6 @@ void Game::updateDebugInfo()
{
debug->add("R - Reload player and map");
debug->add("D - Toggle debug mode");
debug->add(std::to_string((int)player->sprite->getPosX()) + "," + std::to_string((int)player->sprite->getPosY()) + "," + std::to_string((int)player->sprite->getWidth()) + "," + std::to_string((int)player->sprite->getHeight()));
debug->add("VY " + std::to_string(player->vy) + " " + std::to_string(player->jumpStrenght));
debug->add("VX " + std::to_string(player->vx));
debug->add("jump_pressed " + std::to_string(player->jumpPressed));
debug->add("isOnFloor " + std::to_string(player->isOnFloor()));
debug->add("getTile(" + std::to_string(player->underFeet[0].x) + "," + std::to_string(player->underFeet[0].y) + ") = " + std::to_string(player->map->getTile(player->underFeet[0])));
debug->add("state " + std::to_string(player->state));
debug->add(map->getName() + " (" + map->getRoomFileName(b_top) + ", " + map->getRoomFileName(b_right) + ", " + map->getRoomFileName(b_bottom) + ", " + map->getRoomFileName(b_left) + ")");
debug->add("hookedOn = " + std::to_string(player->hookedOnMovingPlatform));
debug->add("DIAMONDS = " + std::to_string(player->diamonds));
}
// Pone la información de debug en pantalla
@@ -270,7 +263,7 @@ void Game::renderDebugInfo()
// Pinta mascaras
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
SDL_Rect rect = player->sprite->getRect();
SDL_Rect rect = player->getRect();
SDL_RenderFillRect(renderer, &rect);
// Pinta el texto