Trabajando en las colisiones con los enemigos
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@@ -9,14 +9,14 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
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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, &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);
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player = new Player(renderer, asset, input, map, debug);
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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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@@ -93,14 +93,17 @@ void Game::update()
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if (input->checkAnyInput())
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scoreboard->reset();
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board.diamonds = player->diamonds;
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// Actualiza los objetos
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debug->clear();
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scoreboard->update();
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map->update();
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enemyEngine->update();
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player->update();
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if (enemyEngine->checkEnemyCollision(player->getCollider()))
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{
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debug->add("COLLISION");
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}
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checkScreenBorders();
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updateDebugInfo();
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@@ -197,7 +200,7 @@ void Game::checkEventHandler()
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delete map;
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map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
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delete player;
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player = new Player(renderer, asset, input, map);
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player = new Player(renderer, asset, input, map, debug);
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break;
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case SDL_SCANCODE_F:
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@@ -237,16 +240,6 @@ void Game::updateDebugInfo()
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{
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debug->add("R - Reload player and map");
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debug->add("D - Toggle debug mode");
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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()));
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debug->add("VY " + std::to_string(player->vy) + " " + std::to_string(player->jumpStrenght));
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debug->add("VX " + std::to_string(player->vx));
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debug->add("jump_pressed " + std::to_string(player->jumpPressed));
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debug->add("isOnFloor " + std::to_string(player->isOnFloor()));
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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])));
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debug->add("state " + std::to_string(player->state));
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debug->add(map->getName() + " (" + map->getRoomFileName(b_top) + ", " + map->getRoomFileName(b_right) + ", " + map->getRoomFileName(b_bottom) + ", " + map->getRoomFileName(b_left) + ")");
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debug->add("hookedOn = " + std::to_string(player->hookedOnMovingPlatform));
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debug->add("DIAMONDS = " + std::to_string(player->diamonds));
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}
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// Pone la información de debug en pantalla
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@@ -270,7 +263,7 @@ void Game::renderDebugInfo()
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// Pinta mascaras
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
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SDL_Rect rect = player->sprite->getRect();
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SDL_Rect rect = player->getRect();
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SDL_RenderFillRect(renderer, &rect);
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// Pinta el texto
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