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

@@ -8,7 +8,7 @@ Input::Input(std::string file)
dbPath = file;
// Inicializa las variables
for (int i = 0; i < 17; i++)
for (int i = 0; i < 17; ++i)
{
keyBindings[i].scancode = 0;
keyBindings[i].active = false;
@@ -23,7 +23,7 @@ Input::Input(std::string file)
// Destructor
Input::~Input()
{
for (int i = 0; i < numGamepads; i++)
for (int i = 0; i < numGamepads; ++i)
connectedControllers[i] = nullptr;
}
@@ -143,7 +143,7 @@ bool Input::checkAnyInput(int device, int index)
{
const Uint8 *mKeystates = SDL_GetKeyboardState(NULL);
for (int i = 0; i < 17; i++)
for (int i = 0; i < 17; ++i)
{
if (mKeystates[keyBindings[i].scancode] != 0)
{
@@ -155,7 +155,7 @@ bool Input::checkAnyInput(int device, int index)
if (gameControllerFound())
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
{
for (int i = 0; i < 17; i++)
for (int i = 0; i < 17; ++i)
{
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0)
{
@@ -182,7 +182,7 @@ bool Input::discoverGameController()
numGamepads = 0;
// Cuenta el numero de mandos
for (int i = 0; i < nJoysticks; i++)
for (int i = 0; i < nJoysticks; ++i)
if (SDL_IsGameController(i))
numGamepads++;
@@ -193,7 +193,7 @@ bool Input::discoverGameController()
{
found = true;
for (int i = 0; i < numGamepads; i++)
for (int i = 0; i < numGamepads; ++i)
{
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);