Añadido input al scoreboard
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@@ -1,13 +1,14 @@
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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)
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Player::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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this->input = input;
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this->map = map;
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this->debug = debug;
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this->diamonds = diamonds;
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sound_jump = JA_LoadSound(asset->get("sound_player_jump.wav").c_str());
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sound_death = JA_LoadSound(asset->get("sound_player_death.wav").c_str());
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@@ -34,13 +35,13 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Deb
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maxVY = 4.0f;
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state = s_standing;
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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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const SDL_Point p = {0, 0};
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collider.insert(collider.end(), {p, p, p, p, p, p, p, p, p, p, p, p});
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underFeet.insert(underFeet.end(), {p, p, p});
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hookedOnMovingPlatform = -1;
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diamonds = 0;
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colliderBox = getRect();
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}
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@@ -75,7 +76,6 @@ void Player::update()
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debug->add("state " + std::to_string(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(hookedOnMovingPlatform));
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debug->add("DIAMONDS = " + std::to_string(diamonds));
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}
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// Dibuja el objeto
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@@ -424,19 +424,19 @@ bool Player::isOnScreenBorder()
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border = b_left;
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return true;
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}
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else if (x > map->getPlayArea(b_right) - w)
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{
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border = b_right;
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return true;
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}
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else if (y < map->getPlayArea(b_top))
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{
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border = b_top;
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return true;
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}
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else if (y > map->getPlayArea(b_bottom) - h)
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{
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border = b_bottom;
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@@ -495,7 +495,7 @@ int Player::checkActors()
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if (name == a_diamond)
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{
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diamonds++;
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*diamonds = *diamonds + 1;
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JA_PlaySound(sound_coin);
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map->getItem(index);
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map->deleteActor(index);
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@@ -520,4 +520,9 @@ SDL_Rect Player::getRect()
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SDL_Rect &Player::getCollider()
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{
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return colliderBox;
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}
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// Comprueba los estados de vida
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void Player::checkLivingState()
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{
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}
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