Modificado el loop de las animaciones
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@@ -5,6 +5,6 @@ tile_height=16
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[animation]
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name=walk
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speed=8
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loop=yes
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loop=0
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frames=0,1,2,3,4,5
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[/animation]
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@@ -5,6 +5,6 @@ tile_height=16
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[animation]
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name=walk
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speed=8
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loop=yes
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loop=0
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frames=0,1,2,3,4,5
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[/animation]
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@@ -5,6 +5,6 @@ tile_height=16
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[animation]
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name=walk
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speed=6
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loop=yes
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loop=0
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frames=0,1,2,3,4,5
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[/animation]
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@@ -5,6 +5,6 @@ tile_height=16
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[animation]
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name=walk
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speed=8
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loop=yes
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loop=0
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frames=0,1,2,3,4,5
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[/animation]
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@@ -5,27 +5,27 @@ tile_height=24
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[animation]
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name=stand
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speed=8
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loop=yes
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loop=0
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frames=0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,3,4,5,4,5,5,5,6,6,7,7,0,0
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[/animation]
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[animation]
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name=walk
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speed=4
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loop=yes
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loop=0
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frames=8,9,10,10,9,8,11,12,13,13,14,15
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[/animation]
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[animation]
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name=jump
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speed=10
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loop=no
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loop=-1
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frames=16,17,18,17,16
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[/animation]
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[animation]
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name=death
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speed=10
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loop=no
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loop=-1
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frames=24,25,26,27,28,29,30,31
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[/animation]
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@@ -45,14 +45,19 @@ void AnimatedSprite::animate()
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animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
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// Si alcanza el final de la animación, reinicia el contador de la animación
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// en función de la variable loop
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// en función de la variable loop y coloca el nuevo frame
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if (animation[currentAnimation].currentFrame >= animation[currentAnimation].frames.size())
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{
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if (animation[currentAnimation].loop)
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animation[currentAnimation].counter = 0;
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else
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if (animation[currentAnimation].loop == -1)
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{ // Si no hay loop, deja el último frame
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animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
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}
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else
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{ // Si hay loop, vuelve al frame indicado
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animation[currentAnimation].counter = 0;
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animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
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}
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}
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// En caso contrario
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else
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{
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@@ -84,7 +89,7 @@ void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
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}
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// Establece si la animación se reproduce en bucle
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void AnimatedSprite::setAnimationLoop(std::string name, bool loop)
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void AnimatedSprite::setAnimationLoop(std::string name, int loop)
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{
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animation[getIndex(name)].loop = loop;
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}
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@@ -155,14 +160,7 @@ bool AnimatedSprite::load(std::string filePath)
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}
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else if (line.substr(0, pos) == "loop")
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{
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if (line.substr(pos + 1, line.length()) == "yes" || line.substr(pos + 1, line.length()) == "true")
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{
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buffer.loop = true;
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}
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else
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{
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buffer.loop = false;
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}
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buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
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}
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else if (line.substr(0, pos) == "frames")
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{
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@@ -18,7 +18,7 @@ private:
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std::string name; // Nombre de la animacion
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std::vector<SDL_Rect> frames; // Cada uno de los frames que componen la animación
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int speed; // Velocidad de la animación
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bool loop; // Indica si la animación se reproduce en bucle
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int loop; // Indica a que frame vuelve la animación al terminar. -1 para que no vuelva
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bool completed; // Indica si ha finalizado la animación
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int currentFrame; // Frame actual
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int counter; // Contador para las animaciones
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@@ -45,8 +45,8 @@ public:
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// Establece la velocidad de una animación
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void setAnimationSpeed(std::string name, int speed);
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// Establece si la animación se reproduce en bucle
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void setAnimationLoop(std::string name, bool loop);
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// Establece el frame al que vuelve la animación al finalizar
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void setAnimationLoop(std::string name, int loop);
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// Establece el valor de la variable
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void setAnimationCompleted(std::string name, bool value);
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