Modificado el nombre de algunas variables
This commit is contained in:
165
source/map.cpp
165
source/map.cpp
@@ -4,11 +4,11 @@
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Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *itemTracker)
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{
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// Inicializa variables
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tile_size = 8;
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map_width = 40;
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map_height = 30;
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tileSize = 8;
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mapWidth = 40;
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mapHeight = 30;
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name = file.substr(file.find_last_of("\\/") + 1);
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enemy_file = "";
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enemyFile = "";
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bgColor1 = bgColor2 = {0, 0, 0};
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bgScroll = false;
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counter = 0;
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@@ -19,47 +19,45 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
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this->itemTracker = itemTracker;
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// Crea las texturas para dibujar el mapa
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map_layerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
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if (map_layerBG == NULL)
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mapLayerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
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if (mapLayerBG == NULL)
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{
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printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
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printf("Error: mapLayer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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SDL_SetTextureBlendMode(map_layerBG, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(mapLayerBG, SDL_BLENDMODE_BLEND);
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map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
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if (map_layer0 == NULL)
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mapLayer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
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if (mapLayer0 == NULL)
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{
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printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
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printf("Error: mapLayer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND);
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// SDL_SetTextureAlphaMod(map_layer0, 128);
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SDL_SetTextureBlendMode(mapLayer0, SDL_BLENDMODE_BLEND);
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map_layer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
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if (map_layer1 == NULL)
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mapLayer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
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if (mapLayer1 == NULL)
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{
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printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError());
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printf("Error: mapLayer1 could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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SDL_SetTextureBlendMode(map_layer1, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(mapLayer1, SDL_BLENDMODE_BLEND);
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// Crea los objetos
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loadMapFile(file);
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texture_tile = new LTexture(renderer, asset->get(tileset_img));
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tileset_width = texture_tile->getWidth() / tile_size;
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textureTile = new LTexture(renderer, asset->get(tileset));
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tilesetWidth = textureTile->getWidth() / tileSize;
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loadMapTileFile(asset->get(tileMapFile));
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// Pinta el mapa en las texturas
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// fillMapTexture();
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}
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// Destructor
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Map::~Map()
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{
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// Reclama la memoria utilizada por los objetos
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texture_tile->unload();
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delete texture_tile;
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textureTile->unload();
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delete textureTile;
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SDL_DestroyTexture(map_layer1);
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SDL_DestroyTexture(mapLayerBG);
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SDL_DestroyTexture(mapLayer0);
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SDL_DestroyTexture(mapLayer1);
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for (auto actor : actors)
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{
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@@ -71,10 +69,7 @@ Map::~Map()
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// Carga las variables desde un fichero de mapa
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bool Map::loadMapFile(std::string file_path)
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{
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// Indicador de éxito en la carga
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bool success = true;
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std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
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const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
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std::string line;
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std::ifstream file(file_path);
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@@ -111,7 +106,6 @@ bool Map::loadMapFile(std::string file_path)
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if (!setActor(&actor, &p1, &p2, line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
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success = false;
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}
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} while (line != "[/moving platform]");
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@@ -141,7 +135,6 @@ bool Map::loadMapFile(std::string file_path)
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if (!setActor(&actor, &p1, &p2, line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
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success = false;
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}
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} while (line != "[/diamond]");
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@@ -166,7 +159,6 @@ bool Map::loadMapFile(std::string file_path)
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if (!setVars(line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
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success = false;
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}
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}
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}
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@@ -179,10 +171,10 @@ bool Map::loadMapFile(std::string file_path)
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else
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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success = false;
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return false;
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}
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return success;
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return true;
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}
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// Lee la matriz de tiles desde un fichero tmx a un vector
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@@ -230,22 +222,22 @@ bool Map::loadMapTileFile(std::string file_path)
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if (line.find("name=\"estatico\"") != std::string::npos)
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{
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tilemap = readTilesFromFile(file);
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fillGradientTexture(*map_layerBG);
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fillMapTexture(*map_layerBG, tilemap, false);
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fillGradientTexture(*mapLayerBG);
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fillMapTexture(*mapLayerBG, tilemap, false);
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tilemap.clear();
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}
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else if (line.find("name=\"fondo\"") != std::string::npos)
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{
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tilemap = readTilesFromFile(file);
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fillMapTexture(*map_layer0, tilemap, true);
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fillMapTexture(*mapLayer0, tilemap, true);
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tilemap.clear();
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}
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else if (line.find("name=\"mapa\"") != std::string::npos)
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{
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tilemap = readTilesFromFile(file);
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fillMapTexture(*map_layer1, tilemap, true);
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fillMapTexture(*mapLayer1, tilemap, true);
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tilemap.clear();
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}
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@@ -272,17 +264,14 @@ bool Map::loadMapTileFile(std::string file_path)
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// Asigna variables a partir de dos cadenas
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bool Map::setVars(std::string var, std::string value)
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{
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// Indicador de éxito en la asignación
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bool success = true;
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if (var == "tilemap")
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{
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tileMapFile = value;
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}
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else if (var == "tileset_img")
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else if (var == "tileset")
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{
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tileset_img = value;
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tileset = value;
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}
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else if (var == "bgColor1")
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@@ -316,29 +305,29 @@ bool Map::setVars(std::string var, std::string value)
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bgScroll = stringToBool(value);
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}
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else if (var == "room_up")
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else if (var == "roomUp")
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{
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room_up = value;
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roomUp = value;
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}
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else if (var == "room_down")
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else if (var == "roomDown")
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{
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room_down = value;
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roomDown = value;
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}
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else if (var == "room_left")
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else if (var == "roomLeft")
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{
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room_left = value;
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roomLeft = value;
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}
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else if (var == "room_right")
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else if (var == "roomRight")
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{
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room_right = value;
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roomRight = value;
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}
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else if (var == "enemy_file")
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else if (var == "enemyFile")
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{
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enemy_file = value;
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enemyFile = value;
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}
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else if (var == "")
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@@ -347,18 +336,15 @@ bool Map::setVars(std::string var, std::string value)
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else
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{
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success = false;
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return false;
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}
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return success;
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return true;
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}
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// Asigna variables a una estructura enemy_t
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bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value)
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{
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// Indicador de éxito en la asignación
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bool success = true;
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if (var == "tileset")
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{
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actor->tileset = value;
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@@ -381,12 +367,12 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
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else if (var == "x")
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{
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actor->x = std::stof(value) * tile_size;
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actor->x = std::stof(value) * tileSize;
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}
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else if (var == "y")
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{
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actor->y = std::stof(value) * tile_size;
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actor->y = std::stof(value) * tileSize;
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}
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else if (var == "vx")
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@@ -401,22 +387,22 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
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else if (var == "x1")
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{
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p1->x = std::stoi(value) * tile_size;
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p1->x = std::stoi(value) * tileSize;
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}
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else if (var == "x2")
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{
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p2->x = std::stoi(value) * tile_size;
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p2->x = std::stoi(value) * tileSize;
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}
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else if (var == "y1")
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{
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p1->y = std::stoi(value) * tile_size;
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p1->y = std::stoi(value) * tileSize;
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}
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else if (var == "y2")
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{
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p2->y = std::stoi(value) * tile_size;
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p2->y = std::stoi(value) * tileSize;
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}
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else if ((var == "[/moving platform]") || (var == "[/diamond]"))
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@@ -425,10 +411,10 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
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else
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{
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success = false;
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return false;
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}
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return success;
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return true;
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}
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// Pinta el degradado en la textura
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void Map::fillGradientTexture(SDL_Texture &layer)
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@@ -437,11 +423,11 @@ void Map::fillGradientTexture(SDL_Texture &layer)
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SDL_SetRenderTarget(renderer, &layer);
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// Dibuja el degradado de fondo
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const float num_lines = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
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const float numLines = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
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for (int i = PLAY_AREA_TOP; i < PLAY_AREA_BOTTOM; ++i)
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{
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float step = ((float)i / num_lines);
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float step = ((float)i / numLines);
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int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step);
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int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
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int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
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@@ -457,7 +443,7 @@ void Map::fillGradientTexture(SDL_Texture &layer)
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void Map::fillMapTexture(SDL_Texture &layer, std::vector<int> tilemap, bool clean)
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{
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// Crea variables
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SDL_Rect clip = {0, 0, tile_size, tile_size};
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SDL_Rect clip = {0, 0, tileSize, tileSize};
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// Cambia el puntero del renderizador a la textura
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SDL_SetRenderTarget(renderer, &layer);
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@@ -470,15 +456,15 @@ void Map::fillMapTexture(SDL_Texture &layer, std::vector<int> tilemap, bool clea
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}
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// Dibuja el mapeado de tiles
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for (int y = 0; y < map_height; ++y)
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for (int x = 0; x < map_width; ++x)
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for (int y = 0; y < mapHeight; ++y)
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for (int x = 0; x < mapWidth; ++x)
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{
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// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
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// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
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// con lo que esta pintando desde fuera de la textura
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clip.x = ((tilemap[(y * map_width) + x] - 1) % tileset_width) * tile_size;
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clip.y = ((tilemap[(y * map_width) + x] - 1) / tileset_width) * tile_size;
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texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
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clip.x = ((tilemap[(y * mapWidth) + x] - 1) % tilesetWidth) * tileSize;
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clip.y = ((tilemap[(y * mapWidth) + x] - 1) / tilesetWidth) * tileSize;
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textureTile->render(renderer, x * tileSize, y * tileSize, &clip);
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}
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// Vuelve a colocar el renderizador apuntando a la pantalla
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@@ -498,7 +484,7 @@ void Map::render()
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void Map::renderLayerBG()
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{
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// Dibuja la textura con el mapa en pantalla
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SDL_RenderCopy(renderer, map_layerBG, nullptr, nullptr);
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SDL_RenderCopy(renderer, mapLayerBG, nullptr, nullptr);
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}
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// Dibuja la capa 0
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@@ -514,12 +500,12 @@ void Map::renderLayer0()
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SDL_Rect src2 = {PLAY_AREA_X + offset, PLAY_AREA_Y, PLAY_AREA_WIDTH - offset, PLAY_AREA_HEIGHT};
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SDL_Rect dst2 = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH - offset, PLAY_AREA_HEIGHT};
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SDL_RenderCopy(renderer, map_layer0, &src1, &dst1);
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SDL_RenderCopy(renderer, map_layer0, &src2, &dst2);
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SDL_RenderCopy(renderer, mapLayer0, &src1, &dst1);
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SDL_RenderCopy(renderer, mapLayer0, &src2, &dst2);
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}
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else
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{
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SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr);
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SDL_RenderCopy(renderer, mapLayer0, nullptr, nullptr);
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}
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}
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@@ -527,7 +513,7 @@ void Map::renderLayer0()
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void Map::renderLayer1()
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{
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// Dibuja la textura con el mapa en pantalla
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SDL_RenderCopy(renderer, map_layer1, nullptr, nullptr);
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SDL_RenderCopy(renderer, mapLayer1, nullptr, nullptr);
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}
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// Dibuja los actores
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@@ -558,7 +544,7 @@ e_tile_map Map::getTile(SDL_Point p)
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const int y = std::max(getPlayArea(b_top), (std::min(p.y, getPlayArea(b_bottom) - 1)));
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// Calcula el tile
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const int tile = collisionmap[((y / tile_size) * map_width) + (x / tile_size)];
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const int tile = collisionmap[((y / tileSize) * mapWidth) + (x / tileSize)];
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if (tile == 0)
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{
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@@ -581,7 +567,7 @@ e_tile_map Map::getTile(SDL_Point p)
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// Devuelve el valor de la variable
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int Map::getTileSize()
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{
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return tile_size;
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return tileSize;
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}
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// Devuelve el valor de los bordes de la zona de juego
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@@ -598,11 +584,11 @@ int Map::getPlayArea(e_border border)
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break;
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case b_right:
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return tile_size * map_width;
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return tileSize * mapWidth;
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break;
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case b_bottom:
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return tile_size * map_height;
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return tileSize * mapHeight;
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break;
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default:
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@@ -618,19 +604,19 @@ std::string Map::getRoomFileName(e_border border)
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switch (border)
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{
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case b_top:
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return room_up;
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return roomUp;
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break;
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case b_left:
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return room_left;
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return roomLeft;
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break;
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case b_right:
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return room_right;
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return roomRight;
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break;
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case b_bottom:
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return room_down;
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return roomDown;
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break;
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default:
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@@ -737,12 +723,11 @@ void Map::getItem(int index)
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// Obtiene el valor de la variable
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std::string Map::getEnemyFile()
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{
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return enemy_file;
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return enemyFile;
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}
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// Recarga las texturas
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void Map::reLoadTextures()
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{
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texture_tile->reLoad();
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// fillMapTexture();
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textureTile->reLoad();
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}
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Block a user