313 lines
8.0 KiB
C++
313 lines
8.0 KiB
C++
#include "game.h"
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// Constructor
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Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
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{
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// Copia punteros
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this->renderer = renderer;
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this->asset = asset;
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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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// Reserva memoria para los objetos
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scoreboard = new ScoreBoard(renderer, asset, input, &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, debug, &board.diamonds);
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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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// Crea la textura para dibujar los sprites
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spriteLayer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
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if (spriteLayer == nullptr)
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printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
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SDL_SetTextureBlendMode(spriteLayer, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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ticks = 0;
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ticksSpeed = 15;
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section.name = SECTION_PROG_GAME;
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section.subsection = SUBSECTION_GAME_PLAY;
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musicEnabled = !debug->getEnabled();
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board.diamonds = 0;
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board.lives = 5;
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}
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// Destructor
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Game::~Game()
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{
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SDL_DestroyTexture(spriteLayer);
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delete scoreboard;
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delete eventHandler;
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delete itemTracker;
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delete map;
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delete player;
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delete enemyEngine;
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JA_DeleteMusic(music);
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}
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// Bucle para el juego
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section_t Game::run()
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{
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JA_PlayMusic(music);
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if (!musicEnabled)
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{
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JA_PauseMusic();
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}
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while (section.name == SECTION_PROG_GAME)
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{
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// Sección juego jugando
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if (section.subsection == SUBSECTION_GAME_PLAY)
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{
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update();
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render();
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}
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}
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JA_StopMusic();
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return section;
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}
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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void Game::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Comprueba los eventos de la cola
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checkEventHandler();
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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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}
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}
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// Pinta los objetos en pantalla
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void Game::render()
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{
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// Rellena las texturas
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fillSpriteTexture();
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scoreboard->fillTexture();
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// Prepara para dibujar el frame
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screen->start();
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screen->clean();
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// Dibuja la capa 0
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map->renderLayer0();
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// Dibuja la capa 1
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map->renderLayer1();
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// Dibuja la capa de sprites
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renderSprites();
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// Dibuja el marcador
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scoreboard->render();
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// Dibuja la información de debug
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renderDebugInfo();
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// Actualiza la pantalla
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screen->blit();
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}
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// Dibuja los sprites en la textura
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void Game::fillSpriteTexture()
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{
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// Cambia el puntero del renderizador a la textura y la limpia
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SDL_SetRenderTarget(renderer, spriteLayer);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(renderer);
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// Dibuja los sprites en la textura
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map->renderActors();
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enemyEngine->render();
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player->render();
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// Vuelve a colocar el renderizador apuntando a la pantalla
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SDL_SetRenderTarget(renderer, nullptr);
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}
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// Dibuja los sprites
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void Game::renderSprites()
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{
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// Copia la textura al renderizador
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SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
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SDL_RenderCopy(renderer, spriteLayer, NULL, &rect);
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}
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// Comprueba los eventos de la cola
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void Game::checkEventHandler()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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break;
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}
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else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
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{
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_D:
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debug->switchEnabled();
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musicEnabled = !debug->getEnabled();
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musicEnabled ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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case SDL_SCANCODE_M:
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musicEnabled = !musicEnabled;
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musicEnabled ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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case SDL_SCANCODE_R:
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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, debug, &board.diamonds);
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break;
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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reLoadTextures();
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break;
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case SDL_SCANCODE_F1:
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screen->setWindowSize(1);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F2:
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screen->setWindowSize(2);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F3:
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screen->setWindowSize(3);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F4:
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screen->setWindowSize(4);
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reLoadTextures();
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break;
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default:
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break;
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}
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}
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}
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}
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// Pasa la información de debug
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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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}
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// Pone la información de debug en pantalla
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void Game::renderDebugInfo()
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{
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if (!debug->getEnabled())
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{
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return;
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}
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// Pinta la rejilla
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 16);
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for (int i = 0; i < 240; i += 8)
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{
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SDL_RenderDrawLine(renderer, 0, i, 320, i);
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}
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for (int i = 0; i < 320; i += 8)
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{
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SDL_RenderDrawLine(renderer, i, 0, i, 240);
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}
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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->getRect();
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SDL_RenderFillRect(renderer, &rect);
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// Pinta el texto
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debug->setPos({1, 1});
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debug->render();
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}
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// Cambia el mapa
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bool Game::changeMap(std::string file)
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{
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bool success = false;
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// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
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if (file != "0")
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{ // Verifica que exista el fichero que se va a cargar
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if (asset->get(file) != "")
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{
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// Elimina la habitación actual y crea un objeto nuevo a partir del fichero
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delete map;
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map = new Map(asset->get(file), renderer, asset, itemTracker);
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// Elimina el gestor de enemigos y crea uno nuevo a partir de un fichero
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delete enemyEngine;
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enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
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success = true;
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}
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}
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return success;
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}
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// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
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void Game::checkScreenBorders()
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{
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if (player->isOnScreenBorder())
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{
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if (changeMap(map->getRoomFileName(player->getBorder())))
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{
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player->setMap(map);
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player->switchBorders();
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}
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}
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}
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// Recarga las texturas
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void Game::reLoadTextures()
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{
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map->reLoadTextures();
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player->reLoadTextures();
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scoreboard->reLoadTexture();
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} |