129 lines
2.8 KiB
C++
129 lines
2.8 KiB
C++
#include "player.h"
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// Constructor
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Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map)
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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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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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sound_coin = JA_LoadSound(asset->get("sound_player_coin.wav").c_str());
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texture = new LTexture();
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loadTextureFromFile(texture, asset->get("player.png"), renderer);
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sprite = new AnimatedSprite(texture, renderer, asset->get("player.ani"));
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sprite->setPosX(16);
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sprite->setPosY(0);
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sprite->setCurrentAnimation("stand");
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gravity = 0.5f;
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can_jump = true;
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standing = true;
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invulnerable = true;
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jumpforce = 10;
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enabled = true;
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cooldown = 0;
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lifes = 10;
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coins = 0;
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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});
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}
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// Destructor
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Player::~Player()
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{
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JA_DeleteSound(sound_jump);
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JA_DeleteSound(sound_death);
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JA_DeleteSound(sound_coin);
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texture->unload();
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delete texture;
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delete sprite;
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}
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// Actualiza todas las variables
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void Player::update()
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{
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checkInput();
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addGravity();
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sprite->update();
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updateColliders();
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}
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// Dibuja el objeto
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void Player::render()
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{
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sprite->render();
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}
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// Comprueba las entradas y modifica variables
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void Player::checkInput()
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{
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const float speed = 1.0f;
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// Solo comprueba las entradas de dirección cuando está de pie
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if (input->checkInput(INPUT_LEFT, REPEAT_TRUE))
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{
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sprite->setVelX(-speed);
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sprite->setFlip(SDL_FLIP_NONE);
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sprite->setCurrentAnimation("walk");
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}
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else if (input->checkInput(INPUT_RIGHT, REPEAT_TRUE))
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{
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sprite->setVelX(speed);
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sprite->setFlip(SDL_FLIP_HORIZONTAL);
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sprite->setCurrentAnimation("walk");
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}
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else
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{
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sprite->setVelX(0);
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sprite->setCurrentAnimation("stand");
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}
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}
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// Aplica la gravedad
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void Player::addGravity()
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{
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sprite->setVelY(gravity);
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}
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// Actualiza los puntos de colisión
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void Player::updateColliders()
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{
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const SDL_Point p = {(int)sprite->getPosX(), (int)sprite->getPosY()};
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collider[0] = p;
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collider[1] = {p.x, p.y + 12};
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collider[2] = {p.x, p.y + 23};
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collider[3] = {p.x + 15, p.y};
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collider[4] = {p.x + 15, p.y + 12};
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collider[5] = {p.x + 15, p.y + 23};
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}
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// Compruena las colisiones con el mapa
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void Player::checkMapCollisions()
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{
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bool collision = false;
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for (auto c : collider)
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{
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collision |= (map->getTile(c) == wall);
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}
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if (collision)
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{
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undoMove();
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}
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}
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// Deshace el último movimiento
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void Player::undoMove()
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{
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sprite->undoMove();
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} |