forked from jaildesigner-jailgames/jaildoctors_dilemma
Eliminado el procedimiento loadTextureFromFile() de utils.h
This commit is contained in:
@@ -11,7 +11,7 @@ Enemy::Enemy(enemy_t enemy)
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// Crea objetos
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// Crea objetos
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texture = new LTexture();
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texture = new LTexture();
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loadTextureFromFile(texture, asset->get(enemy.tileset), renderer);
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texture->loadFromFile(asset->get(enemy.tileset), renderer);
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sprite = new AnimatedSprite(texture, renderer, asset->get(enemy.animation));
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sprite = new AnimatedSprite(texture, renderer, asset->get(enemy.animation));
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// Obten el resto de valores
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// Obten el resto de valores
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@@ -11,11 +11,9 @@ Item::Item(item_t item)
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// Crea objetos
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// Crea objetos
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texture = new LTexture();
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texture = new LTexture();
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texture->loadFromFile(asset->get(item.tileset), renderer);
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sprite = new Sprite(item.x, item.y, 8, 8, texture, renderer);
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sprite = new Sprite(item.x, item.y, 8, 8, texture, renderer);
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// Carga la textura
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loadTextureFromFile(texture, asset->get(item.tileset), renderer);
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// Inicia variables
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// Inicia variables
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sprite->setSpriteClip(item.tile * 8, 0, 8, 8);
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sprite->setSpriteClip(item.tile * 8, 0, 8, 8);
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collider = sprite->getRect();
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collider = sprite->getRect();
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@@ -50,7 +50,6 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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SDL_Texture *newTexture = NULL;
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SDL_Texture *newTexture = NULL;
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// Load image at specified path
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// Load image at specified path
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//SDL_Surface *loadedSurface = IMG_Load(path.c_str());
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SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
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SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
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if (loadedSurface == NULL)
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if (loadedSurface == NULL)
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{
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{
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@@ -58,9 +57,6 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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}
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}
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else
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else
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{
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{
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// Color key image
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//SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, COLOR_KEY_R, COLOR_KEY_G, COLOR_KEY_B));
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// Create texture from surface pixels
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// Create texture from surface pixels
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newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
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newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
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if (newTexture == NULL)
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if (newTexture == NULL)
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@@ -14,7 +14,7 @@ Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Ren
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// Crea objetos
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// Crea objetos
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texture = new LTexture();
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texture = new LTexture();
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loadTextureFromFile(texture, asset->get(tileset), renderer);
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texture->loadFromFile(asset->get(tileset), renderer);
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sprite = new AnimatedSprite(texture, renderer, animation);
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sprite = new AnimatedSprite(texture, renderer, animation);
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// Inicializa variables
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// Inicializa variables
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@@ -289,4 +289,10 @@ player_t Player::getSpawnParams()
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params.flip = sprite->getFlip();
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params.flip = sprite->getFlip();
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return params;
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return params;
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}
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// Recarga la textura
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void Player::reLoadTexture()
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{
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//texture->loadFromFile(asset->get(tileset), renderer);
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}
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}
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@@ -115,6 +115,9 @@ public:
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// Obtiene el rectangulo de colision del jugador
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// Obtiene el rectangulo de colision del jugador
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SDL_Rect &getCollider();
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SDL_Rect &getCollider();
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// Recarga la textura
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void reLoadTexture();
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// Deshace el ultimo movimiento
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// Deshace el ultimo movimiento
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void undoLastMove();
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void undoLastMove();
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@@ -15,7 +15,7 @@ Room::Room(std::string file_path, SDL_Renderer *renderer, Asset *asset, ItemTrac
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// Crea los objetos
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// Crea los objetos
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texture = new LTexture();
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texture = new LTexture();
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load(file_path);
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load(file_path);
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loadTextureFromFile(texture, asset->get(tileset), renderer);
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texture->loadFromFile(asset->get(tileset), renderer);
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itemSound = JA_LoadSound(asset->get("item.wav").c_str());
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itemSound = JA_LoadSound(asset->get("item.wav").c_str());
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// Crea la textura para el mapa de tiles de la habitación
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// Crea la textura para el mapa de tiles de la habitación
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@@ -14,7 +14,7 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *it
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// Reserva memoria para los objetos
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// Reserva memoria para los objetos
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texture = new LTexture();
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texture = new LTexture();
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loadTextureFromFile(texture, asset->get("player01.png"), renderer);
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texture->loadFromFile(asset->get("player01.png"), renderer);
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sprite = new AnimatedSprite(texture, renderer, asset->get("player01.ani"));
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sprite = new AnimatedSprite(texture, renderer, asset->get("player01.ani"));
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sprite->setCurrentAnimation("walk_menu");
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sprite->setCurrentAnimation("walk_menu");
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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@@ -7,7 +7,7 @@
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Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer)
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Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer)
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{
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{
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texture = new LTexture();
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texture = new LTexture();
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loadTextureFromFile(texture, bitmapFile, renderer);
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texture->loadFromFile(bitmapFile, renderer);
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mSprite = new Sprite({0, 0, 0, 0}, texture, renderer);
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mSprite = new Sprite({0, 0, 0, 0}, texture, renderer);
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mSprite->setTexture(texture);
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mSprite->setTexture(texture);
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@@ -140,18 +140,6 @@ bool checkCollision(SDL_Point &p, SDL_Rect &r)
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return true;
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return true;
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}
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}
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// Carga un archivo de imagen en una textura
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bool loadTextureFromFile(LTexture *texture, std::string path, SDL_Renderer *renderer)
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{
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bool success = true;
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if (!texture->loadFromFile(path, renderer))
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{
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printf("Failed to load %s texture!\n", path.c_str());
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success = false;
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}
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return success;
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}
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// Devuelve un color_t a partir de un string
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// Devuelve un color_t a partir de un string
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color_t stringToColor(std::string str)
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color_t stringToColor(std::string str)
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{
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{
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@@ -77,9 +77,6 @@ bool checkCollision(SDL_Rect &a, SDL_Rect &b);
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// Detector de colisiones entre un punto y u rectangulo
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// Detector de colisiones entre un punto y u rectangulo
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bool checkCollision(SDL_Point &p, SDL_Rect &r);
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bool checkCollision(SDL_Point &p, SDL_Rect &r);
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// Carga un archivo de imagen en una textura
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bool loadTextureFromFile(LTexture *texture, std::string path, SDL_Renderer *renderer);
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// Devuelve un color_t a partir de un string
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// Devuelve un color_t a partir de un string
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color_t stringToColor(std::string str);
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color_t stringToColor(std::string str);
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