forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
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@@ -7,17 +7,17 @@
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#include "texture.h" // for Texture
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// Constructor
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Enemy::Enemy(EnemyData enemy)
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Enemy::Enemy(const EnemyData enemy)
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: sprite_(std::make_shared<AnimatedSprite>(Resource::get()->getTexture(enemy.texture_path), Resource::get()->getAnimations(enemy.animation_path))),
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color_string_(enemy.color),
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x1_(enemy.x1),
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x2_(enemy.x2),
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y1_(enemy.y1),
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y2_(enemy.y2),
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should_flip_(enemy.flip),
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should_mirror_(enemy.mirror)
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{
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// Crea objetos
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sprite_ = std::make_shared<AnimatedSprite>(Resource::get()->getTexture(enemy.texture_path), Resource::get()->getAnimations(enemy.animation_path));
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// Obten el resto de valores
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x1_ = enemy.x1;
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x2_ = enemy.x2;
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y1_ = enemy.y1;
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y2_ = enemy.y2;
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color_string_ = enemy.color;
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setPalette(options.video.palette);
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sprite_->setPosX(enemy.x);
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sprite_->setPosY(enemy.y);
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@@ -25,24 +25,16 @@ Enemy::Enemy(EnemyData enemy)
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sprite_->setVelY(enemy.vy);
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sprite_->setWidth(enemy.w);
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sprite_->setHeight(enemy.h);
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should_flip_ = enemy.flip;
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should_mirror_ = enemy.mirror;
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const SDL_RendererFlip flip = (should_flip_ && enemy.vx < 0.0f) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip mirror = should_mirror_ ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE;
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sprite_->setFlip(static_cast<SDL_RendererFlip>(flip | mirror));
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const SDL_RendererFlip FLIP = (should_flip_ && enemy.vx < 0.0f) ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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const SDL_RendererFlip MIRROR = should_mirror_ ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE;
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sprite_->setFlip(static_cast<SDL_RendererFlip>(FLIP | MIRROR));
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collider_ = getRect();
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// Coloca un frame al azar o el designado
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if (enemy.frame == -1)
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{
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sprite_->setCurrentAnimationFrame(rand() % sprite_->getCurrentAnimationSize());
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}
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else
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{
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sprite_->setCurrentAnimationFrame(enemy.frame);
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}
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sprite_->setCurrentAnimationFrame(
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(enemy.frame == -1) ? (rand() % sprite_->getCurrentAnimationSize()) : enemy.frame);
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}
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// Pinta el enemigo en pantalla
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