forked from jaildesigner-jailgames/jaildoctors_dilemma
La habitación ya empieza a mostrar algo del mapeado
This commit is contained in:
@@ -1,12 +1,12 @@
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id=1
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name=Test Room
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bg_color=black
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tileset=1
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limit_up=0
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limit_down=0
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limit_left=0
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limit_right=2
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tilemap=67,67,89,92,93
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bg_color=cyan
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tileset=room1.png
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room_up=0
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room_down=0
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room_left=0
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room_right=2
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tilemap=0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1
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enemy=1,0,0,0,1
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enemy=2,10,0,0,1
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item=1,10,10
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@@ -2,10 +2,10 @@ id=2
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name=Test Room 2
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bg_color=blue
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tileset=1
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limit_up=0
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limit_down=
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limit_left=1
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limit_right=0
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room_up=0
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room_down=
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room_left=1
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room_right=0
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tilemap=67,67,89,92,93
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enemy=1,0,0,0,1
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enemy=2,10,0,0,1
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BIN
media/tilesets/room1.png
Normal file
BIN
media/tilesets/room1.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 583 B |
@@ -28,6 +28,7 @@ std::string Asset::get(std::string text)
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if (mFileList[i].file.find(text) != std::string::npos)
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return mFileList[i].file;
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printf("Warning: file %s not found\n", text.c_str());
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return "";
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}
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@@ -198,6 +198,7 @@ void Director::setFileList()
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mAsset->add("/data/config.bin", data, false);
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mAsset->add("/data/room/01.room", room);
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mAsset->add("/data/room/02.room", room);
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mAsset->add("/media/tilesets/room1.png", bitmap);
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}
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// Carga el fichero de configuración
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@@ -10,7 +10,7 @@ Game::Game(SDL_Window *window,SDL_Renderer *renderer, Asset *asset, Lang *lang,
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mInput = input;
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mScreen = new Screen(window, renderer);
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mRoom = new Room();
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mRoom = new Room(mAsset->get("01.room"), mRenderer, mAsset);
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mEventHandler = new SDL_Event();
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mTextureText = new LTexture();
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mText = new Text(mAsset->get("nokia2.txt"), mTextureText, renderer);
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@@ -100,13 +100,16 @@ section_t Game::run()
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const color_t color = {0xAA, 0x55, 0x55};
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mScreen->start();
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mScreen->clean(color);
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mScreen->clean(mRoom->getBGColor());
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mRoom->draw();
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// Escribe las medidas de ancho y alto de la pantalla
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mText->writeCentered(GAMECANVAS_CENTER_X, 0, std::to_string(GAMECANVAS_WIDTH), -1);
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mText->write(0, GAMECANVAS_CENTER_Y - (mText->getCharacterWidth() / 2), std::to_string(GAMECANVAS_HEIGHT), -1);
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// Texto en el centro de la pantalla
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mText->writeCentered(GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y - (mText->getCharacterWidth() / 2), "New JailGame", -1);
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mText->writeCentered(GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y - (mText->getCharacterWidth() / 2), mRoom->getName(), -1);
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// Actualiza la pantalla
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mScreen->blit();
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163
source/room.cpp
163
source/room.cpp
@@ -1,11 +1,168 @@
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#include "Map.h"
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#include "room.h"
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#include <iostream>
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#include <fstream>
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#include <sstream>
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// Constructor
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Map::Map()
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Room::Room(std::string _file_path, SDL_Renderer *_renderer, Asset *_asset)
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{
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texture = new LTexture();
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asset = _asset;
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renderer = _renderer;
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load(_file_path);
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loadTextureFromFile(texture, asset->get(tileset), renderer);
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}
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// Destructor
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Map::~Map()
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Room::~Room()
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{
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texture->unload();
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delete texture;
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texture = nullptr;
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}
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// Carga una habitación desde un fichero
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bool Room::load(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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std::string line;
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std::ifstream file(_file_path);
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// El fichero se puede abrir
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if (file.good())
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{
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// Carga los datos
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printf("Reading file %s\n", filename.c_str());
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while (std::getline(file, line))
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{
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int pos = line.find("=");
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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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// Cierra el fichero
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printf("Closing file %s\n", filename.c_str());
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file.close();
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}
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// El fichero no se puede abrir
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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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}
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return success;
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}
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// Asigna variables a partir de dos cadenas
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bool Room::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 == "id")
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{
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id = _value;
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}
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else if (_var == "name")
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{
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name = _value;
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}
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else if (_var == "bg_color")
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{
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bg_color = _value;
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}
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else if (_var == "tileset")
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{
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tileset = _value;
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}
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else if (_var == "room_up")
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{
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room_up = _value;
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}
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else if (_var == "room_down")
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{
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room_down = _value;
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}
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else if (_var == "room_left")
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{
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room_left = _value;
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}
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else if (_var == "room_right")
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{
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room_right = _value;
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}
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else if (_var == "tilemap")
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{
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std::stringstream ss(_value);
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std::string tmp;
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while (getline(ss, tmp, ','))
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{
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// printf("text - %s\n",tmp.c_str());
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tilemap.push_back(std::stoi(tmp));
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// printf("int - %i\n",std::stoi(tmp));
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}
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}
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else
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{
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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 el nombre de la habitación
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std::string Room::getName()
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{
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return name;
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}
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// Devuelve el color de la habitación
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color_t Room::getBGColor()
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{
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color_t color = {0x00, 0x00, 0x00};
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if (bg_color == "white")
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{
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color = {0xFF, 0xFF, 0xFF};
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}
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else if (bg_color == "red")
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{
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color = {0xFF, 0x00, 0x00};
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}
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else if (bg_color == "green")
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{
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color = {0x00, 0xFF, 0x00};
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}
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else if (bg_color == "blue")
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{
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color = {0x00, 0x00, 0xFF};
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}
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else if (bg_color == "yellow")
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{
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color = {0xFF, 0xFF, 0x00};
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}
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else if (bg_color == "cyan")
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{
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color = {0x00, 0xFF, 0xFF};
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}
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else if (bg_color == "purple")
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{
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color = {0xFF, 0x00, 0xFF};
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}
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return color;
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}
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// Dibuja la habitación en pantalla
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void Room::draw()
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{
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int x = 0;
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int y = 0;
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SDL_Rect clip = {0, 0, 8, 8};
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texture->render(renderer,x, y, &clip);
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}
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@@ -1,5 +1,7 @@
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#pragma once
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#include "ifdefs.h"
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#include "utils.h"
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#include "asset.h"
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#include <string>
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#include <vector>
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@@ -24,20 +26,42 @@ LISTADO DE ITEMS (tipo, posicion)
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class Room
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{
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private:
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int id; // Identificador
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std::string id; // Identificador
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std::string name; // Nombre de la habitación
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std::string bg_color; // Color de fondo de la habitación
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std::string room_up; // Identificador de la habitación que se encuentra arriba
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std::string room_down; // Identificador de la habitación que se encuentra abajp
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std::string room_left; // Identificador de la habitación que se encuentra a la izquierda
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std::string room_right; // Identificador de la habitación que se encuentra a la derecha
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std::string tileset; // Imagen con los graficos para la habitación
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std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación
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std::vector<int> enemy_list; // Listado con los enemigos de la habitación
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std::vector<int> item_list; // Listado con los items que hay en la habitación
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LTexture *texture; // Textura con los graficos de la habitación
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Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
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SDL_Renderer *renderer; // El renderizador de la ventana
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// Carga una habitación desde un fichero
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bool load(std::string _file_path);
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// Asigna variables a partir de dos cadenas
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bool setVars(std::string _var, std::string _value);
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public:
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// Constructor
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Room();
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Room(std::string _file_path, SDL_Renderer *_renderer, Asset *_asset);
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// Destructor
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~Room();
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// Devuelve el nombre de la habitación
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std::string getName();
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// Devuelve el color de la habitación
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color_t getBGColor();
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// Dibuja la habitación en pantalla
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void draw();
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};
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#endif
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