Muerte y reaparición del jugador

This commit is contained in:
2022-07-11 18:08:48 +02:00
parent 4f6a99f670
commit 8101c33526
9 changed files with 110 additions and 38 deletions

View File

@@ -8,4 +8,17 @@ room_right=0
[tilemap] [tilemap]
room2.tmx room2.tmx
[tilemap-end] [tilemap-end]
[enemy]
tileset=enemy01.png
x=120
y=8
vx=0
vy=1
x1=120
x2=120
y1=8
y2=104
color=purple
[enemy-end]

View File

@@ -4,17 +4,17 @@
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View File

@@ -4,17 +4,17 @@
<layer id="1" name="Capa de patrones 1" width="32" height="16"> <layer id="1" name="Capa de patrones 1" width="32" height="16">
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View File

@@ -3,6 +3,10 @@
// Constructor // Constructor
Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input) Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
{ {
// Inicia variables
mCurrentRoom = "01.room";
mSpawnPoint = {2 * 8, 12 * 8, 0, 0, 0, STATUS_STANDING, SDL_FLIP_NONE};
// Copia los punteros // Copia los punteros
mRenderer = renderer; mRenderer = renderer;
mAsset = asset; mAsset = asset;
@@ -11,8 +15,8 @@ Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang,
// Crea los objetos // Crea los objetos
mScreen = new Screen(window, renderer); mScreen = new Screen(window, renderer);
mRoom = new Room(mAsset->get("01.room"), mRenderer, mAsset); mRoom = new Room(mAsset->get(mCurrentRoom), mRenderer, mAsset);
mPlayer = new Player(mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom); mPlayer = new Player(mSpawnPoint, mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
mEventHandler = new SDL_Event(); mEventHandler = new SDL_Event();
mTextureText = new LTexture(); mTextureText = new LTexture();
mText = new Text(mAsset->get("smb2.txt"), mTextureText, renderer); mText = new Text(mAsset->get("smb2.txt"), mTextureText, renderer);
@@ -118,6 +122,16 @@ void Game::update()
checkPlayerAndWalls(); // Debe ir detras del player update, por si se ha metido en algun muro checkPlayerAndWalls(); // Debe ir detras del player update, por si se ha metido en algun muro
checkPlayerOnBorder(); checkPlayerOnBorder();
checkPlayerOnFloor(); checkPlayerOnFloor();
if (checkPlayerAndEnemies())
{
// Destruye la habitacion y el jugador
delete mRoom;
delete mPlayer;
// Crea la nueva habitación y el nuevo jugador
mRoom = new Room(mAsset->get(mCurrentRoom), mRenderer, mAsset);
mPlayer = new Player(mSpawnPoint, mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
}
} }
} }
@@ -207,9 +221,12 @@ void Game::checkPlayerOnBorder()
{ {
if (mPlayer->getOnBorder()) if (mPlayer->getOnBorder())
{ {
if (changeRoom(mRoom->getRoom(mPlayer->getBorder()))) const std::string room_name = mRoom->getRoom(mPlayer->getBorder());
if (changeRoom(room_name))
{ {
mPlayer->switchBorders(); mPlayer->switchBorders();
mCurrentRoom = room_name;
mSpawnPoint = mPlayer->getSpawnParams();
} }
} }
} }

View File

@@ -37,7 +37,9 @@ private:
Uint32 mTicks; // Contador de ticks para ajustar la velocidad del programa Uint32 mTicks; // Contador de ticks para ajustar la velocidad del programa
Uint8 mTicksSpeed; // Velocidad a la que se repiten los bucles del programa Uint8 mTicksSpeed; // Velocidad a la que se repiten los bucles del programa
section_t mSection; // Seccion actual dentro del juego section_t mSection; // Seccion actual dentro del juego
std::string mCurrentRoom; // Fichero de la habitación actual
player_t mSpawnPoint; // Lugar de la habitación donde aparece el jugador
// Inicializa las variables // Inicializa las variables
void init(); void init();
@@ -51,7 +53,7 @@ private:
void draw(); void draw();
// Comprueba la entrada y actua // Comprueba la entrada y actua
//void checkInput(); // void checkInput();
// Cambia de habitación // Cambia de habitación
bool changeRoom(std::string file); bool changeRoom(std::string file);

View File

@@ -294,6 +294,12 @@ void MovingSprite::setFlip(SDL_RendererFlip flip)
mFlip = flip; mFlip = flip;
} }
// Obtiene el valor de la variable
SDL_RendererFlip MovingSprite::getFlip()
{
return mFlip;
}
// Devuelve el rectangulo donde está el sprite // Devuelve el rectangulo donde está el sprite
SDL_Rect MovingSprite::getRect() SDL_Rect MovingSprite::getRect()
{ {

View File

@@ -138,6 +138,9 @@ public:
// Establece el valor de la variable // Establece el valor de la variable
void setFlip(SDL_RendererFlip flip); void setFlip(SDL_RendererFlip flip);
// Obtiene el valor de la variable
SDL_RendererFlip getFlip();
// Devuelve el rectangulo donde está el sprite // Devuelve el rectangulo donde está el sprite
SDL_Rect getRect(); SDL_Rect getRect();
}; };

View File

@@ -5,7 +5,7 @@
// CAUTION!!!!! si no se gasta al final, quitar la referencia a la habitación // CAUTION!!!!! si no se gasta al final, quitar la referencia a la habitación
// Constructor // Constructor
Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room) Player::Player(player_t ini, std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room)
{ {
// Obten punteros a objetos // Obten punteros a objetos
asset = _asset; asset = _asset;
@@ -24,15 +24,14 @@ Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Inp
onBorder = false; onBorder = false;
border = BORDER_TOP; border = BORDER_TOP;
jump_ini = 0; jump_ini = ini.jump_ini;
status = STATUS_STANDING; status = ini.status;
sprite->setPosX(ini.x);
sprite->setPosY(ini.y);
sprite->setVelX(ini.vx);
sprite->setVelY(ini.vy);
sprite->setPosX(2 * 8);
sprite->setPosX(10 * 8);
sprite->setPosY(12 * 8);
sprite->setPosY(6 * 8);
sprite->setVelX(0);
sprite->setVelY(0);
sprite->setWidth(8); sprite->setWidth(8);
sprite->setHeight(16); sprite->setHeight(16);
sprite->setCurrentFrame(0); sprite->setCurrentFrame(0);
@@ -46,6 +45,8 @@ Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Inp
sprite->setAnimationFrames(0, 3, 8 * 3, 0, 8, 16); sprite->setAnimationFrames(0, 3, 8 * 3, 0, 8, 16);
sprite->setSpriteClip(sprite->getAnimationClip(0, 0)); sprite->setSpriteClip(sprite->getAnimationClip(0, 0));
sprite->setFlip(ini.flip);
lastPosition = getRect(); lastPosition = getRect();
collider = getRect(); collider = getRect();
} }
@@ -281,4 +282,20 @@ void Player::checkJump()
{ {
status = STATUS_FALLING; status = STATUS_FALLING;
} }
}
// Obtiene algunos parametros del jugador
player_t Player::getSpawnParams()
{
player_t params;
params.x = sprite->getPosX();
params.y = sprite->getPosY();
params.vx = sprite->getVelX();
params.vy = sprite->getVelY();
params.jump_ini = jump_ini;
params.status = status;
params.flip = sprite->getFlip();
return params;
} }

View File

@@ -19,6 +19,17 @@
#define GRAVITY 0.035f #define GRAVITY 0.035f
#define MAX_VY 1.2f #define MAX_VY 1.2f
struct player_t
{
float x;
float y;
float vx;
float vy;
int jump_ini;
int status;
SDL_RendererFlip flip;
};
// Clase Player // Clase Player
class Player class Player
{ {
@@ -62,7 +73,7 @@ public:
int status; // Estado en el que se encuentra el jugador. Util apara saber si está saltando o cayendo int status; // Estado en el que se encuentra el jugador. Util apara saber si está saltando o cayendo
// Constructor // Constructor
Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room); Player(player_t ini, std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room);
// Destructor // Destructor
~Player(); ~Player();
@@ -105,6 +116,9 @@ public:
// Deshace el ultimo movimiento // Deshace el ultimo movimiento
void undoLastMove(); void undoLastMove();
// Obtiene algunos parametros del jugador
player_t getSpawnParams();
}; };
#endif #endif