Renombrado de variables

This commit is contained in:
2022-08-29 18:16:14 +02:00
parent 822386c269
commit 9a20d5fc1b
11 changed files with 267 additions and 275 deletions

View File

@@ -4,22 +4,22 @@
#include <sstream>
// Constructor
Room::Room(std::string _file_path, SDL_Renderer *_renderer, Asset *_asset, Item_tracker *_item_tracker)
Room::Room(std::string file_path, SDL_Renderer *renderer, Asset *asset, ItemTracker *itemTracker)
{
// Copia los punteros a objetos
asset = _asset;
renderer = _renderer;
item_tracker = _item_tracker;
this->asset = asset;
this->renderer = renderer;
this->itemTracker = itemTracker;
// Crea los objetos
texture = new LTexture();
load(_file_path);
load(file_path);
loadTextureFromFile(texture, asset->get(tileset), renderer);
// Crea la textura para el mapa de tiles de la habitación
map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (map_texture == NULL)
printf("Error: map_texture could not be created!\nSDL Error: %s\n", SDL_GetError());
mapTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (mapTexture == NULL)
printf("Error: mapTexture could not be created!\nSDL Error: %s\n", SDL_GetError());
// Pinta el mapa de la habitación en la textura
fillMapTexture();
@@ -33,20 +33,20 @@ Room::~Room()
delete texture;
texture = nullptr;
SDL_DestroyTexture(map_texture);
map_texture = nullptr;
SDL_DestroyTexture(mapTexture);
mapTexture = nullptr;
for (auto enemy : enemy_list)
for (auto enemy : enemies)
{
delete enemy;
}
enemy_list.clear();
enemies.clear();
for (auto item : item_list)
for (auto item : items)
{
delete item;
}
item_list.clear();
items.clear();
}
// Carga las variables desde un fichero
@@ -88,7 +88,7 @@ bool Room::load(std::string _file_path)
} while (line != "[enemy-end]");
// Añade el enemigo al vector de enemigos
enemy_list.push_back(new Enemy(enemy));
enemies.push_back(new Enemy(enemy));
}
// Si la linea contiene el texto [tilemap] se realiza el proceso de carga del fichero tmx
@@ -166,9 +166,9 @@ bool Room::load(std::string _file_path)
// Añade el item al vector de items
const SDL_Point itemPos = {item.x, item.y};
if (!item_tracker->hasBeenPicked(name, itemPos))
if (!itemTracker->hasBeenPicked(name, itemPos))
{
item_list.push_back(new Item(item));
items.push_back(new Item(item));
}
}
@@ -201,50 +201,50 @@ bool Room::load(std::string _file_path)
}
// Asigna variables a partir de dos cadenas
bool Room::setVars(std::string _var, std::string _value)
bool Room::setVars(std::string var, std::string value)
{
// Indicador de éxito en la asignación
bool success = true;
if (_var == "name")
if (var == "name")
{
name = _value;
name = value;
}
else if (_var == "bg_color")
else if (var == "bgColor")
{
bg_color = stringToColor(_value);
bgColor = stringToColor(value);
}
else if (_var == "tileset")
else if (var == "tileset")
{
tileset = _value;
tileset = value;
}
else if (_var == "room_up")
else if (var == "roomUp")
{
room_up = _value;
roomUp = value;
}
else if (_var == "room_down")
else if (var == "roomDown")
{
room_down = _value;
roomDown = value;
}
else if (_var == "room_left")
else if (var == "roomLeft")
{
room_left = _value;
roomLeft = value;
}
else if (_var == "room_right")
else if (var == "roomRight")
{
room_right = _value;
roomRight = value;
}
else if (_var == "tilemap")
else if (var == "tilemap")
{
// Se introducen los valores separados por comas en un vector
std::stringstream ss(_value);
std::stringstream ss(value);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap.push_back(std::stoi(tmp));
}
}
else if (_var == "")
else if (var == "")
{
}
else
@@ -256,60 +256,60 @@ bool Room::setVars(std::string _var, std::string _value)
}
// Asigna variables a una estructura enemy_t
bool Room::setEnemy(enemy_t *enemy, std::string _var, std::string _value)
bool Room::setEnemy(enemy_t *enemy, std::string var, std::string value)
{
// Indicador de éxito en la asignación
bool success = true;
if (_var == "tileset")
if (var == "tileset")
{
enemy->tileset = _value;
enemy->tileset = value;
}
else if (_var == "width")
else if (var == "width")
{
enemy->w = std::stof(_value);
enemy->w = std::stof(value);
}
else if (_var == "height")
else if (var == "height")
{
enemy->h = std::stof(_value);
enemy->h = std::stof(value);
}
else if (_var == "x")
else if (var == "x")
{
enemy->x = std::stof(_value) * BLOCK;
enemy->x = std::stof(value) * BLOCK;
}
else if (_var == "y")
else if (var == "y")
{
enemy->y = std::stof(_value) * BLOCK;
enemy->y = std::stof(value) * BLOCK;
}
else if (_var == "vx")
else if (var == "vx")
{
enemy->vx = std::stof(_value);
enemy->vx = std::stof(value);
}
else if (_var == "vy")
else if (var == "vy")
{
enemy->vy = std::stof(_value);
enemy->vy = std::stof(value);
}
else if (_var == "x1")
else if (var == "x1")
{
enemy->x1 = std::stoi(_value) * BLOCK;
enemy->x1 = std::stoi(value) * BLOCK;
}
else if (_var == "x2")
else if (var == "x2")
{
enemy->x2 = std::stoi(_value) * BLOCK;
enemy->x2 = std::stoi(value) * BLOCK;
}
else if (_var == "y1")
else if (var == "y1")
{
enemy->y1 = std::stoi(_value) * BLOCK;
enemy->y1 = std::stoi(value) * BLOCK;
}
else if (_var == "y2")
else if (var == "y2")
{
enemy->y2 = std::stoi(_value) * BLOCK;
enemy->y2 = std::stoi(value) * BLOCK;
}
else if (_var == "color")
else if (var == "color")
{
enemy->color = stringToColor(_value);
enemy->color = stringToColor(value);
}
else if (_var == "[enemy-end]")
else if (var == "[enemy-end]")
{
}
else
@@ -321,28 +321,28 @@ bool Room::setEnemy(enemy_t *enemy, std::string _var, std::string _value)
}
// Asigna variables a una estructura item_t
bool Room::setItem(item_t *item, std::string _var, std::string _value)
bool Room::setItem(item_t *item, std::string var, std::string value)
{
// Indicador de éxito en la asignación
bool success = true;
if (_var == "tileset")
if (var == "tileset")
{
item->tileset = _value;
item->tileset = value;
}
else if (_var == "x")
else if (var == "x")
{
item->x = std::stof(_value) * BLOCK;
item->x = std::stof(value) * BLOCK;
}
else if (_var == "y")
else if (var == "y")
{
item->y = std::stof(_value) * BLOCK;
item->y = std::stof(value) * BLOCK;
}
else if (_var == "tile")
else if (var == "tile")
{
item->tile = std::stof(_value);
item->tile = std::stof(value);
}
else if (_var == "[item-end]")
else if (var == "[item-end]")
{
}
else
@@ -362,14 +362,14 @@ std::string Room::getName()
// Devuelve el color de la habitación
color_t Room::getBGColor()
{
return bg_color;
return bgColor;
}
// Crea la textura con el mapeado de la habitación
void Room::fillMapTexture()
{
SDL_SetRenderTarget(renderer, map_texture);
SDL_SetTextureBlendMode(map_texture, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(renderer, mapTexture);
SDL_SetTextureBlendMode(mapTexture, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
@@ -395,13 +395,13 @@ void Room::drawMap()
SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
// Dibuja la textura con el mapa en pantalla
SDL_RenderCopy(renderer, map_texture, &rect, NULL);
SDL_RenderCopy(renderer, mapTexture, &rect, NULL);
}
// Dibuja los enemigos en pantalla
void Room::drawEnemies()
{
for (auto enemy : enemy_list)
for (auto enemy : enemies)
{
enemy->draw();
}
@@ -410,7 +410,7 @@ void Room::drawEnemies()
// Dibuja los objetos en pantalla
void Room::drawItems()
{
for (auto item : item_list)
for (auto item : items)
{
item->draw();
}
@@ -419,12 +419,12 @@ void Room::drawItems()
// Actualiza las variables y objetos de la habitación
void Room::update()
{
for (auto enemy : enemy_list)
for (auto enemy : enemies)
{
enemy->update();
}
for (auto item : item_list)
for (auto item : items)
{
item->update();
}
@@ -436,19 +436,19 @@ std::string Room::getRoom(int border)
switch (border)
{
case BORDER_TOP:
return room_up;
return roomUp;
break;
case BORDER_BOTTOM:
return room_down;
return roomDown;
break;
case BORDER_RIGHT:
return room_right;
return roomRight;
break;
case BORDER_LEFT:
return room_left;
return roomLeft;
break;
default:
@@ -492,7 +492,7 @@ bool Room::enemyCollision(SDL_Rect &rect)
{
bool collision = false;
for (auto enemy : enemy_list)
for (auto enemy : enemies)
{
collision |= checkCollision(rect, enemy->getCollider());
}
@@ -504,12 +504,12 @@ bool Room::enemyCollision(SDL_Rect &rect)
bool Room::itemCollision(SDL_Rect &rect)
{
bool collision = false;
for (auto item : item_list)
for (auto item : items)
{
if (checkCollision(rect, item->getCollider()))
{
item->pick();
item_tracker->addItem(name, item->getPos());
itemTracker->addItem(name, item->getPos());
collision = true;
}
}