forked from jaildesigner-jailgames/jaildoctors_dilemma
Ahora si, terminado el calculo de superficies
This commit is contained in:
@@ -1,5 +1,5 @@
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name=the test room
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bgColor=blue
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bgColor=black
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border=blue
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tileset=standard.png
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roomUp=0
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@@ -3,7 +3,7 @@
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<tileset firstgid="1" source="../../../jaildoctors_dilemma_resources/tilesets/standard.tsx"/>
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<layer id="1" name="Capa de patrones 1" width="32" height="16">
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<data encoding="csv">
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26,26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
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26,26,0,26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
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26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
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26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
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26,0,0,0,0,0,86,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
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@@ -13,12 +13,12 @@
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26,0,0,0,0,0,0,0,0,0,0,0,0,162,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
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26,0,0,0,0,0,0,0,0,0,0,0,162,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
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26,0,0,0,0,0,0,0,0,161,212,212,212,212,212,212,212,0,212,212,181,0,0,0,0,0,0,0,0,0,0,26,
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26,0,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,0,181,0,0,0,0,0,0,0,0,0,26,
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26,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,269,0,0,0,0,181,0,0,0,0,0,0,0,0,26,
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26,0,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,0,181,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,269,0,0,0,0,181,0,0,0,0,0,0,0,0,26,
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26,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,269,0,0,0,0,0,181,0,0,0,0,0,0,0,0,
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26,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,289,0,0,0,0,0,0,181,0,0,0,0,0,0,0,
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26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
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26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26
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0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,289,0,0,0,0,0,0,181,0,0,0,0,0,0,0,
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26,0,26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
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26,0,26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26
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</data>
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</layer>
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</map>
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@@ -17,6 +17,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
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this->screen = screen;
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this->input = input;
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this->debug = debug;
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debug->setEnabled(true);
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// Crea los objetos
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scoreboard = new ScoreBoard(renderer, asset, &playerLives, &itemsPicked, &clock);
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@@ -33,7 +34,6 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
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playerLives = 9;
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itemsPicked = 0;
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debug->setEnabled(true);
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player->setInvincible(debug->getEnabled());
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musicEnabled = !debug->getEnabled();
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@@ -211,7 +211,7 @@ void Game::renderDebugInfo()
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SDL_RenderFillRect(renderer, &rect);
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// Pinta la rejilla
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 64);
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/*SDL_SetRenderDrawColor(renderer, 255, 255, 255, 48);
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for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8)
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{ // Lineas horizontales
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SDL_RenderDrawLine(renderer, 0, i, PLAY_AREA_RIGHT, i);
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@@ -219,7 +219,7 @@ void Game::renderDebugInfo()
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for (int i = 0; i < PLAY_AREA_RIGHT; i += 8)
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{ // Lineas verticales
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SDL_RenderDrawLine(renderer, i, 0, i, PLAY_AREA_BOTTOM - 1);
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}
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}*/
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// Pinta mascaras de sprite
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
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@@ -437,38 +437,51 @@ void Room::fillMapTexture()
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{
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clip.x = ((tilemap[(y * 32) + x] - 1) % 20) * 8;
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clip.y = ((tilemap[(y * 32) + x] - 1) / 20) * 8;
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texture->render(renderer, x * 8, y * 8, &clip);
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// texture->render(renderer, x * 8, y * 8, &clip);
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if (debug->getEnabled())
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{
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if (clip.x != -8)
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{
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clip.x = x * 8;
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clip.y = y * 8;
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SDL_SetRenderDrawColor(renderer, 32, 32, 32, 0xFF);
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SDL_RenderFillRect(renderer, &clip);
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}
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}
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}
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// ****
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if (debug->getEnabled())
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{
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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for (auto l : bottomSurfaces)
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{
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SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
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SDL_RenderDrawLine(renderer, l.x1, l.y, l.x2, l.y);
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}
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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for (auto l : topSurfaces)
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{
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SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
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SDL_RenderDrawLine(renderer, l.x1, l.y, l.x2, l.y);
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}
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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for (auto l : leftSurfaces)
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{
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SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
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SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2);
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}
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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for (auto l : rightSurfaces)
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{
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SDL_SetRenderDrawColor(renderer, (rand() % 128)+80, (rand() % 128)+80, (rand() % 128)+80, 0xFF);
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SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2);
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}
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}
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// ****
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SDL_SetRenderTarget(renderer, nullptr);
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}
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@@ -703,8 +716,8 @@ void Room::setBottomSurfaces()
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{
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std::vector<int> tile;
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// Busca todos los tiles de tipo wall (excepto los de la última fila) que debajo
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// tienen un tile de tipo vacio
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// Busca todos los tiles de tipo muro que no tengan debajo otro muro
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// Hay que recorrer la habitación por filas (excepto los de la última fila)
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for (int i = 0; i < tilemap.size() - mapWidth; i++)
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{
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if (getTile(i) == t_wall && getTile(i + mapWidth) != t_wall)
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@@ -730,10 +743,6 @@ void Room::setBottomSurfaces()
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while (tile[i] + 1 == tile[i + 1])
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{
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i++;
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if (i % mapWidth == mapWidth - 1)
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{
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break;
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}
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}
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line.x2 = ((tile[i] % mapWidth) * tileSize) + tileSize - 1;
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bottomSurfaces.push_back(line);
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@@ -746,8 +755,8 @@ void Room::setTopSurfaces()
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{
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std::vector<int> tile;
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// Busca todos los tiles de tipo wall (excepto los de la primera fila) que encima
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// tienen un tile de tipo vacio
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// Busca todos los tiles de tipo muro o pasable que no tengan encima un muro
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// Hay que recorrer la habitación por filas (excepto los de la primera fila)
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for (int i = mapWidth; i < tilemap.size(); i++)
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{
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if ((getTile(i) == t_wall || getTile(i) == t_passable) && getTile(i - mapWidth) != t_wall)
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@@ -772,10 +781,6 @@ void Room::setTopSurfaces()
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while (tile[i] + 1 == tile[i + 1])
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{
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i++;
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if (i % mapWidth == mapWidth - 1)
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{
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break;
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}
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}
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line.x2 = ((tile[i] % mapWidth) * tileSize) + tileSize - 1;
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topSurfaces.push_back(line);
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@@ -788,20 +793,23 @@ void Room::setLeftSurfaces()
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{
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std::vector<int> tile;
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// Busca todos los tiles de tipo wall (excepto los de la primera columna) que a su izquierda
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// tienen un tile de tipo vacio
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for (int i = 0; i < tilemap.size(); i++)
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// Busca todos los tiles de tipo muro que no tienen a su izquierda un tile de tipo muro
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// Hay que recorrer la habitación por columnas (excepto los de la primera columna)
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for (int i = 1; i < mapWidth; ++i)
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{
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if (i % mapWidth != 0)
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for (int j = 0; j < mapHeight; ++j)
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{
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if (getTile(i) == t_wall && getTile(i - 1) != t_wall)
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const int pos = (j * mapWidth + i);
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if (getTile(pos) == t_wall && getTile(pos - 1) != t_wall)
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{
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tile.push_back(i);
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tile.push_back(pos);
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}
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}
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}
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// Recorre el vector de tiles buscando tiles consecutivos para localizar las superficies
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// Recorre el vector de tiles buscando tiles consecutivos
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// (Los tiles de la misma columna, la diferencia entre ellos es de mapWidth)
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// para localizar las superficies
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int i = 0;
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while (i < tile.size())
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{
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@@ -823,20 +831,23 @@ void Room::setRightSurfaces()
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{
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std::vector<int> tile;
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// Busca todos los tiles de tipo wall (excepto los de la ultima columna) que a su derecha
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// tienen un tile de tipo vacio
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for (int i = 0; i < tilemap.size(); i++)
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// Busca todos los tiles de tipo muro que no tienen a su derecha un tile de tipo muro
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// Hay que recorrer la habitación por columnas (excepto los de la última columna)
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for (int i = 0; i < mapWidth - 1; ++i)
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{
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if (i % mapWidth != mapWidth - 1)
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for (int j = 0; j < mapHeight; ++j)
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{
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if (getTile(i) == t_wall && getTile(i + 1) != t_wall)
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const int pos = (j * mapWidth + i);
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if (getTile(pos) == t_wall && getTile(pos + 1) != t_wall)
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{
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tile.push_back(i);
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tile.push_back(pos);
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}
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}
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}
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// Recorre el vector de tiles buscando tiles consecutivos para localizar las superficies
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// Recorre el vector de tiles buscando tiles consecutivos
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// (Los tiles de la misma columna, la diferencia entre ellos es de mapWidth)
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// para localizar las superficies
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int i = 0;
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while (i < tile.size())
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{
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