forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
This commit is contained in:
@@ -17,11 +17,7 @@
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// Constructor
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Player::Player(const PlayerData &player)
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: renderer_(Screen::get()->getRenderer()),
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input_(Input::get()),
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asset_(Asset::get()),
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debug_(Debug::get()),
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room_(player.room)
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: room_(player.room)
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{
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// Inicializa algunas variables
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initSprite(player.texture_path, player.animations_path);
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@@ -82,13 +78,13 @@ void Player::checkInput()
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if (!auto_movement_)
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{
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// Comprueba las entradas de desplazamiento lateral solo en el caso de no estar enganchado a una superficie automatica
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if (input_->checkInput(InputAction::LEFT))
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if (Input::get()->checkInput(InputAction::LEFT))
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{
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vx_ = -0.6f;
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sprite_->setFlip(SDL_FLIP_HORIZONTAL);
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}
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else if (input_->checkInput(InputAction::RIGHT))
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else if (Input::get()->checkInput(InputAction::RIGHT))
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{
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vx_ = 0.6f;
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sprite_->setFlip(SDL_FLIP_NONE);
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@@ -119,7 +115,7 @@ void Player::checkInput()
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}
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}
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if (input_->checkInput(InputAction::JUMP))
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if (Input::get()->checkInput(InputAction::JUMP))
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{
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// Solo puede saltar si ademas de estar (state == s_standing)
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// Esta sobre el suelo, rampa o suelo que se mueve
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@@ -469,8 +465,8 @@ void Player::move()
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collider_box_ = getRect(); // Actualiza el rectangulo de colisión
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#ifdef DEBUG
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debug_->add("RECT_X: " + std::to_string(debug_rect_x_.x) + "," + std::to_string(debug_rect_x_.y) + "," + std::to_string(debug_rect_x_.w) + "," + std::to_string(debug_rect_x_.h));
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debug_->add("RECT_Y: " + std::to_string(debug_rect_y_.x) + "," + std::to_string(debug_rect_y_.y) + "," + std::to_string(debug_rect_y_.w) + "," + std::to_string(debug_rect_y_.h));
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Debug::get()->add("RECT_X: " + std::to_string(debug_rect_x_.x) + "," + std::to_string(debug_rect_x_.y) + "," + std::to_string(debug_rect_x_.w) + "," + std::to_string(debug_rect_x_.h));
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Debug::get()->add("RECT_Y: " + std::to_string(debug_rect_y_.x) + "," + std::to_string(debug_rect_y_.y) + "," + std::to_string(debug_rect_y_.w) + "," + std::to_string(debug_rect_y_.h));
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#endif
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}
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@@ -510,7 +506,7 @@ void Player::playJumpSound()
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}
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#ifdef DEBUG
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debug_->add("JUMP: " + std::to_string(jumping_counter_ / 4));
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Debug::get()->add("JUMP: " + std::to_string(jumping_counter_ / 4));
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#endif
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}
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@@ -523,7 +519,7 @@ void Player::playFallSound()
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}
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#ifdef DEBUG
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debug_->add("FALL: " + std::to_string(falling_counter_ / 4));
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Debug::get()->add("FALL: " + std::to_string(falling_counter_ / 4));
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#endif
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}
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@@ -550,17 +546,17 @@ bool Player::isOnFloor()
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#ifdef DEBUG
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if (onFloor)
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{
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debug_->add("ON_FLOOR");
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Debug::get()->add("ON_FLOOR");
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}
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if (onSlopeL)
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{
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debug_->add("ON_SLOPE_L: " + std::to_string(under_feet_[0].x) + "," + std::to_string(under_feet_[0].y));
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Debug::get()->add("ON_SLOPE_L: " + std::to_string(under_feet_[0].x) + "," + std::to_string(under_feet_[0].y));
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}
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if (onSlopeR)
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{
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debug_->add("ON_SLOPE_R: " + std::to_string(under_feet_[1].x) + "," + std::to_string(under_feet_[1].y));
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Debug::get()->add("ON_SLOPE_R: " + std::to_string(under_feet_[1].x) + "," + std::to_string(under_feet_[1].y));
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}
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#endif
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@@ -583,7 +579,7 @@ bool Player::isOnAutoSurface()
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#ifdef DEBUG
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if (onAutoSurface)
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{
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debug_->add("ON_AUTO_SURFACE");
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Debug::get()->add("ON_AUTO_SURFACE");
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}
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#endif
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@@ -609,7 +605,7 @@ bool Player::isOnDownSlope()
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#ifdef DEBUG
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if (onSlope)
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{
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debug_->add("ON_DOWN_SLOPE");
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Debug::get()->add("ON_DOWN_SLOPE");
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}
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#endif
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@@ -744,34 +740,36 @@ void Player::initSprite(const std::string &texture_path, const std::string &anim
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// Pinta la información de debug del jugador
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void Player::renderDebugInfo()
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{
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if (debug_->getEnabled())
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if (Debug::get()->getEnabled())
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{
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auto renderer = Screen::get()->getRenderer();
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// Pinta los underfeet
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SDL_SetRenderDrawColor(renderer_, 255, 0, 255, 255);
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SDL_RenderDrawPoint(renderer_, under_feet_[0].x, under_feet_[0].y);
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SDL_RenderDrawPoint(renderer_, under_feet_[1].x, under_feet_[1].y);
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SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
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SDL_RenderDrawPoint(renderer, under_feet_[0].x, under_feet_[0].y);
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SDL_RenderDrawPoint(renderer, under_feet_[1].x, under_feet_[1].y);
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// Pinta rectangulo del jugador
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SDL_SetRenderDrawColor(renderer_, debug_color_.r, debug_color_.g, debug_color_.b, 192);
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SDL_SetRenderDrawColor(renderer, debug_color_.r, debug_color_.g, debug_color_.b, 192);
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SDL_Rect rect = getRect();
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SDL_RenderFillRect(renderer_, &rect);
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SDL_SetRenderDrawColor(renderer_, 0, 255, 255, 255);
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SDL_RenderDrawRect(renderer_, &rect);
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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255);
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SDL_RenderDrawRect(renderer, &rect);
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// Pinta el rectangulo de movimiento
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SDL_SetRenderDrawColor(renderer_, 255, 0, 0, 255);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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if (vx_ != 0.0f)
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{
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SDL_RenderFillRect(renderer_, &debug_rect_x_);
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SDL_RenderFillRect(renderer, &debug_rect_x_);
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}
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if (vy_ != 0.0f)
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{
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SDL_RenderFillRect(renderer_, &debug_rect_y_);
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SDL_RenderFillRect(renderer, &debug_rect_y_);
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}
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// Pinta el punto de debug
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SDL_SetRenderDrawColor(renderer_, rand() % 256, rand() % 256, rand() % 256, 255);
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SDL_RenderDrawPoint(renderer_, debug_point_.x, debug_point_.y);
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SDL_SetRenderDrawColor(renderer, rand() % 256, rand() % 256, rand() % 256, 255);
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SDL_RenderDrawPoint(renderer, debug_point_.x, debug_point_.y);
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}
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}
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#endif
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