forked from jaildesigner-jailgames/jaildoctors_dilemma
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@@ -14,6 +14,7 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset)
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loadTextureFromFile(texture, asset->get("player01.png"), renderer);
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sprite = new AnimatedSprite(texture, renderer, asset->get("player01.ani"));
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sprite->setCurrentAnimation("walk_menu");
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Inicializa las variables
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counter = 0;
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@@ -37,6 +38,30 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset)
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c = stringToColor("yellow");
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color.push_back(c);
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c = stringToColor("white");
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color.push_back(c);
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c = stringToColor("light_blue");
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color.push_back(c);
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c = stringToColor("light_red");
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color.push_back(c);
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c = stringToColor("light_purple");
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color.push_back(c);
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c = stringToColor("light_green");
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color.push_back(c);
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c = stringToColor("light_cyan");
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color.push_back(c);
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c = stringToColor("light_yellow");
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color.push_back(c);
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c = stringToColor("light_white");
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color.push_back(c);
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}
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// Destructor
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@@ -48,6 +73,9 @@ ScoreBoard::~ScoreBoard()
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delete sprite;
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sprite = nullptr;
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delete text;
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text = nullptr;
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}
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// Pinta el objeto en pantalla
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@@ -58,12 +86,15 @@ void ScoreBoard::render()
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// Dibuja el fondo del marcador
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const SDL_Rect rect = {0, 17 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer, &rect);
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// Dibuja las vidas
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sprite->setPosY(18 * BLOCK);
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int index;
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int desp = (counter / 40) % 8;
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const int desp = (counter / 40) % 8;
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const int frame = desp % 4;
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sprite->setCurrentFrame(frame);
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for (int i = 0; i < num_lives; i++)
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{
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@@ -72,6 +103,11 @@ void ScoreBoard::render()
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sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].b);
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sprite->render();
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}
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// Escribe los textos
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const std::string text = "Items collected 008 Time 88875";
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const color_t color = stringToColor("white");
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this->text->writeColored(BLOCK, 21 * BLOCK, text, color);
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}
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// Actualiza las variables del objeto
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