forked from jaildesigner-jailgames/jaildoctors_dilemma
521 lines
11 KiB
C++
521 lines
11 KiB
C++
#include "game.h"
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#include <iostream>
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// Constructor
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Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug)
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{
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// Inicia algunas variables
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board.iniClock = SDL_GetTicks();
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currentRoom = "03.room";
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spawnPoint = {15, 96, 0, 0, 0, s_standing, SDL_FLIP_NONE};
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// Copia los punteros
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this->resource = resource;
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this->renderer = renderer;
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this->asset = asset;
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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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this->options = options;
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// ****
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// this->debug->setEnabled(true);
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currentRoom = "27.room";
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const int x = 29;
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const int y = 13;
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spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// ****
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// Crea los objetos
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scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
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itemTracker = new ItemTracker();
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roomTracker = new RoomTracker();
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room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug);
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const player_t player = {spawnPoint, "player.png", "player.ani", renderer, resource, asset, options, input, room, debug};
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this->player = new Player(player);
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eventHandler = new SDL_Event();
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text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
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music = JA_LoadMusic(asset->get("game.ogg").c_str());
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deathSound = JA_LoadSound(asset->get("death.wav").c_str());
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test = new Test(renderer, screen, asset, debug);
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// Inicializa el resto de variables
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ticks = 0;
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ticksSpeed = 15;
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board.lives = 9;
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board.items = 0;
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board.rooms = 1;
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setScoreBoardColor();
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board.music = true;
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board.jailEnabled = false;
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roomTracker->addRoom(currentRoom);
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paused = false;
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blackScreen = false;
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blackScreenCounter = 0;
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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}
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Game::~Game()
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{
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// Libera la memoria de los objetos
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delete scoreboard;
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delete itemTracker;
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delete roomTracker;
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delete room;
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delete player;
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delete eventHandler;
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delete text;
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JA_DeleteMusic(music);
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JA_DeleteSound(deathSound);
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delete test;
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}
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// Comprueba los eventos de la cola
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void Game::checkEventHandler()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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screen->setBorderColor(stringToColor(options->palette, "black"));
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break;
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}
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if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
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{
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_TITLE;
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break;
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case SDL_SCANCODE_D:
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debug->switchEnabled();
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options->invincible = debug->getEnabled();
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board.music = !debug->getEnabled();
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board.music ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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case SDL_SCANCODE_R:
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resource->reLoadRooms();
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break;
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case SDL_SCANCODE_M:
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board.music = !board.music;
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board.music ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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case SDL_SCANCODE_P:
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if (paused)
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{
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player->resume();
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room->resume();
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scoreboard->resume();
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paused = false;
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}
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else
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{
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player->pause();
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room->pause();
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scoreboard->pause();
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paused = true;
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}
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break;
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case SDL_SCANCODE_B:
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screen->switchBorder();
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reLoadTextures();
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break;
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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reLoadTextures();
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break;
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case SDL_SCANCODE_F1:
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screen->setWindowSize(1);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F2:
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screen->setWindowSize(2);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F3:
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screen->setWindowSize(3);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F4:
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screen->setWindowSize(4);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F5:
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switchPalette();
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break;
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default:
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break;
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}
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}
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}
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}
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// Bucle para el juego
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section_t Game::run()
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{
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JA_PlayMusic(music);
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if (!board.music)
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{
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JA_PauseMusic();
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}
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while (section.name == SECTION_PROG_GAME)
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{
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update();
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render();
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}
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JA_StopMusic();
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return section;
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}
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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void Game::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Comprueba los eventos de la cola
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checkEventHandler();
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// Actualiza los objetos
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debug->clear();
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room->update();
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player->update();
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checkPlayerOnBorder();
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checkPlayerAndItems();
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checkPlayerAndEnemies();
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checkIfPlayerIsAlive();
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checkGameOver();
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checkEndGame();
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scoreboard->update();
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input->update();
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updateDebugInfo();
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updateBlackScreen();
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screen->updateFX();
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}
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}
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// Pinta los objetos en pantalla
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void Game::render()
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{
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// Prepara para dibujar el frame
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screen->start();
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screen->clean(room->getBGColor());
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room->renderMap();
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room->renderEnemies();
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room->renderItems();
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player->render();
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renderRoomName();
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scoreboard->render();
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renderBlackScreen();
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// Debug info
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renderDebugInfo();
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screen->renderFX();
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// Actualiza la pantalla
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screen->blit();
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}
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// Pasa la información de debug
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void Game::updateDebugInfo()
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{
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debug->add("X = " + std::to_string((int)player->x) + ", Y = " + std::to_string((int)player->y));
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debug->add("VX = " + std::to_string(player->vx).substr(0, 4) + ", VY = " + std::to_string(player->vy).substr(0, 4));
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debug->add("STATE = " + std::to_string(player->state));
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}
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// Pone la información de debug en pantalla
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void Game::renderDebugInfo()
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{
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if (!debug->getEnabled())
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{
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return;
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}
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// Borra el marcador
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SDL_Rect rect = {0, 18 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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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, 32);
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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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}
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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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// Pinta el texto
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debug->setPos({1, 18 * 8});
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debug->render();
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}
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// Escribe el nombre de la pantalla
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void Game::renderRoomName()
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{
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// Texto en el centro de la pantalla
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SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2};
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color_t color = stringToColor(options->palette, "white");
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderFillRect(renderer, &rect);
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, 16 * 8 + 4, room->getName(), 1, room->getBGColor());
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}
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// Cambia de habitación
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bool Game::changeRoom(std::string file)
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{
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// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
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if (file == "0")
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{
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return false;
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}
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// Verifica que exista el fichero que se va a cargar
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if (asset->get(file) != "")
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{
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// Elimina la habitación actual
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delete room;
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room = nullptr;
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// Crea un objeto habitación nuevo a partir del fichero
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room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, debug);
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// Pone el color del marcador en función del color del borde de la habitación
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setScoreBoardColor();
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if (roomTracker->addRoom(file))
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{ // Incrementa el contador de habitaciones visitadas
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board.rooms++;
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}
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// Pasa la nueva habitación al jugador
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player->setRoom(room);
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return true;
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}
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return false;
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}
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// Comprueba si el jugador esta en el borde de la pantalla
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void Game::checkPlayerOnBorder()
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{
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if (player->getOnBorder())
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{
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const std::string roomName = room->getRoom(player->getBorder());
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if (changeRoom(roomName))
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{
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player->switchBorders();
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currentRoom = roomName;
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spawnPoint = player->getSpawnParams();
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}
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}
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}
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// Comprueba las colisiones del jugador con los enemigos
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bool Game::checkPlayerAndEnemies()
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{
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const bool death = room->enemyCollision(player->getCollider());
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if (death)
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{
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killPlayer();
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}
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return death;
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}
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// Comprueba las colisiones del jugador con los objetos
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void Game::checkPlayerAndItems()
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{
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room->itemCollision(player->getCollider());
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}
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// Comprueba si el jugador esta vivo
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void Game::checkIfPlayerIsAlive()
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{
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if (!player->isAlive())
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{
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killPlayer();
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}
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}
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// Comprueba si ha terminado la partida
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void Game::checkGameOver()
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{
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if (board.lives < 0)
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{
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section.name = SECTION_PROG_TITLE;
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}
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}
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// Mata al jugador
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void Game::killPlayer()
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{
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if (options->invincible)
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{
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return;
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}
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// Resta una vida al jugador
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if (!options->infiniteLives)
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{
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board.lives--;
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}
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// Destruye la habitacion y el jugador
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delete room;
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delete this->player;
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// Sonido
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JA_PlaySound(deathSound);
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// Pone la pantalla en negro un tiempo
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setBlackScreen();
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// Crea la nueva habitación y el nuevo jugador
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room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug);
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const player_t player = {spawnPoint, "player.png", "player.ani", renderer, resource, asset, options, input, room, debug};
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this->player = new Player(player);
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// Pone los objetos en pausa mientras esta la habitación en negro
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room->pause();
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this->player->pause();
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// Deshabilita las entradas hasta que no haya ninguna activa
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input->disableUntil(d_keyPressed);
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}
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// Recarga todas las texturas
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void Game::reLoadTextures()
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{
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if (options->console)
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{
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std::cout << "** RELOAD REQUESTED" << std::endl;
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}
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player->reLoadTexture();
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room->reLoadTexture();
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scoreboard->reLoadTexture();
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text->reLoadTexture();
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}
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// Cambia la paleta
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void Game::switchPalette()
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{
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if (options->console)
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{
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std::cout << "** PALETTE SWITCH REQUESTED" << std::endl;
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}
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// Modifica la variable
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options->palette = (options->palette == p_zxspectrum) ? p_zxarne : p_zxspectrum;
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// Recarga las paletas
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room->reLoadPalette();
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player->reLoadPalette();
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scoreboard->reLoadPalette();
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// Pone el color del marcador en función del color del borde de la habitación
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setScoreBoardColor();
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}
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// Establece la pantalla en negro
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void Game::setBlackScreen()
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{
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blackScreen = true;
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}
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// Actualiza las variables relativas a la pantalla en negro
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void Game::updateBlackScreen()
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{
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if (blackScreen)
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{
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blackScreenCounter++;
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if (blackScreenCounter > 10)
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{
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blackScreen = false;
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blackScreenCounter = 0;
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player->resume();
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room->resume();
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screen->setBorderColor(room->getBorderColor());
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}
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}
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}
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// Dibuja la pantalla negra
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void Game::renderBlackScreen()
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{
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if (blackScreen)
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{
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screen->clean();
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screen->setBorderColor(stringToColor(options->palette, "black"));
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}
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}
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// Pone el color del marcador en función del color del borde de la habitación
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void Game::setScoreBoardColor()
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{
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// Obtiene el color del borde
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const color_t c = room->getBorderColor();
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// Si el color es negro lo cambia a blanco
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const color_t cBlack = stringToColor(options->palette, "black");
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board.color = colorAreEqual(c, cBlack) ? stringToColor(options->palette, "white") : c;
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// Si el color es negro brillante lo cambia a blanco
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const color_t cBrightBlack = stringToColor(options->palette, "bright_black");
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board.color = colorAreEqual(c, cBrightBlack) ? stringToColor(options->palette, "white") : c;
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}
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// Comprueba si ha finalizado el juego
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bool Game::checkEndGame()
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{
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const bool a = room->getName() == "THE JAIL";
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const bool b = board.items >= 5;
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const bool c = player->getRect().x < 152;
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if (b)
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{
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board.jailEnabled = true;
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}
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if (a && b && c)
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{
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section.name = SECTION_PROG_ENDING;
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return true;
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}
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return false;
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} |