fix error time
This commit is contained in:
commit
24af73dda2
14 changed files with 45 additions and 15 deletions
BIN
Resources/Sounds/clicks.wav
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BIN
Resources/Sounds/clicks.wav
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@ -19,6 +19,10 @@ bool Actor::update(float deltaTime, sf::RenderWindow *window) {
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character->setState(PlayerState::attacking);
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character->setState(PlayerState::attacking);
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animate = PlayerState::inMidle;
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animate = PlayerState::inMidle;
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}
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}
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else if (animate == PlayerState::hurt) {
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character->setState(PlayerState::hurt);
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animate = PlayerState::inMidle;
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}
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else if (animate == PlayerState::inMidle) {
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else if (animate == PlayerState::inMidle) {
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if (character->isLastFrame()) animate = PlayerState::idle;
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if (character->isLastFrame()) animate = PlayerState::idle;
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}
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}
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@ -39,6 +39,12 @@ void Character::update(float deltaTime){
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setState(PlayerState::idle);
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setState(PlayerState::idle);
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}
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}
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//Acabar automaticament la animacio de hurt
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if (actualState == PlayerState::hurt and indexX%4 == 3){
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setState(PlayerState::idle);
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}
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idleFrame = (idleFrame+1)%4;
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idleFrame = (idleFrame+1)%4;
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}
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}
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}
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}
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@ -56,7 +62,8 @@ void Character::setState(PlayerState::playerState state){
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SoundManager::playSound(sample);
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SoundManager::playSound(sample);
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std::cout << "playing sample " << sample << std::endl;
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std::cout << "playing sample " << sample << std::endl;
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}
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}
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else if (false /*state == PlayerState::damaged*/){
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else if (state == PlayerState::hurt){
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std::cout << "i am hurt" << std::endl;
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indexX = 0;
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indexX = 0;
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indexY = 2 + magicNumber;
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indexY = 2 + magicNumber;
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}
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}
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@ -10,9 +10,9 @@ Combat::Combat() {
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scorePlayer = new Score(0);
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scorePlayer = new Score(0);
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scoreEnemy = new Score(1);
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scoreEnemy = new Score(1);
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initShader();
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initShader();
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SoundManager::load();
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SoundManager::load();
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SoundManager::playMusic("music");
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SoundManager::playMusic("music");
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}
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}
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Combat::Combat(bool ia) {
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Combat::Combat(bool ia) {
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@ -37,6 +37,7 @@ void Combat::update(float deltaTime, sf::RenderWindow *window) {
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bool aux = enemy->update(deltaTime, window);
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bool aux = enemy->update(deltaTime, window);
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if (ia) enemyManager(aux); //end of player two ia ritm
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if (ia) enemyManager(aux); //end of player two ia ritm
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time += deltaTime;
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time += deltaTime;
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_shader.setParameter("time", time);
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_shader.setParameter("time", time);
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}
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}
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@ -12,10 +12,10 @@
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#include <string>
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#include <string>
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#include "soundmanager.hpp"
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#include "soundmanager.hpp"
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const int SCENE_NUM = 4;
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const int SCENE_NUM = 4;
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#define MARGEERR 0.05f
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#define MARGEERR 0.2f
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#define BLACKVALUE 0.60f
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#define BLACKVALUE 0.6f
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#define W_WIDTH 800
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#define W_WIDTH 1024
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#define W_HEIGHT 600
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#define W_HEIGHT 768
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const std::string WORK_DIR(getenv("WORK_DIR"));
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const std::string WORK_DIR(getenv("WORK_DIR"));
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@ -42,7 +42,7 @@ enum gameScene{menu,inGame,help,credits};
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}
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}
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namespace PlayerState {
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namespace PlayerState {
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enum playerState{idle, attacking, inMidle};
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enum playerState{idle, attacking, inMidle, hurt};
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}
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}
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#endif // COMMONS_HPP
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#endif // COMMONS_HPP
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@ -25,10 +25,10 @@ void Compas::add() {
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void Compas::end() {
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void Compas::end() {
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if (isPress) {
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if (isPress) {
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isPress = false;
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isPress = false;
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// std::cout << "end" << std::endl;
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std::cout << "end" << std::endl;
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// for (int i = 0; i < notes.size(); ++i) {
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for (int i = 0; i < notes.size(); ++i) {
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// std::cout << notes[i] << std::endl;
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std::cout << notes[i] << std::endl;
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// }
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}
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}
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}
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}
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}
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@ -20,7 +20,7 @@ Game* Game::i() {
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// Main game loop
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// Main game loop
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void Game::run() {
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void Game::run() {
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sf::Clock c;
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sf::Clock c;
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sf::RenderWindow window(sf::VideoMode(W_WIDTH, W_HEIGHT), "SFML window");
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sf::RenderWindow window(sf::VideoMode(W_WIDTH, W_HEIGHT), "( ( ( Radio Waves ) ) )");
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float oldTime = c.getElapsedTime().asSeconds();
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float oldTime = c.getElapsedTime().asSeconds();
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while (isRunning) {
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while (isRunning) {
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float time = c.getElapsedTime().asSeconds();
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float time = c.getElapsedTime().asSeconds();
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@ -8,6 +8,7 @@ Menu::Menu() {
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_exit.turnOn();
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_exit.turnOn();
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_buttons.push_back(&_start);
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_buttons.push_back(&_start);
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_buttons.push_back(&_exit);
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_buttons.push_back(&_exit);
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}
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}
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void Menu::update(float deltaTime, sf::RenderWindow*window){
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void Menu::update(float deltaTime, sf::RenderWindow*window){
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@ -10,6 +10,8 @@ MyGame::MyGame() {
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_scenes[GameScene::credits] = _menu;
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_scenes[GameScene::credits] = _menu;
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std::cout << "in menu" << std::endl;
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std::cout << "in menu" << std::endl;
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SoundManager::load();
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SoundManager::load();
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SoundManager::setLoop(true, "intro");
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SoundManager::playMusic("intro");
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}
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}
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MyGame::~MyGame() {
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MyGame::~MyGame() {
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@ -24,8 +26,11 @@ void MyGame::changeScene(GameScene::gameScene n){
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_scene = n;
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_scene = n;
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if(_scenes[_scene] == NULL){
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if(_scenes[_scene] == NULL){
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if(_scene == GameScene::inGame){
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if(_scene == GameScene::inGame){
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SoundManager::stopMusic("intro");
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_combat = new Combat;
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_combat = new Combat;
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_scenes[_scene] = _combat;
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_scenes[_scene] = _combat;
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SoundManager::setLoop(true, "clicks");
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SoundManager::playMusic("clicks");
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}
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}
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}
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}
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}
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}
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@ -3,15 +3,21 @@
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Player::Player(int num) : Actor(num) {
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Player::Player(int num) : Actor(num) {
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compas = Compas();
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compas = Compas();
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error = false;
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error = false;
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time = 0;
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}
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}
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Player::Player() : Actor() {
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Player::Player() : Actor() {
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compas = Compas();
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compas = Compas();
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error = false;
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error = false;
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time = 0;
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}
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}
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bool Player::updateLogic(float deltaTime, sf::RenderWindow *window) {
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bool Player::updateLogic(float deltaTime, sf::RenderWindow *window) {
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if (deltaTime > BLACKVALUE) compas.incraeseTime();
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time += deltaTime;
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if (time > BLACKVALUE) {
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compas.incraeseTime();
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time = 0;
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}
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return false;
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return false;
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}
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}
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@ -30,6 +36,8 @@ bool Player::event(sf::Event e) {
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else {
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else {
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compas.end();
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compas.end();
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error = true; //weird?
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error = true; //weird?
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if (animate != PlayerState::inMidle) animate = PlayerState::hurt;
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}
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}
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}
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}
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break;
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break;
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@ -13,6 +13,7 @@ protected:
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bool updateLogic(float deltaTime, sf::RenderWindow *window);
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bool updateLogic(float deltaTime, sf::RenderWindow *window);
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private:
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private:
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float time;
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bool error;
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bool error;
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};
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};
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@ -7,6 +7,8 @@
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/* Example:
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/* Example:
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sf::Music SoundManager::overWorldMusic;*/
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sf::Music SoundManager::overWorldMusic;*/
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sf::Music SoundManager::worldMusic;
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sf::Music SoundManager::worldMusic;
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sf::Music SoundManager::clickTrack;
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sf::SoundBuffer SoundManager::atk1;
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sf::SoundBuffer SoundManager::atk1;
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sf::SoundBuffer SoundManager::atk2;
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sf::SoundBuffer SoundManager::atk2;
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sf::SoundBuffer SoundManager::atk3;
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sf::SoundBuffer SoundManager::atk3;
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@ -39,8 +41,8 @@ void SoundManager::load(){
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//LOAD HERE YOUR SOUNDS AND MUSIC
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//LOAD HERE YOUR SOUNDS AND MUSIC
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/* Example: */
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/* Example: */
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musicMap["music"].openFromFile(WORK_DIR+"Resources/Sounds/wave.wav");
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musicMap["intro"].openFromFile(WORK_DIR+"Resources/Sounds/intro.wav");
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musicMap["clicks"].openFromFile(WORK_DIR+"Resources/Sounds/clicks.wav");
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ASSERT(atk1.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/1.wav"));
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ASSERT(atk1.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/1.wav"));
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soundMap["atk1"].setBuffer(atk1);
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soundMap["atk1"].setBuffer(atk1);
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ASSERT(atk2.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/2.wav"));
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ASSERT(atk2.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/2.wav"));
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@ -28,6 +28,7 @@ class SoundManager {
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//INITIALIZE YOUR VARIABLES AS STATIC sf::Music or sf::SoundBuffer
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//INITIALIZE YOUR VARIABLES AS STATIC sf::Music or sf::SoundBuffer
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/* Example:*/
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/* Example:*/
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static sf::Music worldMusic;
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static sf::Music worldMusic;
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static sf::Music clickTrack;
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static sf::SoundBuffer atk1;
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static sf::SoundBuffer atk1;
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static sf::SoundBuffer atk2;
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static sf::SoundBuffer atk2;
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static sf::SoundBuffer atk3;
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static sf::SoundBuffer atk3;
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