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Cambio a entidad_t #28

Merged
merged 7 commits into from
Jan 28, 2021
Merged

Cambio a entidad_t #28

merged 7 commits into from
Jan 28, 2021

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brunograssano
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Ya no se usan los structs individuales, se usa uno general entidad_t

@brunograssano brunograssano added the enhancement New feature or request label Jan 26, 2021
@brunograssano brunograssano self-assigned this Jan 26, 2021
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@Lukas-De-Angelis-Riva Lukas-De-Angelis-Riva left a comment

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A mi me parece que está perfecto. Los dos comentarios que hice son observaciones, para mi está para pushear.

Lo probé en mi computadora y funcionó joya, pasé todos los niveles y todo bien

@@ -55,93 +55,93 @@ void DibujadorJuego::dibujar(){
}

void DibujadorJuego::dibujarEnemigos(){
list<enemigo_t> enemigos = juegoCliente->obtenerEnemigos();
list<entidad_t> enemigos = juegoCliente->obtenerEnemigos();
string tipo;
SDL_Texture* texturaEnemigo = nullptr;
for (auto const& enemigo : enemigos) {
SDL_Rect recorteTextura;
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Acá se pide a gritos el refactor de los dibujadores

Aquel que no realiza dicho if allá abajo.

Son cosas que vendrán pronto

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Sip

@@ -7,8 +7,8 @@

pthread_mutex_t mutexJuegoCliente = PTHREAD_MUTEX_INITIALIZER;

bool operator == (const bloque_t &bloque1, const bloque_t &bloque2){
return bloque1.posX == bloque2.posX && bloque1.posY == bloque2.posY && bloque1.numeroRecorteY == bloque2.numeroRecorteY;
bool operator == (const entidad_t &bloque1, const entidad_t &bloque2){
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Nunca había visto esto... Habría que extenderlo a entidad_t y no quedarse sólo con ladrillo, no?

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Se puede hacer tambien

@brunograssano brunograssano merged commit d693a11 into development Jan 28, 2021
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2 participants