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Cambio a entidad_t #28
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-m "Antes lo haciamos al terminar el servidor solamente"
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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(){ | |||
} | |||
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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 @@ | |||
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pthread_mutex_t mutexJuegoCliente = PTHREAD_MUTEX_INITIALIZER; | |||
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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
Ya no se usan los structs individuales, se usa uno general entidad_t