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2 Commits

Author SHA1 Message Date
ca6edcccc0 Afegida animacioneta pa quan continues 2025-08-14 12:55:29 +02:00
a388005968 Afegit lletreret de "gracies" al continuar 2025-08-14 12:37:39 +02:00
8 changed files with 37 additions and 4 deletions

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@@ -113,6 +113,13 @@ loop=-1
frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42
[/animation]
[animation]
name=thank_you
speed=3
loop=-1
frames=42,42,43,44,45,46,46,46,45,44
[/animation]
[animation]
name=dizzy
speed=5

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@@ -26,6 +26,7 @@
"[GAME_TEXT] 6": "Temps!",
"[GAME_TEXT] 7": "Endavant!",
"[GAME_TEXT] 8": "1.000.000 de punts!",
"[GAME_TEXT] THANK_YOU": "Gracies!",
"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",

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@@ -25,6 +25,7 @@
"[GAME_TEXT] 6": "Stop!",
"[GAME_TEXT] 7": "Get Ready!",
"[GAME_TEXT] 8": "1,000,000 points!",
"[GAME_TEXT] THANK_YOU": "Thank you!",
"[HIGHSCORE_TABLE] CAPTION": "Best scores",

View File

@@ -25,6 +25,7 @@
"[GAME_TEXT] 6": "Tiempo!",
"[GAME_TEXT] 7": "Adelante!",
"[GAME_TEXT] 8": "1.000.000 de puntos!",
"[GAME_TEXT] THANK_YOU": "Gracias!",
"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",

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@@ -181,6 +181,9 @@ void Player::move() {
case State::WAITING:
handleWaitingMovement();
break;
case State::THANK_YOU:
handleThankYouMovement();
break;
default:
break;
}
@@ -198,6 +201,13 @@ void Player::handlePlayingMovement() {
shiftSprite();
}
void Player::handleThankYouMovement() {
// Si termina la animacion, cambia de estado
if (player_sprite_->animationIsCompleted()) {
setPlayingState(State::RESPAWNING);
}
}
void Player::handleRollingMovement() {
handleRollingBoundaryCollision();
handleRollingGroundCollision();
@@ -465,6 +475,9 @@ void Player::setAnimation() {
player_sprite_->setFlip(flipMode);
break;
}
case State::THANK_YOU:
player_sprite_->setCurrentAnimation("thank_you");
break;
case State::WAITING:
case State::GAME_OVER:
player_sprite_->setCurrentAnimation("hello");
@@ -627,8 +640,11 @@ void Player::setPlayingState(State state) {
playing_state_ = state;
switch (playing_state_) {
case State::RESPAWNING: {
case State::THANK_YOU: {
playSound("voice_thankyou.wav");
break;
}
case State::RESPAWNING: {
setPlayingState(State::PLAYING);
setInvulnerable(true);
break;

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@@ -72,7 +72,8 @@ class Player {
CREDITS, // Estado para mostrar los créditos del juego
TITLE_ANIMATION, // Animacion para el titulo
TITLE_HIDDEN, // Animacion para el titulo
RESPAWNING, // Tras continuar y volver al juego
THANK_YOU, // Al aceptar continuar
RESPAWNING, // Tras continuar y dar las gracias, otorga inmunidad y vuelve al juego
};
struct Config {
@@ -280,6 +281,7 @@ class Player {
void transitionToCooling(); // Cambia el estado actual al de enfriamiento (por ejemplo, tras una ráfaga o sobrecalentamiento)
void completeCooling(); // Finaliza el proceso de enfriamiento y restablece el estado listo para disparar
void handlePlayingMovement(); // Gestiona el movimiento del personaje u objeto durante el estado de juego activo
void handleThankYouMovement(); // Comprueba si ha acabado la animación
void handleRollingMovement(); // Actualiza la lógica de movimiento de "rodar" (posiblemente tras impacto o acción especial)
void handleRollingBoundaryCollision(); // Detecta y maneja colisiones del objeto rodante con los límites de la pantalla
void handleRollingGroundCollision(); // Gestiona la interacción del objeto rodante con el suelo (rebotes, frenado, etc.)

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@@ -598,7 +598,8 @@ void Resource::createTextTextures() {
{"game_text_powerup", Lang::getText("[GAME_TEXT] 4")},
{"game_text_one_hit", Lang::getText("[GAME_TEXT] 5")},
{"game_text_stop", Lang::getText("[GAME_TEXT] 6")},
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")},
{"game_text_thank_you", Lang::getText("[GAME_TEXT] THANK_YOU")}};
auto text = getText("04b_25");
for (const auto &s : strings) {

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@@ -153,6 +153,7 @@ void Game::setResources() {
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_one_hit"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_stop"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_100000_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_thank_you"));
// Texturas - Items
item_textures_.clear();
@@ -1474,9 +1475,12 @@ void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire
// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setPlayingState(Player::State::RESPAWNING);
player->setPlayingState(Player::State::THANK_YOU);
player->addCredit();
sendPlayerToTheFront(player);
// Crea letrero de THANK_YOU
const auto X = player->getPosX() + (player->getWidth() - game_text_textures_.at(7)->getWidth()) / 2;
createItemText(X, game_text_textures_.at(7));
}
// Disminuye el contador de continuación si se presiona cualquier botón de disparo.