Player: afegides animacions per al estat WAITING

Player: si tires a jugar desde el estat WAITING passes al ENTERING_SCREEN i despres sempre tens inmunitat, fins i tot la primera volta (al començar el joc)
falta: arregñar el z-order per al estat WAITING
This commit is contained in:
2025-07-25 20:54:00 +02:00
parent b165484e03
commit 03a7bbc6d1
17 changed files with 619 additions and 554 deletions

View File

@@ -15,7 +15,7 @@
// Constructor
Tabe::Tabe()
: sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("tabe.png"), Resource::get()->getAnimation("tabe.ani"))),
timer_(TabeTimer(2.5F, 4.0F)) {}
timer_(Timer(2.5F, 4.0F)) {}
// Actualiza la lógica
void Tabe::update() {
@@ -49,23 +49,23 @@ void Tabe::move() {
const float MIN_X = param.game.game_area.rect.x - WIDTH;
const float MAX_X = param.game.game_area.rect.x + param.game.game_area.rect.w;
switch (destiny_) {
case TabeDirection::TO_THE_LEFT: {
case Direction::TO_THE_LEFT: {
if (x_ < MIN_X) {
disable();
}
if (x_ > param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH && direction_ == TabeDirection::TO_THE_RIGHT) {
setRandomFlyPath(TabeDirection::TO_THE_LEFT, 80);
if (x_ > param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH && direction_ == Direction::TO_THE_RIGHT) {
setRandomFlyPath(Direction::TO_THE_LEFT, 80);
x_ = param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH;
}
break;
}
case TabeDirection::TO_THE_RIGHT: {
case Direction::TO_THE_RIGHT: {
if (x_ > MAX_X) {
disable();
}
if (x_ < param.game.game_area.rect.x && direction_ == TabeDirection::TO_THE_LEFT) {
setRandomFlyPath(TabeDirection::TO_THE_RIGHT, 80);
if (x_ < param.game.game_area.rect.x && direction_ == Direction::TO_THE_LEFT) {
setRandomFlyPath(Direction::TO_THE_RIGHT, 80);
x_ = param.game.game_area.rect.x;
}
break;
@@ -80,19 +80,19 @@ void Tabe::move() {
--waiting_counter_;
} else {
constexpr int CHOICES = 4;
const std::array<TabeDirection, CHOICES> LEFT = {
TabeDirection::TO_THE_LEFT,
TabeDirection::TO_THE_LEFT,
TabeDirection::TO_THE_LEFT,
TabeDirection::TO_THE_RIGHT};
const std::array<Direction, CHOICES> LEFT = {
Direction::TO_THE_LEFT,
Direction::TO_THE_LEFT,
Direction::TO_THE_LEFT,
Direction::TO_THE_RIGHT};
const std::array<TabeDirection, CHOICES> RIGHT = {
TabeDirection::TO_THE_LEFT,
TabeDirection::TO_THE_RIGHT,
TabeDirection::TO_THE_RIGHT,
TabeDirection::TO_THE_RIGHT};
const std::array<Direction, CHOICES> RIGHT = {
Direction::TO_THE_LEFT,
Direction::TO_THE_RIGHT,
Direction::TO_THE_RIGHT,
Direction::TO_THE_RIGHT};
const TabeDirection DIRECTION = destiny_ == TabeDirection::TO_THE_LEFT
const Direction DIRECTION = destiny_ == Direction::TO_THE_LEFT
? LEFT[rand() % CHOICES]
: RIGHT[rand() % CHOICES];
@@ -113,10 +113,10 @@ void Tabe::enable() {
y_ = param.game.game_area.rect.y + 20.0F;
// Establece una dirección aleatoria
destiny_ = direction_ = rand() % 2 == 0 ? TabeDirection::TO_THE_LEFT : TabeDirection::TO_THE_RIGHT;
destiny_ = direction_ = rand() % 2 == 0 ? Direction::TO_THE_LEFT : Direction::TO_THE_RIGHT;
// Establece la posición inicial
x_ = (direction_ == TabeDirection::TO_THE_LEFT) ? param.game.game_area.rect.x + param.game.game_area.rect.w : param.game.game_area.rect.x - WIDTH;
x_ = (direction_ == Direction::TO_THE_LEFT) ? param.game.game_area.rect.x + param.game.game_area.rect.w : param.game.game_area.rect.x - WIDTH;
// Crea una ruta de vuelo
setRandomFlyPath(direction_, 60);
@@ -125,7 +125,7 @@ void Tabe::enable() {
}
// Establece un vuelo aleatorio
void Tabe::setRandomFlyPath(TabeDirection direction, int lenght) {
void Tabe::setRandomFlyPath(Direction direction, int lenght) {
direction_ = direction;
fly_distance_ = lenght;
waiting_counter_ = 5 + rand() % 15;
@@ -134,14 +134,14 @@ void Tabe::setRandomFlyPath(TabeDirection direction, int lenght) {
constexpr float SPEED = 2.0F;
switch (direction) {
case TabeDirection::TO_THE_LEFT: {
case Direction::TO_THE_LEFT: {
speed_ = -1.0F * SPEED;
accel_ = -1.0F * (1 + rand() % 10) / 30.0F;
sprite_->setFlip(SDL_FLIP_NONE);
break;
}
case TabeDirection::TO_THE_RIGHT: {
case Direction::TO_THE_RIGHT: {
speed_ = SPEED;
accel_ = (1 + rand() % 10) / 30.0F;
sprite_->setFlip(SDL_FLIP_HORIZONTAL);
@@ -154,16 +154,16 @@ void Tabe::setRandomFlyPath(TabeDirection direction, int lenght) {
}
// Establece el estado
void Tabe::setState(TabeState state) {
void Tabe::setState(State state) {
if (enabled_) {
state_ = state;
switch (state) {
case TabeState::FLY:
case State::FLY:
sprite_->setCurrentAnimation("fly");
break;
case TabeState::HIT:
case State::HIT:
sprite_->setCurrentAnimation("hit");
hit_counter_ = 5;
++number_of_hits_;
@@ -177,10 +177,10 @@ void Tabe::setState(TabeState state) {
// Actualiza el estado
void Tabe::updateState() {
if (state_ == TabeState::HIT) {
if (state_ == State::HIT) {
--hit_counter_;
if (hit_counter_ == 0) {
setState(TabeState::FLY);
setState(State::FLY);
}
}
}