fix: els globos fills estaven alineats cap a dalt en lloc de al centre
fix: les explosions eren de un tamany inferior (i per tant desalineades ademes)
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@@ -1,5 +1,5 @@
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frame_width=46
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frame_width=48
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frame_height=46
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frame_height=48
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[animation]
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[animation]
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name=default
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name=default
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Before Width: | Height: | Size: 4.1 KiB After Width: | Height: | Size: 4.1 KiB |
@@ -46,10 +46,10 @@ void BalloonManager::init()
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explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion4.ani"));
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explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion4.ani"));
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// Añade texturas
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// Añade texturas
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explosions_->addTexture(1, explosions_textures_[0], explosions_animations_[0]);
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explosions_->addTexture(0, explosions_textures_[0], explosions_animations_[0]);
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explosions_->addTexture(2, explosions_textures_[1], explosions_animations_[1]);
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explosions_->addTexture(1, explosions_textures_[1], explosions_animations_[1]);
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explosions_->addTexture(3, explosions_textures_[2], explosions_animations_[2]);
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explosions_->addTexture(2, explosions_textures_[2], explosions_animations_[2]);
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explosions_->addTexture(4, explosions_textures_[3], explosions_animations_[3]);
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explosions_->addTexture(3, explosions_textures_[3], explosions_animations_[3]);
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}
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}
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// Actualiza
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// Actualiza
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@@ -196,12 +196,22 @@ void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon,
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{
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{
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if (can_deploy_balloons_)
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if (can_deploy_balloons_)
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{
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{
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const float vx = direction == "LEFT" ? BALLOON_VELX_NEGATIVE : BALLOON_VELX_POSITIVE;
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// Calcula parametros
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const auto lower_size = static_cast<BalloonSize>(static_cast<int>(balloon->getSize()) - 1);
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const float VX = direction == "LEFT" ? BALLOON_VELX_NEGATIVE : BALLOON_VELX_POSITIVE;
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auto b = createBalloon(0, balloon->getPosY(), balloon->getType(), lower_size, vx, balloon_speed_, 0);
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const auto SIZE = static_cast<BalloonSize>(static_cast<int>(balloon->getSize()) - 1);
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const int x = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + 2 * (balloon->getWidth() / 3);
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const int PARENT_HEIGHT = balloon->getHeight();
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b->alignTo(x);
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const int CHILD_HEIGHT = BALLOON_SIZE[static_cast<int>(balloon->getSize()) - 1];
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const int Y = balloon->getPosY() + (PARENT_HEIGHT - CHILD_HEIGHT) / 2;
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const int X = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + 2 * (balloon->getWidth() / 3);
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// Crea el globo
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auto b = createBalloon(0, Y, balloon->getType(), SIZE, VX, balloon_speed_, 0);
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// Establece parametros
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b->alignTo(X);
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b->setVelY(b->getType() == BalloonType::BALLOON ? -2.50f : BALLOON_VELX_NEGATIVE * 2.0f);
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b->setVelY(b->getType() == BalloonType::BALLOON ? -2.50f : BALLOON_VELX_NEGATIVE * 2.0f);
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// Herencia de estados
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if (balloon->isStopped())
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if (balloon->isStopped())
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{
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{
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b->stop();
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b->stop();
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@@ -409,7 +419,7 @@ void BalloonManager::setSounds(bool value)
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}
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}
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}
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}
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// Activa o desactiva los sonidos de rebote los globos
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// Activa o desactiva los sonidos de rebote los globos
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void BalloonManager::setBouncingSounds(bool value)
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void BalloonManager::setBouncingSounds(bool value)
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{
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{
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bouncing_sound_enabled_ = value;
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bouncing_sound_enabled_ = value;
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@@ -418,12 +428,12 @@ void BalloonManager::setBouncingSounds(bool value)
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balloon->setBouncingSound(value);
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balloon->setBouncingSound(value);
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}
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}
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}
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}
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// Activa o desactiva los sonidos de los globos al explotar
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// Activa o desactiva los sonidos de los globos al explotar
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void BalloonManager::setPoppingSounds(bool value)
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void BalloonManager::setPoppingSounds(bool value)
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{
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{
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poping_sound_enabled_ = value;
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poping_sound_enabled_ = value;
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for (auto &balloon : balloons_)
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for (auto &balloon : balloons_)
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{
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{
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balloon->setPoppingSound(value);
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balloon->setPoppingSound(value);
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}
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}
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}
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}
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@@ -32,8 +32,8 @@ void Explosions::addTexture(int size, std::shared_ptr<Texture> texture, const st
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// Añade una explosión
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// Añade una explosión
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void Explosions::add(int x, int y, int size)
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void Explosions::add(int x, int y, int size)
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{
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{
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const auto index = getIndexBySize(size);
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const auto INDEX = getIndexBySize(size);
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explosions_.emplace_back(std::make_unique<AnimatedSprite>(textures_[index].texture, textures_[index].animation));
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explosions_.emplace_back(std::make_unique<AnimatedSprite>(textures_[INDEX].texture, textures_[INDEX].animation));
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explosions_.back()->setPos(x, y);
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explosions_.back()->setPos(x, y);
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}
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}
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