new: el jugador explota els globos per contacte si estos estan parats
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@@ -195,7 +195,7 @@ void Player::move()
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{
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if (player_sprite_->getVelY() < 2.0f)
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{
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// Si la velocidad de rebote es baja, termina de rebotar y cambia de estado
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// Si la velocidad de rebote es baja, lo detiene y cambia de estado
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const auto nextPlayerStatus = IsEligibleForHighScore() ? PlayerState::ENTERING_NAME : PlayerState::CONTINUE;
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demo_ ? setPlayingState(PlayerState::LYING_ON_THE_FLOOR_FOREVER) : setPlayingState(nextPlayerStatus);
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pos_x_ = player_sprite_->getPosX();
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@@ -210,6 +210,7 @@ void Player::move()
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player_sprite_->setPosY(play_area_.h - HEIGHT_);
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player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f);
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player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f);
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player_sprite_->setAnimationSpeed(player_sprite_->getAnimationSpeed() * 2);
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playSound("jump.wav");
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}
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}
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@@ -627,6 +628,8 @@ void Player::setPlayingState(PlayerState state)
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case PlayerState::ROLLING:
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{
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// Activa la animación de rodar
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player_sprite_->setCurrentAnimation("rolling");
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player_sprite_->setAnimationSpeed(4);
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player_sprite_->setAccelY(0.2f);
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player_sprite_->setVelY(-6.6f);
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(rand() % 2 == 0) ? player_sprite_->setVelX(3.3f) : player_sprite_->setVelX(-3.3f);
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@@ -635,6 +638,8 @@ void Player::setPlayingState(PlayerState state)
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case PlayerState::TITLE_ANIMATION:
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{
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// Activa la animación de rodar
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player_sprite_->setCurrentAnimation("rolling");
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player_sprite_->setAnimationSpeed(5);
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player_sprite_->setAccelY(0.2f);
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player_sprite_->setVelY(-6.6f);
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playSound("voice_thankyou.wav");
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