From 3fdd61655a1b2f5a973194856377081134f8a75f Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Wed, 24 Sep 2025 13:24:05 +0200 Subject: [PATCH] corregit throwCoffee() i el rolling del jugador --- source/player.cpp | 6 +++--- source/sections/game.cpp | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/source/player.cpp b/source/player.cpp index 9cb5627..ae05434 100644 --- a/source/player.cpp +++ b/source/player.cpp @@ -226,7 +226,7 @@ void Player::handleRollingGroundCollision() { return; } - if (player_sprite_->getVelY() < 2.0F) { + if (player_sprite_->getVelY() < 120.0F) { // 2.0F * 60fps = 120.0F pixels/segundo handleRollingStop(); } else { handleRollingBounce(); @@ -641,7 +641,7 @@ void Player::setPlayingState(State state) { player_sprite_->setCurrentAnimation("rolling"); player_sprite_->setAnimationSpeed(4.0f / 60.0f); // 4 frames convertido a segundos player_sprite_->setVelY(-396.0F); // Velocidad inicial (6.6 * 60 = 396 pixels/s) - player_sprite_->setAccelY(12.0F); // Gravedad (0.2 * 60 = 12 pixels/s²) + player_sprite_->setAccelY(720.0F); // Gravedad (0.2 * 60² = 720 pixels/s²) player_sprite_->setPosY(pos_y_ - 2); // Para "sacarlo" del suelo, ya que está hundido un pixel para ocultar el outline de los pies (rand() % 2 == 0) ? player_sprite_->setVelX(198.0F) : player_sprite_->setVelX(-198.0F); // 3.3 * 60 = 198 pixels/s break; @@ -659,7 +659,7 @@ void Player::setPlayingState(State state) { } case State::CONTINUE_TIME_OUT: { // Activa la animación de sacar al jugador de la zona de juego - player_sprite_->setAccelY(12.0F); // 0.2 * 60 = 12 pixels/s² + player_sprite_->setAccelY(720.0F); // 0.2 * 60² = 720 pixels/s² player_sprite_->setVelY(-240.0F); // -4.0 * 60 = -240 pixels/s player_sprite_->setVelX(0.0F); player_sprite_->setCurrentAnimation("rolling"); diff --git a/source/sections/game.cpp b/source/sections/game.cpp index 1d447bf..a269a10 100644 --- a/source/sections/game.cpp +++ b/source/sections/game.cpp @@ -786,7 +786,7 @@ void Game::throwCoffee(int x, int y) { smart_sprites_.back()->setVelX((-1.0F + ((rand() % 5) * 0.5F)) * 60.0f); // Convertir a pixels/segundo smart_sprites_.back()->setVelY(-4.0F * 60.0f); // Convertir a pixels/segundo smart_sprites_.back()->setAccelX(0.0F); - smart_sprites_.back()->setAccelY(0.2F * 60.0f); // Convertir a pixels/segundo² + smart_sprites_.back()->setAccelY(0.2F * 60.0f * 60.0f); // Convertir a pixels/segundo² (0.2 × 60²) smart_sprites_.back()->setDestX(x + (smart_sprites_.back()->getVelX() * 50)); smart_sprites_.back()->setDestY(param.game.height + 1); smart_sprites_.back()->setEnabled(true);