corregit throwCoffee() i el rolling del jugador
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@@ -226,7 +226,7 @@ void Player::handleRollingGroundCollision() {
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return;
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}
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if (player_sprite_->getVelY() < 2.0F) {
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if (player_sprite_->getVelY() < 120.0F) { // 2.0F * 60fps = 120.0F pixels/segundo
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handleRollingStop();
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} else {
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handleRollingBounce();
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@@ -641,7 +641,7 @@ void Player::setPlayingState(State state) {
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player_sprite_->setCurrentAnimation("rolling");
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player_sprite_->setAnimationSpeed(4.0f / 60.0f); // 4 frames convertido a segundos
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player_sprite_->setVelY(-396.0F); // Velocidad inicial (6.6 * 60 = 396 pixels/s)
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player_sprite_->setAccelY(12.0F); // Gravedad (0.2 * 60 = 12 pixels/s²)
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player_sprite_->setAccelY(720.0F); // Gravedad (0.2 * 60² = 720 pixels/s²)
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player_sprite_->setPosY(pos_y_ - 2); // Para "sacarlo" del suelo, ya que está hundido un pixel para ocultar el outline de los pies
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(rand() % 2 == 0) ? player_sprite_->setVelX(198.0F) : player_sprite_->setVelX(-198.0F); // 3.3 * 60 = 198 pixels/s
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break;
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@@ -659,7 +659,7 @@ void Player::setPlayingState(State state) {
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}
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case State::CONTINUE_TIME_OUT: {
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// Activa la animación de sacar al jugador de la zona de juego
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player_sprite_->setAccelY(12.0F); // 0.2 * 60 = 12 pixels/s²
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player_sprite_->setAccelY(720.0F); // 0.2 * 60² = 720 pixels/s²
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player_sprite_->setVelY(-240.0F); // -4.0 * 60 = -240 pixels/s
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player_sprite_->setVelX(0.0F);
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player_sprite_->setCurrentAnimation("rolling");
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