revisant title.cpp (falla el jugador)
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@@ -174,8 +174,8 @@ void GameLogo::handleCoffeeCrisisFinished(float deltaTime) {
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}
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void GameLogo::handleArcadeEditionMoving(float deltaTime) {
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// DeltaTime puro: decremento por milisegundo
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zoom_ -= (ZOOM_DECREMENT_PER_MS * ZOOM_FACTOR) * deltaTime;
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// DeltaTime en segundos: decremento por segundo
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zoom_ -= (ZOOM_DECREMENT_PER_S * ZOOM_FACTOR) * deltaTime;
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arcade_edition_sprite_->setZoom(zoom_);
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if (zoom_ <= 1.0F) {
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@@ -196,8 +196,8 @@ void GameLogo::handleArcadeEditionShaking(float deltaTime) {
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void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* secondary_sprite, float deltaTime) {
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shake_.time_accumulator += deltaTime;
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if (shake_.time_accumulator >= SHAKE_DELAY_MS) {
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shake_.time_accumulator -= SHAKE_DELAY_MS;
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if (shake_.time_accumulator >= SHAKE_DELAY_S) {
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shake_.time_accumulator -= SHAKE_DELAY_S;
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const auto DISPLACEMENT = calculateShakeDisplacement();
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primary_sprite->setPosX(shake_.origin + DISPLACEMENT);
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if (secondary_sprite != nullptr) {
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@@ -208,8 +208,8 @@ void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* seco
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}
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void GameLogo::processArcadeEditionShake(float deltaTime) {
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// Delay fijo en milisegundos (shake_.delay era frames, ahora usamos constante)
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float delayTime = SHAKE_DELAY_MS;
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// Delay fijo en segundos (shake_.delay era frames, ahora usamos constante)
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float delayTime = SHAKE_DELAY_S;
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shake_.time_accumulator += deltaTime;
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@@ -267,7 +267,7 @@ void GameLogo::enable() {
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// Indica si ha terminado la animación
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auto GameLogo::hasFinished() const -> bool {
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return post_finished_timer_ >= post_finished_delay_ms_;
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return post_finished_timer_ >= post_finished_delay_s_;
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}
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// Calcula el desplazamiento vertical inicial
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