Quan el jugador moria podia quedarse engantxat rebotant en les vores

So aleatori en els rebots del jugador al morir
This commit is contained in:
2025-01-03 20:36:18 +01:00
parent 8c2b1ce649
commit 6effeb6154
2 changed files with 19 additions and 4 deletions

View File

@@ -174,10 +174,14 @@ void Player::move()
case PlayerState::DYING: case PlayerState::DYING:
{ {
// Si el cadaver abandona el area de juego por los laterales lo hace rebotar // Si el cadaver abandona el area de juego por los laterales lo hace rebotar
if ((player_sprite_->getPosX() < play_area_.x) || (player_sprite_->getPosX() + WIDTH_ > play_area_.w)) const int x = player_sprite_->getPosX();
const int min_x = play_area_.x;
const int max_x = play_area_.x + play_area_.w - WIDTH_;
if ((x < min_x) || (x > max_x))
{ {
player_sprite_->setPosX(std::clamp(x, min_x, max_x));
player_sprite_->setVelX(-player_sprite_->getVelX()); player_sprite_->setVelX(-player_sprite_->getVelX());
JA_PlaySound(Resource::get()->getSound("bubble4.wav")); playRandomBubbleSound();
} }
// Si el cadaver toca el suelo cambia el estado // Si el cadaver toca el suelo cambia el estado
@@ -191,7 +195,7 @@ void Player::move()
pos_y_ = default_pos_y_; pos_y_ = default_pos_y_;
player_sprite_->clear(); player_sprite_->clear();
shiftSprite(); shiftSprite();
JA_PlaySound(Resource::get()->getSound("bubble4.wav")); playRandomBubbleSound();
} }
else else
{ {
@@ -199,7 +203,7 @@ void Player::move()
player_sprite_->setPosY(play_area_.h - HEIGHT_); player_sprite_->setPosY(play_area_.h - HEIGHT_);
player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f); player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f);
player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f); player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f);
JA_PlaySound(Resource::get()->getSound("bubble4.wav")); playRandomBubbleSound();
} }
} }
break; break;
@@ -755,4 +759,11 @@ void Player::shiftSprite()
player_sprite_->setPosX(pos_x_); player_sprite_->setPosX(pos_x_);
player_sprite_->setPosY(pos_y_); player_sprite_->setPosY(pos_y_);
power_sprite_->setPosX(getPosX() - power_up_desp_x_); power_sprite_->setPosX(getPosX() - power_up_desp_x_);
}
// Hace sonar un ruido al azar
void Player::playRandomBubbleSound()
{
const std::vector<std::string> sounds = {"bubble1.wav", "bubble2.wav", "bubble3.wav", "bubble4.wav"};
JA_PlaySound(Resource::get()->getSound(sounds.at(rand() % sounds.size())));
} }

View File

@@ -118,6 +118,10 @@ private:
// Cambia el modo del marcador // Cambia el modo del marcador
void setScoreboardMode(ScoreboardMode mode); void setScoreboardMode(ScoreboardMode mode);
// Hace sonar un ruido al azar
void playRandomBubbleSound();
// Getters
bool isRenderable() const { return !isWaiting() && !isGameOver(); } bool isRenderable() const { return !isWaiting() && !isGameOver(); }
public: public: