nou: quan arribes a la maxima puntuació, posa un lletreret
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@@ -201,10 +201,11 @@ void Game::updateHiScore() {
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hi_score_.score = player->getScore();
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hi_score_.name.clear();
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// Si se supera la máxima puntuación emite sonido
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// Si se supera la máxima puntuación
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if (!hi_score_achieved_) {
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hi_score_achieved_ = true;
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playSound("hi_score_achieved.wav");
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playSound("hi_score_achieved.wav"); // Emite un sonido
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createMessage({paths_.at(8), paths_.at(9)}, Resource::get()->getTexture("game_text_new_record")); // CRea un mensaje
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}
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}
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}
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@@ -1036,7 +1037,7 @@ void Game::initPaths() {
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const int X1 = param.game.play_area.center_x - (W / 2);
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const int X2 = param.game.play_area.rect.w;
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const int Y = param.game.play_area.center_y;
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 0.33f); // 20 frames → segundos
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 0.5f);
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paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
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}
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@@ -1048,11 +1049,11 @@ void Game::initPaths() {
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const int Y1 = param.game.play_area.center_y - (H / 2);
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const int Y2 = -H;
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const int X = param.game.play_area.center_x;
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paths_.emplace_back(createPath(Y0, Y1, PathType::VERTICAL, X, 80, easeOutQuint), 0.33f); // 20 frames → segundos
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paths_.emplace_back(createPath(Y0, Y1, PathType::VERTICAL, X, 80, easeOutQuint), 0.5f);
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paths_.emplace_back(createPath(Y1, Y2, PathType::VERTICAL, X, 80, easeInQuint), 0);
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}
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// Recorrido para el texto de "Congratulations!!" (3,4)
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// Recorrido para el texto de "Congratulations!!" (4,5)
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{
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const auto &texture = Resource::get()->getTexture("game_text_congratulations");
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const auto W = texture->getWidth();
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@@ -1061,11 +1062,11 @@ void Game::initPaths() {
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const int X1 = param.game.play_area.center_x - (W / 2);
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const int X2 = param.game.play_area.rect.w;
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const int Y = param.game.play_area.center_y - (H / 2) - 20;
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 6.67f); // 400 frames → segundos
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 7.0F);
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paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
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}
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// Recorrido para el texto de "1.000.000 points!" (5,6)
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// Recorrido para el texto de "1.000.000 points!" (6,7)
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{
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const auto &texture = Resource::get()->getTexture("game_text_1000000_points");
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const auto W = texture->getWidth();
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@@ -1074,7 +1075,19 @@ void Game::initPaths() {
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const int X1 = param.game.play_area.center_x - (W / 2);
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const int X2 = -W;
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const int Y = param.game.play_area.center_y + (H / 2) - 20;
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 6.67f); // 400 frames → segundos
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 7.0F);
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paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
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}
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// Recorrido para el texto de "New Record!" (8,9)
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{
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const auto &texture = Resource::get()->getTexture("game_text_new_record");
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const auto W = texture->getWidth();
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const int X0 = -W;
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const int X1 = param.game.play_area.center_x - (W / 2);
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const int X2 = param.game.play_area.rect.w;
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const int Y = param.game.play_area.first_quarter_y;
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 1.0f);
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paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
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}
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}
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