animacions noves de recuperació per als jugadors

This commit is contained in:
2025-08-15 06:38:52 +02:00
parent 3964503f1c
commit a983269080
6 changed files with 18 additions and 19 deletions

View File

@@ -1402,12 +1402,12 @@ void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire
// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setPlayingState(Player::State::THANK_YOU);
player->setPlayingState(Player::State::RECOVER);
player->addCredit();
sendPlayerToTheFront(player);
// Crea letrero de THANK_YOU
const auto X = player->getPosX() + (player->getWidth() - game_text_textures_.at(7)->getWidth()) / 2;
createItemText(X, game_text_textures_.at(7));
//const auto X = player->getPosX() + (player->getWidth() - game_text_textures_.at(7)->getWidth()) / 2;
//createItemText(X, game_text_textures_.at(7));
}
// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
@@ -1794,7 +1794,6 @@ void Game::updateMenace() {
balloon_manager_->deployRandomFormation(stage_manager_->getCurrentStageIndex());
setMenace();
}
std::cout << "MT: " << menace_threshold_ << " | MC: " << menace_ << std::endl;
}
// Calcula y establece el valor de amenaza en funcion de los globos activos