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