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

@@ -113,13 +113,6 @@ loop=-1
frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42 frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42
[/animation] [/animation]
[animation]
name=thank_you
speed=3
loop=-1
frames=42,42,43,44,45,46,46,46,45,44
[/animation]
[animation] [animation]
name=dizzy name=dizzy
speed=5 speed=5
@@ -127,9 +120,16 @@ loop=0
frames=47,48,49,50,51,52,53 frames=47,48,49,50,51,52,53
[/animation] [/animation]
[animation]
name=recover
speed=3
loop=-1
frames=54,54,54,54,55,56,57,58,58,58,59,60,61,58,59,60,61,58,59,60,61,62,62,62,62
[/animation]
[animation] [animation]
name=hello name=hello
speed=3 speed=3
loop=-1 loop=-1
frames=54,55,56,57,58,59,60,61,62,63,64,64,64,64,64,64,64,64,64,64,64,64,64,65,66,67,68,69,70,71,72,73,73,72,71,70,70,71,72,73,73,72,71,70,70,71,72,73,73,72,71,70,70,71,72,73,73,72,71,70,69,68,67,66,65,64,63,62,61,60,59,58,57,56,55,54 frames=63,64,65,66,67,68,69,70,71,72,73,73,73,73,73,73,73,73,73,73,73,73,73,74,75,76,77,78,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67,66,65,64,63
[/animation] [/animation]

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@@ -181,7 +181,7 @@ void Player::move() {
case State::WAITING: case State::WAITING:
handleWaitingMovement(); handleWaitingMovement();
break; break;
case State::THANK_YOU: case State::RECOVER:
handleThankYouMovement(); handleThankYouMovement();
break; break;
default: default:
@@ -475,8 +475,8 @@ void Player::setAnimation() {
player_sprite_->setFlip(flipMode); player_sprite_->setFlip(flipMode);
break; break;
} }
case State::THANK_YOU: case State::RECOVER:
player_sprite_->setCurrentAnimation("thank_you"); player_sprite_->setCurrentAnimation("recover");
break; break;
case State::WAITING: case State::WAITING:
case State::GAME_OVER: case State::GAME_OVER:
@@ -640,7 +640,7 @@ void Player::setPlayingState(State state) {
playing_state_ = state; playing_state_ = state;
switch (playing_state_) { switch (playing_state_) {
case State::THANK_YOU: { case State::RECOVER: {
playSound("voice_thankyou.wav"); playSound("voice_thankyou.wav");
break; break;
} }

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@@ -72,7 +72,7 @@ class Player {
CREDITS, // Estado para mostrar los créditos del juego CREDITS, // Estado para mostrar los créditos del juego
TITLE_ANIMATION, // Animacion para el titulo TITLE_ANIMATION, // Animacion para el titulo
TITLE_HIDDEN, // Animacion para el titulo TITLE_HIDDEN, // Animacion para el titulo
THANK_YOU, // Al aceptar continuar RECOVER, // Al aceptar continuar
RESPAWNING, // Tras continuar y dar las gracias, otorga inmunidad y vuelve al juego RESPAWNING, // Tras continuar y dar las gracias, otorga inmunidad y vuelve al juego
}; };
@@ -115,8 +115,8 @@ class Player {
// --- Puntuación y marcador --- // --- Puntuación y marcador ---
void addScore(int score, int lowest_hi_score_entry); // Añade puntos void addScore(int score, int lowest_hi_score_entry); // Añade puntos
void incScoreMultiplier(); // Incrementa el multiplicador void incScoreMultiplier(); // Incrementa el multiplicador
void decScoreMultiplier(); // Decrementa el multiplicador void decScoreMultiplier(); // Decrementa el multiplicador
// --- Estados de juego --- // --- Estados de juego ---
void setPlayingState(State state); // Cambia el estado de juego void setPlayingState(State state); // Cambia el estado de juego

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. // 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) { void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) { 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(); player->addCredit();
sendPlayerToTheFront(player); sendPlayerToTheFront(player);
// Crea letrero de THANK_YOU // Crea letrero de THANK_YOU
const auto X = player->getPosX() + (player->getWidth() - game_text_textures_.at(7)->getWidth()) / 2; //const auto X = player->getPosX() + (player->getWidth() - game_text_textures_.at(7)->getWidth()) / 2;
createItemText(X, game_text_textures_.at(7)); //createItemText(X, game_text_textures_.at(7));
} }
// Disminuye el contador de continuación si se presiona cualquier botón de disparo. // 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()); balloon_manager_->deployRandomFormation(stage_manager_->getCurrentStageIndex());
setMenace(); setMenace();
} }
std::cout << "MT: " << menace_threshold_ << " | MC: " << menace_ << std::endl;
} }
// Calcula y establece el valor de amenaza en funcion de los globos activos // Calcula y establece el valor de amenaza en funcion de los globos activos