Afegida musica als credits
Els globos ara tenen definida una play_area Opció de canviar la paleta al text
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@@ -7,7 +7,7 @@
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#include "texture.h" // Para Texture
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// Constructor
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Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
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Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, SDL_Rect play_area, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
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: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
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x_(x),
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y_(y),
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@@ -19,7 +19,8 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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creation_counter_ini_(creation_timer),
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type_(type),
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size_(size),
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speed_(speed)
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speed_(speed),
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play_area_(play_area)
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{
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switch (type_)
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{
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@@ -91,8 +92,8 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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void Balloon::alignTo(int x)
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{
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x_ = static_cast<float>(x - (w_ / 2));
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const int min_x = param.game.play_area.rect.x;
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const int max_x = param.game.play_area.rect.w - w_;
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const int min_x = play_area_.x;
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const int max_x = play_area_.w - w_;
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x_ = std::clamp(x_, static_cast<float>(min_x), static_cast<float>(max_x));
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}
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@@ -149,8 +150,8 @@ void Balloon::move()
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// Colisión en las partes laterales de la zona de juego
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const int clip = 2;
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const float min_x = param.game.play_area.rect.x - clip;
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const float max_x = param.game.play_area.rect.w - w_ + clip;
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const float min_x = play_area_.x - clip;
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const float max_x = play_area_.w - w_ + clip;
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if (x_ < min_x || x_ > max_x)
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{
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x_ = std::clamp(x_, min_x, max_x);
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@@ -172,7 +173,7 @@ void Balloon::move()
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// Colisión en la parte superior de la zona de juego excepto para la PowerBall
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if (type_ != BalloonType::POWERBALL)
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{
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const int min_y = param.game.play_area.rect.y;
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const int min_y = play_area_.y;
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if (y_ < min_y)
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{
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y_ = min_y;
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@@ -182,7 +183,7 @@ void Balloon::move()
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}
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// Colisión en la parte inferior de la zona de juego
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const int max_y = param.game.play_area.rect.h - h_;
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const int max_y = play_area_.h - h_;
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if (y_ > max_y)
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{
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y_ = max_y;
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@@ -254,8 +255,8 @@ void Balloon::updateState()
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x_ += vx_;
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// Comprueba no se salga por los laterales
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const int min_x = param.game.play_area.rect.x;
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const int max_x = param.game.play_area.rect.w - w_;
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const int min_x = play_area_.x;
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const int max_x = play_area_.w - w_;
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if (x_ < min_x || x_ > max_x)
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{
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