Afegida musica als credits
Els globos ara tenen definida una play_area Opció de canviar la paleta al text
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@@ -164,7 +164,7 @@ void Player::move()
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pos_x_ += vel_x_;
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// Si el jugador abandona el area de juego por los laterales, restaura su posición
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const float min_x = param.game.play_area.rect.x - 5;
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const float min_x = play_area_.x - 5;
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const float max_x = play_area_.w + 5 - WIDTH_;
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pos_x_ = std::clamp(pos_x_, min_x, max_x);
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@@ -174,13 +174,13 @@ void Player::move()
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case PlayerState::DYING:
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{
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// Si el cadaver abandona el area de juego por los laterales lo hace rebotar
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if ((player_sprite_->getPosX() < param.game.play_area.rect.x) || (player_sprite_->getPosX() + WIDTH_ > play_area_.w))
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if ((player_sprite_->getPosX() < play_area_.x) || (player_sprite_->getPosX() + WIDTH_ > play_area_.w))
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{
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player_sprite_->setVelX(-player_sprite_->getVelX());
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}
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// Si el cadaver toca el suelo cambia el estado
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if (player_sprite_->getPosY() > param.game.play_area.rect.h - HEIGHT_)
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if (player_sprite_->getPosY() > play_area_.h - HEIGHT_)
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{
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if (player_sprite_->getVelY() < 2.0f)
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{
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@@ -194,7 +194,7 @@ void Player::move()
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else
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{
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// Decrementa las velocidades de rebote
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player_sprite_->setPosY(param.game.play_area.rect.h - HEIGHT_);
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player_sprite_->setPosY(play_area_.h - HEIGHT_);
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player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f);
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player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f);
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}
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@@ -615,9 +615,13 @@ void Player::decEnterNameCounter()
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{
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enter_name_counter_ = param.game.enter_name_seconds;
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if (playing_state_ == PlayerState::ENTERING_NAME)
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{
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setPlayingState(PlayerState::CONTINUE);
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}
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else
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{
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setPlayingState(PlayerState::LEAVING_SCREEN);
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}
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}
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}
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@@ -625,7 +629,9 @@ void Player::decEnterNameCounter()
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int Player::getRecordNamePos() const
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{
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if (enter_name_)
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{
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return enter_name_->getPosition();
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}
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return 0;
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}
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