Merge branch 'main' of https://gitea.sustancia.synology.me/JailDesigner/coffee_crisis_arcade_edition
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@@ -32,10 +32,6 @@ class Balloon {
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static constexpr float VELX_POSITIVE = 0.7F;
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static constexpr float VELX_NEGATIVE = -0.7F;
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static constexpr int MOVING_ANIMATION = 0;
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static constexpr int POP_ANIMATION = 1;
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static constexpr int BORN_ANIMATION = 2;
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static constexpr std::array<float, 5> SPEED = {0.60F, 0.70F, 0.80F, 0.90F, 1.00F};
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static constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
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@@ -22,6 +22,12 @@ BalloonManager::BalloonManager()
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// Inicializa
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void BalloonManager::init() {
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// Limpia
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balloon_textures_.clear();
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balloon_animations_.clear();
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explosions_textures_.clear();
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explosions_animations_.clear();
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// Texturas - Globos
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balloon_textures_.emplace_back(Resource::get()->getTexture("balloon0.png"));
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balloon_textures_.emplace_back(Resource::get()->getTexture("balloon1.png"));
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@@ -49,10 +55,10 @@ void BalloonManager::init() {
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explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion3.ani"));
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// Añade texturas
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explosions_->addTexture(0, explosions_textures_[0], explosions_animations_[0]);
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explosions_->addTexture(1, explosions_textures_[1], explosions_animations_[1]);
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explosions_->addTexture(2, explosions_textures_[2], explosions_animations_[2]);
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explosions_->addTexture(3, explosions_textures_[3], explosions_animations_[3]);
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explosions_->addTexture(0, explosions_textures_.at(0), explosions_animations_.at(0));
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explosions_->addTexture(1, explosions_textures_.at(1), explosions_animations_.at(1));
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explosions_->addTexture(2, explosions_textures_.at(2), explosions_animations_.at(2));
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explosions_->addTexture(3, explosions_textures_.at(3), explosions_animations_.at(3));
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}
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// Actualiza
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@@ -121,8 +127,8 @@ void BalloonManager::deploySet(int set_number) {
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const auto SET = balloon_formations_->getSet(set_number);
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const auto NUM_ENEMIES = SET.number_of_balloons;
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for (int i = 0; i < NUM_ENEMIES; ++i) {
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auto p = SET.init[i];
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createBalloon(p.x, p.y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
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auto balloon = SET.init[i];
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createBalloon(balloon.x, balloon.y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, balloon.creation_counter);
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}
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}
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@@ -131,8 +137,8 @@ void BalloonManager::deploySet(int set_number, int y) {
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const auto SET = balloon_formations_->getSet(set_number);
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const auto NUM_ENEMIES = SET.number_of_balloons;
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for (int i = 0; i < NUM_ENEMIES; ++i) {
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auto p = SET.init[i];
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createBalloon(p.x, y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
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auto balloon = SET.init[i];
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createBalloon(balloon.x, y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, balloon.creation_counter);
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}
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}
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@@ -1,7 +1,7 @@
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// IWYU pragma: no_include <bits/std_abs.h>
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#pragma once
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#include <SDL3/SDL.h> // Para Uint8
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#include <bits/std_abs.h> // Para abs
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#include <algorithm> // Para max, min
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#include <array> // Para array
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@@ -1768,9 +1768,11 @@ void Game::checkAndUpdateBalloonSpeed() {
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constexpr std::array<float, 4> THRESHOLDS = {0.2F, 0.4F, 0.6F, 0.8F};
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for (size_t i = 0; i < std::size(THRESHOLDS); ++i) {
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if (balloon_manager_->getBalloonSpeed() == Balloon::SPEED.at(i) && PERCENT > THRESHOLDS[i]) {
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// Si la velocidad actual del globo es la correspondiente al umbral "i" y el porcentaje de progreso ha superado ese umbral
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if (balloon_manager_->getBalloonSpeed() == Balloon::SPEED.at(i) && PERCENT > THRESHOLDS.at(i)) {
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// Sube la velocidad al siguiente nivel (i + 1)
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balloon_manager_->setBalloonSpeed(Balloon::SPEED.at(i + 1));
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break; // Salir del bucle una vez actualizada la velocidad y aplicada
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return;
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}
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}
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}
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