Si no poses cap nom, tria un nom de jailer al azar
This commit is contained in:
@@ -149,6 +149,11 @@ void Player::setInputEnteringName(InputType input)
|
||||
break;
|
||||
case InputType::START:
|
||||
last_enter_name_ = getRecordName();
|
||||
if (last_enter_name_.empty())
|
||||
{
|
||||
const std::array<std::string, 8> NAMES = {"BAL1", "TABE", "DOC", "MON", "SAM1", "JORDI", "JDES", "PEPE"};
|
||||
last_enter_name_ = NAMES.at(rand() % NAMES.size());
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -166,9 +171,9 @@ void Player::move()
|
||||
pos_x_ += vel_x_;
|
||||
|
||||
// Si el jugador abandona el area de juego por los laterales, restaura su posición
|
||||
const float min_x = play_area_.x - 5;
|
||||
const float max_x = play_area_.w + 5 - WIDTH_;
|
||||
pos_x_ = std::clamp(pos_x_, min_x, max_x);
|
||||
const float MIN_X = play_area_.x - 5;
|
||||
const float MAX_X = play_area_.w + 5 - WIDTH_;
|
||||
pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
|
||||
|
||||
shiftSprite();
|
||||
break;
|
||||
@@ -176,12 +181,12 @@ void Player::move()
|
||||
case PlayerState::DYING:
|
||||
{
|
||||
// Si el cadaver abandona el area de juego por los laterales lo hace rebotar
|
||||
const int x = player_sprite_->getPosX();
|
||||
const int min_x = play_area_.x;
|
||||
const int max_x = play_area_.x + play_area_.w - WIDTH_;
|
||||
if ((x < min_x) || (x > max_x))
|
||||
const int X = player_sprite_->getPosX();
|
||||
const int MIN_X = play_area_.x;
|
||||
const int MAX_X = play_area_.x + play_area_.w - WIDTH_;
|
||||
if ((X < MIN_X) || (X > MAX_X))
|
||||
{
|
||||
player_sprite_->setPosX(std::clamp(x, min_x, max_x));
|
||||
player_sprite_->setPosX(std::clamp(X, MIN_X, MAX_X));
|
||||
player_sprite_->setVelX(-player_sprite_->getVelX());
|
||||
playRandomBubbleSound();
|
||||
}
|
||||
@@ -287,7 +292,6 @@ void Player::move()
|
||||
{
|
||||
pos_x_ = param.game.game_area.rect.w - WIDTH_;
|
||||
vel_x_ *= -1;
|
||||
// setInputPlaying(InputType::LEFT);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -297,7 +301,6 @@ void Player::move()
|
||||
{
|
||||
pos_x_ = param.game.game_area.rect.x;
|
||||
vel_x_ *= -1;
|
||||
// setInputPlaying(InputType::RIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -356,17 +359,20 @@ void Player::setAnimation()
|
||||
|
||||
// Establece la animación a partir de las cadenas
|
||||
if (firing_state_ == PlayerState::FIRING_NONE)
|
||||
{ // No esta disparando
|
||||
{
|
||||
// No esta disparando
|
||||
player_sprite_->setCurrentAnimation(a_walking);
|
||||
player_sprite_->setFlip(flip_walk);
|
||||
}
|
||||
else if (isCooling())
|
||||
{ // Acaba de disparar
|
||||
{
|
||||
// Acaba de disparar
|
||||
player_sprite_->setCurrentAnimation(a_walking + "-" + a_cooling + "-cooldown");
|
||||
player_sprite_->setFlip(flip_cooling);
|
||||
}
|
||||
else
|
||||
{ // Está disparando
|
||||
{
|
||||
// Está disparando
|
||||
player_sprite_->setCurrentAnimation(a_walking + "-" + a_firing);
|
||||
// Si dispara de lado, invierte el sprite segun hacia donde dispara
|
||||
// Si dispara recto, invierte el sprite segun hacia donde camina
|
||||
|
||||
Reference in New Issue
Block a user