corregits bugs de toquetechar vectors i merdes i passats a lists
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@@ -158,8 +158,9 @@ void BalloonManager::deployFormation(int formation_id, float y) {
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// Vacia del vector de globos los globos que ya no sirven
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void BalloonManager::freeBalloons() {
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auto result = std::ranges::remove_if(balloons_, [](const auto& balloon) { return !balloon->isEnabled(); });
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balloons_.erase(result.begin(), balloons_.end());
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std::erase_if(balloons_, [](const auto& balloon) {
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return !balloon->isEnabled();
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});
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}
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// Actualiza el timer de despliegue de globos (time-based)
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@@ -194,49 +195,50 @@ auto BalloonManager::createBalloon(Balloon::Config config) -> std::shared_ptr<Ba
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}
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// Crea un globo a partir de otro globo
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void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon>& balloon, const std::string& direction) {
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void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon>& parent_balloon, const std::string& direction) {
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if (can_deploy_balloons_) {
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// Calcula parametros
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const int PARENT_HEIGHT = balloon->getHeight();
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const int CHILD_HEIGHT = Balloon::WIDTH.at(static_cast<int>(balloon->getSize()) - 1);
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const int PARENT_HEIGHT = parent_balloon->getHeight();
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const int CHILD_HEIGHT = Balloon::WIDTH.at(static_cast<size_t>(parent_balloon->getSize()) - 1);
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const int CHILD_WIDTH = CHILD_HEIGHT;
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const float X = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + (2 * (balloon->getWidth() / 3));
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const float X = direction == "LEFT" ? parent_balloon->getPosX() + (parent_balloon->getWidth() / 3) : parent_balloon->getPosX() + (2 * (parent_balloon->getWidth() / 3));
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const float MIN_X = play_area_.x;
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const float MAX_X = play_area_.w - CHILD_WIDTH;
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Balloon::Config config = {
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.x = std::clamp(X - (CHILD_WIDTH / 2), MIN_X, MAX_X),
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.y = balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2),
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.type = balloon->getType(),
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.size = static_cast<Balloon::Size>(static_cast<int>(balloon->getSize()) - 1),
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.y = parent_balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2),
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.type = parent_balloon->getType(),
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.size = static_cast<Balloon::Size>(static_cast<int>(parent_balloon->getSize()) - 1),
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.vel_x = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE,
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.game_tempo = balloon_speed_,
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.creation_counter = 0};
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// Crea el globo
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auto b = createBalloon(config);
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// Crea el globo hijo
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auto child_balloon = createBalloon(config);
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// Establece parametros
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constexpr float VEL_Y_BALLOON_PER_S = -150.0F;
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switch (b->getType()) {
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case Balloon::Type::BALLOON: {
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b->setVelY(VEL_Y_BALLOON_PER_S);
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break;
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// Configura el globo hijo
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if (child_balloon != nullptr) {
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// Establece parametros
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constexpr float VEL_Y_BALLOON_PER_S = -150.0F;
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switch (child_balloon->getType()) {
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case Balloon::Type::BALLOON: {
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child_balloon->setVelY(VEL_Y_BALLOON_PER_S);
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break;
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}
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case Balloon::Type::FLOATER: {
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child_balloon->setVelY(Balloon::VELX_NEGATIVE * 2.0F);
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break;
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}
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default:
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break;
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}
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case Balloon::Type::FLOATER: {
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const float MODIFIER = (rand() % 2 == 0) ? 1.0F : 1.0F;
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b->setVelY(Balloon::VELX_NEGATIVE * 2.0F * MODIFIER);
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(rand() % 2 == 0) ? b->alterVelX(1.0F) : b->alterVelX(1.0F);
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break;
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}
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default:
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break;
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// Herencia de estados
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if (parent_balloon->isStopped()) { child_balloon->stop(); }
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if (parent_balloon->isUsingReversedColor()) { child_balloon->useReverseColor(); }
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}
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// Herencia de estados
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if (balloon->isStopped()) { b->stop(); }
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if (balloon->isUsingReversedColor()) { b->useReverseColor(); }
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}
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}
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