revisant la seccio game: bales, items e inici
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@@ -1021,7 +1021,7 @@ void Game::initPaths() {
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const int X1 = param.game.play_area.center_x - (W / 2);
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const int X2 = param.game.play_area.rect.w;
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const int Y = param.game.play_area.center_y;
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 20);
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 0.33f); // 20 frames → segundos
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paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
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}
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@@ -1033,7 +1033,7 @@ void Game::initPaths() {
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const int Y1 = param.game.play_area.center_y - (H / 2);
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const int Y2 = -H;
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const int X = param.game.play_area.center_x;
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paths_.emplace_back(createPath(Y0, Y1, PathType::VERTICAL, X, 80, easeOutQuint), 20);
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paths_.emplace_back(createPath(Y0, Y1, PathType::VERTICAL, X, 80, easeOutQuint), 0.33f); // 20 frames → segundos
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paths_.emplace_back(createPath(Y1, Y2, PathType::VERTICAL, X, 80, easeInQuint), 0);
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}
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@@ -1046,7 +1046,7 @@ void Game::initPaths() {
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const int X1 = param.game.play_area.center_x - (W / 2);
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const int X2 = param.game.play_area.rect.w;
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const int Y = param.game.play_area.center_y - (H / 2) - 20;
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 400);
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 6.67f); // 400 frames → segundos
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paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
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}
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@@ -1059,7 +1059,7 @@ void Game::initPaths() {
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const int X1 = param.game.play_area.center_x - (W / 2);
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const int X2 = -W;
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const int Y = param.game.play_area.center_y + (H / 2) - 20;
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 400);
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paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 6.67f); // 400 frames → segundos
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paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
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}
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}
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@@ -1660,9 +1660,12 @@ void Game::updateDemo() {
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fade_in_->update();
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fade_out_->update();
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// Incrementa el contador de la demo
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if (demo_.counter < TOTAL_DEMO_DATA) {
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// Incrementa el contador de la demo cada 1/60 segundos (16.67ms)
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static float demo_frame_timer = 0.0f;
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demo_frame_timer += calculateDeltaTime();
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if (demo_frame_timer >= 0.01667f && demo_.counter < TOTAL_DEMO_DATA) {
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demo_.counter++;
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demo_frame_timer -= 0.01667f; // Mantener precisión acumulada
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}
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// Activa el fundido antes de acabar con los datos de la demo
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@@ -1686,9 +1689,13 @@ void Game::updateRecording() {
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// Solo mira y guarda el input en cada update
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checkInput();
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// Incrementa el contador de la demo
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if (demo_.counter < TOTAL_DEMO_DATA)
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// Incrementa el contador de la demo cada 1/60 segundos (16.67ms)
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static float recording_frame_timer = 0.0f;
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recording_frame_timer += calculateDeltaTime();
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if (recording_frame_timer >= 0.01667f && demo_.counter < TOTAL_DEMO_DATA) {
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demo_.counter++;
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recording_frame_timer -= 0.01667f; // Mantener precisión acumulada
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}
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// Si se ha llenado el vector con datos, sale del programa
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else {
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@@ -1740,6 +1747,7 @@ void Game::updateGameStateShowingGetReadyMessage(float deltaTime) {
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if (music_timer >= 1.67f) {
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playMusic();
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music_started = true;
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setState(State::PLAYING);
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}
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}
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}
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