canvi de pc (treballant en el z-order dels jugadors per evitar reordenar el vector)

This commit is contained in:
2025-10-20 21:41:23 +02:00
parent 4bac816e37
commit d7836eedd7
3 changed files with 13 additions and 13 deletions

View File

@@ -44,7 +44,7 @@ Director::Director(int argc, std::span<char*> argv) {
Section::name = Section::Name::GAME; Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P; Section::options = Section::Options::GAME_PLAY_1P;
#elif _DEBUG #elif _DEBUG
Section::name = Section::Name::HI_SCORE_TABLE; Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P; Section::options = Section::Options::GAME_PLAY_1P;
#else // NORMAL GAME #else // NORMAL GAME
Section::name = Section::Name::LOGO; Section::name = Section::Name::LOGO;

View File

@@ -499,16 +499,16 @@ void Player::setAnimation(float delta_time) {
// Actualiza al jugador con deltaTime (time-based) // Actualiza al jugador con deltaTime (time-based)
void Player::update(float delta_time) { void Player::update(float delta_time) {
move(delta_time); // Sistema de movimiento time-based move(delta_time); // Sistema de movimiento
setAnimation(delta_time); // Animaciones time-based setAnimation(delta_time); // Animaciones
shiftColliders(); // Sin cambios (posicional) shiftColliders(); // Actualiza caja de colisiones
updateFireSystem(delta_time); // Sistema de disparo de dos líneas updateFireSystem(delta_time); // Sistema de disparo de dos líneas
updatePowerUp(delta_time); // Sistema de power-up time-based updatePowerUp(delta_time); // Sistema de power-up
updateInvulnerable(delta_time); // Sistema de invulnerabilidad time-based updateInvulnerable(delta_time); // Sistema de invulnerabilidad
updateScoreboard(); // Sin cambios (no temporal) updateScoreboard(); // Sistema de marcador
updateContinueCounter(delta_time); // Sistema de continue time-based updateContinueCounter(delta_time); // Sistema de continue
updateEnterNameCounter(delta_time); // Sistema de name entry time-based updateEnterNameCounter(delta_time); // Sistema de name entry
updateShowingName(delta_time); // Sistema de showing name time-based updateShowingName(delta_time); // Sistema de showing name
} }
void Player::passShowingName() { void Player::passShowingName() {

View File

@@ -275,7 +275,7 @@ void Game::updatePlayers(float delta_time) {
} }
// Organiza la lista de jugadores // Organiza la lista de jugadores
sortPlayersByZOrder(); //sortPlayersByZOrder();
} }
// Dibuja a los jugadores // Dibuja a los jugadores
@@ -1137,11 +1137,11 @@ void Game::handleEvents() {
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
switch (event.type) { switch (event.type) {
case SDL_EVENT_WINDOW_FOCUS_LOST: { case SDL_EVENT_WINDOW_FOCUS_LOST: {
pause_manager_->setFocusLossPause(!demo_.enabled); //pause_manager_->setFocusLossPause(!demo_.enabled);
break; break;
} }
case SDL_EVENT_WINDOW_FOCUS_GAINED: { case SDL_EVENT_WINDOW_FOCUS_GAINED: {
pause_manager_->setFocusLossPause(false); //pause_manager_->setFocusLossPause(false);
break; break;
} }
default: default: