EnterName: amb el mando soles tries lletra, amb el primer botó la fixa, qualsevol altre boto la borra, pa saltar el nom quan ja etsà posat val qualsevol botó inclos el start
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@@ -84,7 +84,7 @@ void EnterName::decPosition()
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{
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{
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// Si position_ es 0, aseguramos que no vaya a ser negativo y limpiamos el carácter actual.
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// Si position_ es 0, aseguramos que no vaya a ser negativo y limpiamos el carácter actual.
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position_ = 0;
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position_ = 0;
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character_index_[position_] = 0;
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//character_index_[position_] = 0;
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}
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}
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// Si position_ es menor que NAME_LENGHT, aseguramos que el overflow esté desactivado.
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// Si position_ es menor que NAME_LENGHT, aseguramos que el overflow esté desactivado.
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@@ -28,7 +28,7 @@
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#include "scoreboard.h" // Para Scoreboard, ScoreboardMode, SCOREB...
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#include "scoreboard.h" // Para Scoreboard, ScoreboardMode, SCOREB...
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#include "screen.h" // Para Screen
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#include "screen.h" // Para Screen
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#include "section.h" // Para Name, name, AttractMode, Options
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#include "section.h" // Para Name, name, AttractMode, Options
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#include "ui/service_menu.h" // Para ServiceMenu
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#include "ui/service_menu.h" // Para ServiceMenu
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#include "smart_sprite.h" // Para SmartSprite
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#include "smart_sprite.h" // Para SmartSprite
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#include "stage.h" // Para number, get, Stage, total_power
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#include "stage.h" // Para number, get, Stage, total_power
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#include "tabe.h" // Para Tabe, TabeState
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#include "tabe.h" // Para Tabe, TabeState
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@@ -1439,7 +1439,7 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
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// Establece un tiempo de espera para el próximo disparo.
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// Establece un tiempo de espera para el próximo disparo.
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const int cooldown = player->isPowerUp() ? 5 : Options::settings.autofire ? 10
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const int cooldown = player->isPowerUp() ? 5 : Options::settings.autofire ? 10
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: 7;
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: 7;
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player->setFireCooldown(cooldown);
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player->setFireCooldown(cooldown);
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}
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}
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}
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}
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@@ -1550,9 +1550,7 @@ void Game::handlePlayerContinue(const std::shared_ptr<Player> &player)
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void Game::handleNameInput(const std::shared_ptr<Player> &player)
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void Game::handleNameInput(const std::shared_ptr<Player> &player)
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{
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{
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const auto controllerIndex = player->getController();
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const auto controllerIndex = player->getController();
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if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
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if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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{
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if (player->isShowingName())
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if (player->isShowingName())
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{
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{
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@@ -1569,6 +1567,18 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
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player->setInput(InputAction::RIGHT);
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player->setInput(InputAction::RIGHT);
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}
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}
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}
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}
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else if (input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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if (player->isShowingName())
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{
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player->setPlayingState(PlayerState::CONTINUE);
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}
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else
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{
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player->setInput(InputAction::LEFT);
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}
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}
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else if (input_->checkInput(InputAction::UP, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::UP, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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{
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player->setInput(InputAction::UP);
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player->setInput(InputAction::UP);
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@@ -1577,15 +1587,18 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
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{
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{
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player->setInput(InputAction::DOWN);
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player->setInput(InputAction::DOWN);
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}
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}
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else if (input_->checkInput(InputAction::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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player->setInput(InputAction::LEFT);
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}
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else if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[controllerIndex].type, Options::controllers[controllerIndex].index))
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{
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{
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player->setInput(InputAction::START);
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if (player->isShowingName())
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addScoreToScoreBoard(player);
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{
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player->setPlayingState(PlayerState::SHOWING_NAME);
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player->setPlayingState(PlayerState::CONTINUE);
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}
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else
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{
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player->setInput(InputAction::START);
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addScoreToScoreBoard(player);
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player->setPlayingState(PlayerState::SHOWING_NAME);
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}
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}
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}
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}
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}
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