modificat el efecte de invulnerabilitat per a que vaja menguant

This commit is contained in:
2025-08-17 17:21:03 +02:00
parent a95776e6c7
commit e774e0e8ad
3 changed files with 31 additions and 15 deletions

View File

@@ -778,15 +778,30 @@ void Player::setInvulnerable(bool value) {
// Monitoriza el estado
void Player::updateInvulnerable() {
if (playing_state_ == State::PLAYING) {
if (invulnerable_) {
if (invulnerable_counter_ > 0) {
--invulnerable_counter_;
invulnerable_counter_ % 8 > 3 ? player_sprite_->setActiveTexture(coffees_) : player_sprite_->setActiveTexture(3);
} else {
setInvulnerable(false);
player_sprite_->setActiveTexture(coffees_);
if (playing_state_ == State::PLAYING && invulnerable_) {
if (invulnerable_counter_ > 0) {
--invulnerable_counter_;
// Frecuencia fija de parpadeo (como el original)
constexpr int blink_speed = 8;
// Calcula proporción decreciente: menos textura blanca hacia el final
// Al inicio: 50-50, hacia el final: 70-30 (menos blanco)
float progress = 1.0f - (static_cast<float>(invulnerable_counter_) / INVULNERABLE_COUNTER);
int white_frames = static_cast<int>((0.5f - progress * 0.2f) * blink_speed);
// Alterna entre texturas con proporción variable
bool should_show_invulnerable = (invulnerable_counter_ % blink_speed) < white_frames;
size_t target_texture = should_show_invulnerable ? INVULNERABLE_TEXTURE : coffees_;
// Solo cambia textura si es diferente (optimización)
if (player_sprite_->getActiveTexture() != target_texture) {
player_sprite_->setActiveTexture(target_texture);
}
} else {
// Fin de invulnerabilidad
setInvulnerable(false);
player_sprite_->setActiveTexture(coffees_);
}
}
}