fix: el tamany del jugador no s'havia muntat de 30 a 32

fix: al aumentar el tamany del jugador, ja no eixia rodant pels aires perque estava "estacat en terra"
fix: arreglats els estats dels jugadors per a que quan reentres a la partida, entre desde la vora com al principi
fix: pensava que en enviar jugadors DAVANT en el eix Z sobrava, pero també necesite poder enviarlos DARRERE
This commit is contained in:
2025-07-26 00:31:34 +02:00
parent 19fcebcdfd
commit e995cde573
4 changed files with 67 additions and 56 deletions

View File

@@ -33,8 +33,6 @@ Player::Player(int id, float x, int y, bool demo, SDL_FRect &play_area, std::vec
// Inicializa variables
pos_x_ = default_pos_x_;
invulnerable_ = false;
invulnerable_counter_ = 0;
init();
}
@@ -44,6 +42,8 @@ void Player::init() {
pos_y_ = default_pos_y_;
walking_state_ = State::WALKING_STOP;
firing_state_ = State::FIRING_NONE;
invulnerable_ = false;
invulnerable_counter_ = 0;
power_up_ = false;
power_up_counter_ = POWERUP_COUNTER;
extra_hit_ = false;
@@ -66,7 +66,7 @@ void Player::init() {
shiftSprite();
// Selecciona un frame para pintar
player_sprite_->setCurrentAnimation("stand");
//player_sprite_->setCurrentAnimation("stand");
}
// Actua en consecuencia de la entrada recibida
@@ -209,6 +209,8 @@ void Player::handleRollingGroundCollision() {
return;
}
// const float VEL_Y = player_sprite_->getVelY();
// if (VEL_Y >= 0.0F && VEL_Y < 2.0F) {
if (player_sprite_->getVelY() < 2.0F) {
handleRollingStop();
} else {
@@ -218,7 +220,6 @@ void Player::handleRollingGroundCollision() {
void Player::handleRollingStop() {
const auto NEXT_PLAYER_STATUS = isEligibleForHighScore() ? State::ENTERING_NAME : State::CONTINUE;
const auto NEXT_STATE = demo_ ? State::LYING_ON_THE_FLOOR_FOREVER : NEXT_PLAYER_STATUS;
setPlayingState(NEXT_STATE);
@@ -291,7 +292,7 @@ void Player::handlePlayer1Entering() {
pos_x_ += vel_x_;
if (pos_x_ > default_pos_x_) {
pos_x_ = default_pos_x_;
setPlayingState(State::RESPAWNING);
setPlayingState(State::PLAYING);
}
}
@@ -300,7 +301,7 @@ void Player::handlePlayer2Entering() {
pos_x_ += vel_x_;
if (pos_x_ < default_pos_x_) {
pos_x_ = default_pos_x_;
setPlayingState(State::RESPAWNING);
setPlayingState(State::PLAYING);
}
}
@@ -588,14 +589,14 @@ void Player::setPlayingState(State state) {
switch (playing_state_) {
case State::RESPAWNING: {
setInvulnerable(true);
addCredit();
playSound("voice_thankyou.wav");
setPlayingState(State::PLAYING);
setInvulnerable(true);
break;
}
case State::PLAYING: {
init();
playing_state_ = State::PLAYING;
setInvulnerable(true);
setScoreboardMode(Scoreboard::Mode::SCORE);
Stage::power_can_be_added = true;
break;
@@ -604,8 +605,8 @@ void Player::setPlayingState(State state) {
// Inicializa el contador de continuar
continue_ticks_ = SDL_GetTicks();
continue_counter_ = 9;
setScoreboardMode(Scoreboard::Mode::CONTINUE);
playSound("continue_clock.wav");
setScoreboardMode(Scoreboard::Mode::CONTINUE);
break;
}
case State::WAITING: {
@@ -640,11 +641,12 @@ void Player::setPlayingState(State state) {
break;
}
case State::ROLLING: {
// Activa la animación de rodar
// Activa la animación de rodar dando botes
player_sprite_->setCurrentAnimation("rolling");
player_sprite_->setAnimationSpeed(4);
player_sprite_->setAccelY(0.2F);
player_sprite_->setVelY(-6.6F);
player_sprite_->setVelY(-6.6F); // Velocidad inicial
player_sprite_->setAccelY(0.2F); // Gravedad
player_sprite_->setPosY(pos_y_ - 2); // Para "sacarlo" del suelo, ya que está hundido un pixel para ocultar el outline de los pies
(rand() % 2 == 0) ? player_sprite_->setVelX(3.3F) : player_sprite_->setVelX(-3.3F);
break;
}
@@ -660,7 +662,7 @@ void Player::setPlayingState(State state) {
break;
}
case State::CONTINUE_TIME_OUT: {
// Activa la animación de morir
// Activa la animación de sacar al jugador de la zona de juego
player_sprite_->setAccelY(0.2F);
player_sprite_->setVelY(-4.0F);
player_sprite_->setVelX(0.0F);
@@ -692,6 +694,7 @@ void Player::setPlayingState(State state) {
break;
}
case State::ENTERING_SCREEN: {
init();
step_counter_ = 0;
setScoreboardMode(Scoreboard::Mode::SCORE);
switch (id_) {