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

@@ -1348,18 +1348,17 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
}
}
// Gestiona las entradas de todos los jugadores en el modo normal (fuera del modo demo).
// Gestiona las entradas de todos los jugadores en el modo normal (fuera del modo demo)
void Game::handlePlayersInput() {
for (const auto &player : players_) {
if (player->isPlaying()) {
// Maneja el input de los jugadores en modo normal.
handleNormalPlayerInput(player);
} else if (player->isContinue() || player->isWaiting()) {
// Gestiona la continuación del jugador.
handlePlayerContinue(player);
handleNormalPlayerInput(player); // Maneja el input de los jugadores en modo normal
} else if (player->isContinue()) {
handlePlayerContinueInput(player); // Gestiona la continuación del jugador
} else if (player->isWaiting()) {
handlePlayerWaitingInput(player); // Gestiona la (re)entrada del jugador
} else if (player->isEnteringName() || player->isEnteringNameGameCompleted() || player->isShowingName()) {
// Gestiona la introducción del nombre del jugador.
handleNameInput(player);
handleNameInput(player); // Gestiona la introducción del nombre del jugador
}
}
}
@@ -1367,7 +1366,6 @@ void Game::handlePlayersInput() {
// Maneja las entradas de movimiento y disparo para un jugador en modo normal.
void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player) {
const auto &controller = Options::controllers.at(player->getController());
const bool AUTOFIRE = player->isPowerUp() || Options::settings.autofire;
if (input_->checkInput(InputAction::LEFT, INPUT_ALLOW_REPEAT, controller.type, controller.index)) {
player->setInput(InputAction::LEFT);
@@ -1386,22 +1384,24 @@ void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player) {
#endif
}
const bool AUTOFIRE = player->isPowerUp() || Options::settings.autofire;
handleFireInputs(player, AUTOFIRE, player->getController()); // Verifica y maneja todas las posibles entradas de disparo.
}
// Procesa las entradas de disparo del jugador, permitiendo disparos automáticos si está habilitado.
void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire, int controller_index) {
if (input_->checkInput(InputAction::FIRE_CENTER, autofire, Options::controllers[controller_index].type, Options::controllers[controller_index].index)) {
const auto CONTROLLER = Options::controllers.at(player->getController());
if (input_->checkInput(InputAction::FIRE_CENTER, autofire, CONTROLLER.type, CONTROLLER.index)) {
handleFireInput(player, BulletType::UP);
#ifdef RECORDING
demo_.keys.fire = 1;
#endif
} else if (input_->checkInput(InputAction::FIRE_LEFT, autofire, Options::controllers[controller_index].type, Options::controllers[controller_index].index)) {
} else if (input_->checkInput(InputAction::FIRE_LEFT, autofire, CONTROLLER.type, CONTROLLER.index)) {
handleFireInput(player, BulletType::LEFT);
#ifdef RECORDING
demo_.keys.fire_left = 1;
#endif
} else if (input_->checkInput(InputAction::FIRE_RIGHT, autofire, Options::controllers[controller_index].type, Options::controllers[controller_index].index)) {
} else if (input_->checkInput(InputAction::FIRE_RIGHT, autofire, CONTROLLER.type, CONTROLLER.index)) {
handleFireInput(player, BulletType::RIGHT);
#ifdef RECORDING
demo_.keys.fire_right = 1;
@@ -1410,31 +1410,38 @@ void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire
}
// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
void Game::handlePlayerContinue(const std::shared_ptr<Player> &player) {
const auto CONTROLLER_INDEX = player->getController();
if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index)) {
if (player->isContinue()) {
player->setPlayingState(Player::State::RESPAWNING);
} else if (player->isWaiting()) {
player->setPlayingState(Player::State::ENTERING_SCREEN);
}
void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
const auto CONTROLLER = Options::controllers.at(player->getController());
if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
player->setPlayingState(Player::State::RESPAWNING);
player->addCredit();
sendPlayerToTheFront(player);
}
// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index) ||
input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index) ||
input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index)) {
if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
if (player->getContinueCounter() < param.scoreboard.skip_countdown_value) {
player->decContinueCounter();
}
}
}
// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
void Game::handlePlayerWaitingInput(const std::shared_ptr<Player> &player) {
const auto CONTROLLER = Options::controllers.at(player->getController());
if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
player->setPlayingState(Player::State::ENTERING_SCREEN);
player->addCredit();
sendPlayerToTheFront(player);
}
}
// Procesa las entradas para la introducción del nombre del jugador.
void Game::handleNameInput(const std::shared_ptr<Player> &player) {
const auto CONTROLLER_INDEX = player->getController();
if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index)) {
const auto CONTROLLER = Options::controllers.at(player->getController());
if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else if (player->getEnterNamePositionOverflow()) {
@@ -1444,18 +1451,18 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player) {
} else {
player->setInput(InputAction::RIGHT);
}
} else if (input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index) ||
input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index)) {
} else if (input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else {
player->setInput(InputAction::LEFT);
}
} else if (input_->checkInput(InputAction::UP, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index)) {
} else if (input_->checkInput(InputAction::UP, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
player->setInput(InputAction::UP);
} else if (input_->checkInput(InputAction::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index)) {
} else if (input_->checkInput(InputAction::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
player->setInput(InputAction::DOWN);
} else if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, Options::controllers[CONTROLLER_INDEX].type, Options::controllers[CONTROLLER_INDEX].index)) {
} else if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else {
@@ -1580,19 +1587,17 @@ void Game::initDifficultyVars() {
// Inicializa los jugadores
void Game::initPlayers(int player_id) {
constexpr int PLAYER_HEIGHT = 32;
constexpr int PLAYER_WIDTH = 32;
const int Y = param.game.play_area.rect.h - PLAYER_HEIGHT + 1;
const int Y = param.game.play_area.rect.h - Player::HEIGHT + 1; // Se hunde un pixel para esconder el outline de los pies
// Crea al jugador uno y lo pone en modo espera
players_.emplace_back(std::make_unique<Player>(1, param.game.play_area.first_quarter_x - (PLAYER_WIDTH / 2), Y, demo_.enabled, param.game.play_area.rect, player_textures_[0], player_animations_));
players_.emplace_back(std::make_unique<Player>(1, param.game.play_area.first_quarter_x - (Player::WIDTH / 2), Y, demo_.enabled, param.game.play_area.rect, player_textures_.at(0), player_animations_));
players_.back()->setScoreBoardPanel(Scoreboard::Id::LEFT);
players_.back()->setName(Lang::getText("[SCOREBOARD] 1"));
players_.back()->setController(getController(players_.back()->getId()));
players_.back()->setPlayingState(Player::State::WAITING);
// Crea al jugador dos y lo pone en modo espera
players_.emplace_back(std::make_unique<Player>(2, param.game.play_area.third_quarter_x - (PLAYER_WIDTH / 2), Y, demo_.enabled, param.game.play_area.rect, player_textures_[1], player_animations_));
players_.emplace_back(std::make_unique<Player>(2, param.game.play_area.third_quarter_x - (Player::WIDTH / 2), Y, demo_.enabled, param.game.play_area.rect, player_textures_.at(1), player_animations_));
players_.back()->setScoreBoardPanel(Scoreboard::Id::RIGHT);
players_.back()->setName(Lang::getText("[SCOREBOARD] 2"));
players_.back()->setController(getController(players_.back()->getId()));