ja s'ha liat la cosa per no fer pull, ostia
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@@ -33,12 +33,12 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
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const int INDEX = static_cast<int>(size_);
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gravity_ = param.balloon.settings.at(INDEX).grav;
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default_vy_ = param.balloon.settings.at(INDEX).vel;
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h_ = w_ = SIZE[INDEX];
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power_ = POWER[INDEX];
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menace_ = MENACE[INDEX];
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score_ = SCORE[INDEX];
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bouncing_sound_ = BOUNCING_SOUND[INDEX];
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popping_sound_ = POPPING_SOUND[INDEX];
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h_ = w_ = SIZE.at(INDEX);
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power_ = POWER.at(INDEX);
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menace_ = MENACE.at(INDEX);
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score_ = SCORE.at(INDEX);
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bouncing_sound_ = BOUNCING_SOUND.at(INDEX);
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popping_sound_ = POPPING_SOUND.at(INDEX);
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break;
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}
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@@ -48,20 +48,20 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
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gravity_ = 0.00F;
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const int INDEX = static_cast<int>(size_);
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h_ = w_ = SIZE[INDEX];
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power_ = POWER[INDEX];
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menace_ = MENACE[INDEX];
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score_ = SCORE[INDEX];
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bouncing_sound_ = BOUNCING_SOUND[INDEX];
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popping_sound_ = POPPING_SOUND[INDEX];
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h_ = w_ = SIZE.at(INDEX);
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power_ = POWER.at(INDEX);
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menace_ = MENACE.at(INDEX);
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score_ = SCORE.at(INDEX);
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bouncing_sound_ = BOUNCING_SOUND.at(INDEX);
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popping_sound_ = POPPING_SOUND.at(INDEX);
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break;
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}
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case Type::POWERBALL: {
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constexpr int INDEX = 3;
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h_ = w_ = SIZE[4];
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bouncing_sound_ = BOUNCING_SOUND[3];
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h_ = w_ = SIZE.at(4);
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bouncing_sound_ = BOUNCING_SOUND.at(3);
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popping_sound_ = "power_ball_explosion.wav";
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power_ = score_ = menace_ = 0;
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@@ -107,7 +107,7 @@ void Balloon::render() {
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// Renderiza el fondo azul
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{
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auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
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sp->setSpriteClip(0, 0, SIZE[4], SIZE[4]);
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sp->setSpriteClip(0, 0, SIZE.at(4), SIZE.at(4));
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sp->render();
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}
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@@ -121,7 +121,7 @@ void Balloon::render() {
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// Añade la máscara del borde y los reflejos
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{
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auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
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sp->setSpriteClip(SIZE[4] * 2, 0, SIZE[4], SIZE[4]);
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sp->setSpriteClip(SIZE.at(4) * 2, 0, SIZE.at(4), SIZE.at(4));
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sp->render();
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}
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} else {
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@@ -352,7 +352,7 @@ void Balloon::applyBounceEffect() {
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// Activa el efecto
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void Balloon::enableBounceEffect() {
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// Los globos pequeños no tienen efecto de rebote
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if (size_ == Size::SIZE_0) {
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if (size_ == Size::SMALL) {
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return;
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}
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bounce_effect_.enabled = true;
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@@ -371,8 +371,8 @@ void Balloon::disableBounceEffect() {
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void Balloon::updateBounceEffect() {
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if (bounce_effect_.enabled) {
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const int INDEX = bounce_effect_.counter / bounce_effect_.speed;
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bounce_effect_.horizontal_zoom = bounce_effect_.horizontal_zoom_values[INDEX];
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bounce_effect_.verical_zoom = bounce_effect_.vertical_zoom_values[INDEX];
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bounce_effect_.horizontal_zoom = bounce_effect_.horizontal_zoom_values.at(INDEX);
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bounce_effect_.verical_zoom = bounce_effect_.vertical_zoom_values.at(INDEX);
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applyBounceEffect();
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