corregit bug en el modo invulnerable si caies de molt alt, es quedava marcat com mort i al llevar la invulnerabilitat, moria
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@@ -151,6 +151,8 @@ Director::Director(std::vector<std::string> const& args) {
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Debug::init();
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#endif
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std::cout << "\n"; // Fin de inicialización de sistemas
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// Special handling for cheevos.bin - also needs filesystem path
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#ifdef RELEASE_BUILD
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std::string cheevos_path = system_folder_ + "/cheevos.bin";
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@@ -86,6 +86,20 @@ void Player::move(float delta_time) {
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Debug::get()->add(std::string("X : " + std::to_string(static_cast<int>(x_))));
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Debug::get()->add(std::string("Y : " + std::to_string(static_cast<int>(y_))));
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Debug::get()->add(std::string("LGP: " + std::to_string(last_grounded_position_)));
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switch (state_) {
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case State::ON_GROUND:
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Debug::get()->add(std::string("ON_GROUND"));
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break;
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case State::ON_SLOPE:
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Debug::get()->add(std::string("ON_SLOPE"));
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break;
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case State::JUMPING:
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Debug::get()->add(std::string("JUMPING"));
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break;
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case State::FALLING:
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Debug::get()->add(std::string("FALLING"));
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break;
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}
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#endif
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}
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@@ -179,6 +193,7 @@ void Player::updateOnGround(float delta_time) {
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void Player::updateOnSlope(float delta_time) {
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(void)delta_time; // No usado en este método, pero se mantiene por consistencia
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handleShouldFall();
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// NOTA: No llamamos handleShouldFall() aquí porque moveOnSlope() ya maneja
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// todas las condiciones de salida de la rampa (out of bounds, transición a superficie plana)
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@@ -757,6 +772,10 @@ void Player::placeSprite() {
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// Gestiona la muerta al ccaer desde muy alto
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void Player::handleDeathByFalling() {
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if (Options::cheats.invincible == Options::Cheat::State::ENABLED) {
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return;
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}
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const int FALL_DISTANCE = static_cast<int>(y_) - last_grounded_position_;
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if (previous_state_ == State::FALLING && FALL_DISTANCE > MAX_FALLING_HEIGHT) {
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is_alive_ = false; // Muere si cae más de 32 píxeles
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@@ -901,8 +920,8 @@ void Player::setDebugPosition(float x, float y) {
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void Player::finalizeDebugTeleport() {
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vx_ = 0.0F;
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vy_ = 0.0F;
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state_ = State::ON_GROUND;
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last_grounded_position_ = static_cast<int>(y_);
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transitionToState(State::ON_GROUND);
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syncSpriteAndCollider();
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}
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#endif
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@@ -473,10 +473,15 @@ void Game::handleDebugMouseDrag(float delta_time) {
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float game_x = render_x - dst_rect.x;
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float game_y = render_y - dst_rect.y;
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// Verificar si el botón izquierdo está presionado
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// Verificar si los botones están presionados
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bool left_button_pressed = (buttons & SDL_BUTTON_LMASK) != 0;
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bool right_button_pressed = (buttons & SDL_BUTTON_RMASK) != 0;
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if (left_button_pressed) {
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// Botón derecho: teleport instantáneo a la posición del cursor
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if (right_button_pressed && !debug_dragging_player_) {
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player_->setDebugPosition(game_x, game_y);
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player_->finalizeDebugTeleport();
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} else if (left_button_pressed) {
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// Obtener posición actual del jugador
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SDL_FRect player_rect = player_->getRect();
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float player_x = player_rect.x;
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@@ -501,6 +506,8 @@ void Game::handleDebugMouseDrag(float delta_time) {
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}
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debug_dragging_player_ = true;
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Debug::get()->add(std::string("X : " + std::to_string(static_cast<int>(player_rect.x))));
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Debug::get()->add(std::string("Y : " + std::to_string(static_cast<int>(player_rect.y))));
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} else if (debug_dragging_player_) {
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// Botón soltado después de arrastrar: finalizar teleport
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player_->finalizeDebugTeleport();
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