Merge branch 'tweaks/varis': nau ferida en roig i retorn al logo en acabar la partida
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@@ -43,7 +43,7 @@ visual_thrust:
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colors:
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colors:
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normal: [255, 255, 255] # blanc neutre
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normal: [255, 255, 255] # blanc neutre
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hurt: [255, 220, 60] # daurat (estat ferit)
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hurt: [255, 0, 0] # roig pur (estat ferit)
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weapon:
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weapon:
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bullet_speed: 700.0 # velocitat escalar de la bullet (px/s)
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bullet_speed: 700.0 # velocitat escalar de la bullet (px/s)
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@@ -162,7 +162,7 @@ void Ship::draw() const {
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const float THRUST_MODULATOR = 1.0F + (VISUAL_PUSH / config_.visual_thrust.scale_divisor);
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const float THRUST_MODULATOR = 1.0F + (VISUAL_PUSH / config_.visual_thrust.scale_divisor);
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const float SCALE = config_.shape.scale * THRUST_MODULATOR;
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const float SCALE = config_.shape.scale * THRUST_MODULATOR;
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// Parpelleig daurat mentre està ferida: alterna color normal ↔ color hurt.
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// Parpelleig mentre està ferida: alterna color normal ↔ color hurt.
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SDL_Color color = config_.colors.normal;
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SDL_Color color = config_.colors.normal;
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if (hurt_timer_ > 0.0F) {
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if (hurt_timer_ > 0.0F) {
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const float CYCLE = 1.0F / config_.hurt.blink_hz;
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const float CYCLE = 1.0F / config_.hurt.blink_hz;
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@@ -484,7 +484,7 @@ auto GameScene::stepGameOver(float delta_time) -> bool {
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game_over_timer_ -= delta_time;
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game_over_timer_ -= delta_time;
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if (game_over_timer_ <= 0.0F) {
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if (game_over_timer_ <= 0.0F) {
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Audio::get()->stopMusic();
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Audio::get()->stopMusic();
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context_.setNextScene(SceneType::TITLE);
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context_.setNextScene(SceneType::LOGO);
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return true;
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return true;
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}
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}
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