refactor(defaults): substitueix els 999.0F restants per HIT_TIMER_INACTIVE_PLAYER
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@@ -201,8 +201,8 @@ void GameScene::stepMidGameJoin() {
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// Solo se permite join si hay al menos un jugador vivo (no se puede
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// Solo se permite join si hay al menos un jugador vivo (no se puede
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// hacer join en pantalla vacía).
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// hacer join en pantalla vacía).
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const bool ALGU_VIU =
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const bool ALGU_VIU =
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(match_config_.jugador1_actiu && hit_timer_per_player_[0] != 999.0F) ||
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(match_config_.jugador1_actiu && hit_timer_per_player_[0] != Defaults::Game::HIT_TIMER_INACTIVE_PLAYER) ||
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(match_config_.jugador2_actiu && hit_timer_per_player_[1] != 999.0F);
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(match_config_.jugador2_actiu && hit_timer_per_player_[1] != Defaults::Game::HIT_TIMER_INACTIVE_PLAYER);
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if (!ALGU_VIU) {
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if (!ALGU_VIU) {
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return;
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return;
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}
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}
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@@ -211,7 +211,7 @@ void GameScene::stepMidGameJoin() {
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for (uint8_t pid = 0; pid < 2; pid++) {
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for (uint8_t pid = 0; pid < 2; pid++) {
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const bool ACTIU = (pid == 0) ? match_config_.jugador1_actiu
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const bool ACTIU = (pid == 0) ? match_config_.jugador1_actiu
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: match_config_.jugador2_actiu;
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: match_config_.jugador2_actiu;
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const bool MUERTO_SIN_VIDAS = hit_timer_per_player_[pid] == 999.0F;
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const bool MUERTO_SIN_VIDAS = hit_timer_per_player_[pid] == Defaults::Game::HIT_TIMER_INACTIVE_PLAYER;
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if (ACTIU && !MUERTO_SIN_VIDAS) {
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if (ACTIU && !MUERTO_SIN_VIDAS) {
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continue; // jugador ya está jugando
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continue; // jugador ya está jugando
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}
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}
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@@ -284,7 +284,7 @@ auto GameScene::stepGameOver(float delta_time) -> bool {
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void GameScene::stepDeathSequence(float delta_time) {
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void GameScene::stepDeathSequence(float delta_time) {
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bool algun_mort = false;
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bool algun_mort = false;
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for (uint8_t i = 0; i < 2; i++) {
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for (uint8_t i = 0; i < 2; i++) {
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if (hit_timer_per_player_[i] <= 0.0F || hit_timer_per_player_[i] >= 999.0F) {
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if (hit_timer_per_player_[i] <= 0.0F || hit_timer_per_player_[i] >= Defaults::Game::HIT_TIMER_INACTIVE_PLAYER) {
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continue;
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continue;
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}
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}
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algun_mort = true;
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algun_mort = true;
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@@ -304,7 +304,7 @@ void GameScene::stepDeathSequence(float delta_time) {
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}
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}
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// Sin vidas: marcar definitivamente muerto y comprobar transición a CONTINUE.
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// Sin vidas: marcar definitivamente muerto y comprobar transición a CONTINUE.
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hit_timer_per_player_[i] = 999.0F;
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hit_timer_per_player_[i] = Defaults::Game::HIT_TIMER_INACTIVE_PLAYER;
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const bool P1_DEAD = !match_config_.jugador1_actiu || lives_per_player_[0] <= 0;
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const bool P1_DEAD = !match_config_.jugador1_actiu || lives_per_player_[0] <= 0;
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const bool P2_DEAD = !match_config_.jugador2_actiu || lives_per_player_[1] <= 0;
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const bool P2_DEAD = !match_config_.jugador2_actiu || lives_per_player_[1] <= 0;
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if (P1_DEAD && P2_DEAD) {
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if (P1_DEAD && P2_DEAD) {
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