fix: les rampes s'acabaven de trencar
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@@ -202,9 +202,9 @@ void Player::handleJumpAndDrop() {
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if (wanna_down_ && state_ == State::ON_GROUND) {
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const auto& tc = room_->getTileCollider();
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float foot_y = y_ + HEIGHT;
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int foot_row = static_cast<int>(foot_y) / Tile::SIZE;
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int left_col = static_cast<int>(x_) / Tile::SIZE;
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int right_col = static_cast<int>(x_ + WIDTH - 1) / Tile::SIZE;
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int foot_row = tc.toTile(static_cast<int>(foot_y));
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int left_col = tc.toTile(static_cast<int>(x_));
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int right_col = tc.toTile(static_cast<int>(x_ + WIDTH - 1));
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for (int col = left_col; col <= right_col; ++col) {
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if (tc.getTileAt(col, foot_row) == TileCollider::Tile::PASSABLE) {
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@@ -267,9 +267,9 @@ void Player::followSlope() {
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float surface_y = tc.getSlopeY(slope_tile_x_, slope_tile_y_, foot_x);
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y_ = surface_y - HEIGHT;
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// Comprobar si hemos salido del tile actual
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int foot_tile_x = static_cast<int>(foot_x) / Tile::SIZE;
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int foot_tile_y = static_cast<int>(y_ + HEIGHT) / Tile::SIZE;
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// Comprobar si hemos salido del tile actual (coordenadas del mapa extendido)
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int foot_tile_x = tc.toTile(static_cast<int>(foot_x));
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int foot_tile_y = tc.toTile(static_cast<int>(y_ + HEIGHT));
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if (foot_tile_x != slope_tile_x_ || foot_tile_y != slope_tile_y_) {
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// Buscar slope en el tile calculado y en el de abajo (la escalera de slopes
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@@ -302,8 +302,8 @@ void Player::exitSlope() {
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for (int check = 0; check <= 1; ++check) {
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float check_y = foot_y + check;
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if (tc.hasGroundBelow(x_, check_y, WIDTH)) {
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int row = static_cast<int>(check_y) / Tile::SIZE;
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y_ = static_cast<float>(row * Tile::SIZE) - HEIGHT;
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int row = tc.toTile(static_cast<int>(check_y));
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y_ = tc.toPixel(row) - HEIGHT;
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transitionToState(State::ON_GROUND);
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return;
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}
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