From a40967e23aa8fbe0c9adf6090f5ecc0e83b3d178 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Fri, 10 Apr 2026 20:35:25 +0200 Subject: [PATCH] =?UTF-8?q?-=20eliminades=20entrades=20deprecated=20en=20a?= =?UTF-8?q?ssets.yaml=20-=20corregit=20autocompletat=20dinamic=20de=20set?= =?UTF-8?q?=20animation=20segons=20el=20tipo=20de=20entitat=20-=20refeta?= =?UTF-8?q?=20la=20animaci=C3=B3=20de=20la=20porta?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- data/doors/door1.gif | Bin 501 -> 895 bytes data/doors/door1.yaml | 14 +++++++--- data/room/04.yaml | 4 +-- source/game/editor/map_editor.cpp | 38 ++++++++++++++++++++++++---- source/game/editor/map_editor.hpp | 1 + source/game/entities/player.cpp | 14 ++++++++++ source/game/ui/console_commands.cpp | 16 +++++------- 7 files changed, 67 insertions(+), 20 deletions(-) diff --git a/data/doors/door1.gif b/data/doors/door1.gif index 2c62eb030be2039499229fa3b61552ab7f07fc19..9342d88f8e65535c777781b1c534c9158d939a56 100644 GIT binary patch delta 654 zcmV;90&)HI1OEmHM@dFFH(>|?kqG4i2mz7r9e>O1dcWYXcuX#v&*-#z&2GEj@VLBv zI3VtbdL5tF^YwOkfPa31g?EF7dy0XGhkc8Vk&um)gp-Mqm6?`|fSjM9o1&lx004le zr+liYdabOgsj9K9t(cFcxVxjgm%YHh!i>Y3#hu2UqQ9if%Z8`3t9ZAswA8ZJ(|5Mr z-haNt;mPC3<+{P*=DF+O>|8;1=-eSZ*iK!; zcL?KYlGvx8secHn`P-H;+s1qR28tZ`aA7)wCrv6W$r2bvh`e52lm-%@#eFvOUF0~j zr_cXv3==vOigG1Ul|yAhbT$u~PMjTYVt>@Qvu4zvSh2PY$~EOyuSb{4`^1#2Q=0hD zhE$s~tJ}9DV&l7y{jt3|nJU!6 zm^0goo4BrLx{jNMHamLn)2V(hr$(*0wQIwlJA;;;G%`%R>-bu=%=&cS*T91ljDL-| z_~P4R8H=vyd-v+!%>@ge9-Omr>&Qz-w5=QPNAG__QXfwqyLp$k#cIdZeQjX(-^G)k zPhTg@`}p%KCk=VIlj2F_AB8w}2m}87Q_E?RHVIAcmZ_st< z?xsH7-E4hWuVNJc3og0mS1-IKi;IpvmIE(wutG#RNSmt>YXT$LB$qh?50LTBci oaLV{)b79(3XNz&>sppSQt(lXbR{^@`poFS2$DxQOnrILJJBuq^>Hq)$ delta 257 zcmV+c0sj8~2K567M@dFFH(^i!kqG4iPymtd9e-;*0K8xX`1=);!(;ThoMx{N=5+i# zSIgUQeBFJ2@AH0of`Np6hIE5t0BehjUX75Ej)jPnc9n;ZjE$O-l8Kn1m!o`SlbxoX zpO&ShfSIkFsgtU!u&<)AxSEQxwZF2rf5V`>v&X=m#k$0-r;(`1wz<2^%g>O}(%G!l z-fDZ;zT4x=-`AV8U-@q>8rpD>CWJ4S3644TM==LT{-=`ZE6l`P}AL #include -#include // Para std::round -#include // Para std::remove (borrar fichero) -#include // Para ifstream, ofstream -#include // Para cout -#include // Para set +#include // Para std::round +#include // Para std::remove (borrar fichero) +#include // Para directory_iterator (getAnimationCompletions) +#include // Para ifstream, ofstream +#include // Para cout +#include // Para set +#include // Para std::error_code #include "core/input/mouse.hpp" // Para Mouse #include "core/rendering/render_info.hpp" // Para RenderInfo @@ -1350,6 +1352,32 @@ auto MapEditor::getSetCompletions() const -> std::vector { } } +// Devuelve la lista de animaciones disponibles para la entidad seleccionada, +// escaneando la carpeta correspondiente en data/. Cada tipo de entidad solo +// puede usar animaciones de su propio directorio. Para entidades sin animación +// (Item, Room/none) devuelve lista vacía. +auto MapEditor::getAnimationCompletions() const -> std::vector { + const char* folder = nullptr; + switch (selection_.type) { + case EntityType::ENEMY: folder = "data/enemies"; break; + case EntityType::PLATFORM: folder = "data/platforms"; break; + case EntityType::KEY: folder = "data/keys"; break; + case EntityType::DOOR: folder = "data/doors"; break; + default: return {}; + } + std::vector result; + std::error_code ec; + for (const auto& entry : std::filesystem::directory_iterator(folder, ec)) { + if (ec) { break; } + if (!entry.is_regular_file()) { continue; } + const auto& path = entry.path(); + if (path.extension() != ".yaml") { continue; } + result.push_back(toUpper(path.stem().string())); + } + std::sort(result.begin(), result.end()); + return result; +} + // Modifica una propiedad del enemigo seleccionado auto MapEditor::setEnemyProperty(const std::string& property, const std::string& value) -> std::string { // NOLINT(readability-function-cognitive-complexity) if (!active_) { return "Editor not active"; } diff --git a/source/game/editor/map_editor.hpp b/source/game/editor/map_editor.hpp index 422feda..8cdaef7 100644 --- a/source/game/editor/map_editor.hpp +++ b/source/game/editor/map_editor.hpp @@ -63,6 +63,7 @@ class MapEditor { auto duplicateEnemy() -> std::string; [[nodiscard]] auto hasSelectedEnemy() const -> bool { return selection_.is(EntityType::ENEMY); } [[nodiscard]] auto getSetCompletions() const -> std::vector; + [[nodiscard]] auto getAnimationCompletions() const -> std::vector; // Comandos para propiedades de la habitación auto setRoomProperty(const std::string& property, const std::string& value) -> std::string; diff --git a/source/game/entities/player.cpp b/source/game/entities/player.cpp index 3add04c..7d4a543 100644 --- a/source/game/entities/player.cpp +++ b/source/game/entities/player.cpp @@ -238,6 +238,20 @@ void Player::startJump() { void Player::moveHorizontal(float delta_time) { const auto& tc = room_->getTileCollider(); + + // Early exit: si hay pared inmediata en la dirección de movimiento, parar + // y poner vx_=0. Sin esto, el player choca, queda re-posicionado en el + // mismo sitio pero conserva vx_ != 0, así que animate() reproduce walk + // anim continuamente mientras empuja contra la pared. + if (vx_ > 0.0F && tc.checkWallRight(x_, y_, WIDTH, HEIGHT) != Collision::NONE) { + vx_ = 0.0F; + return; + } + if (vx_ < 0.0F && tc.checkWallLeft(x_, y_, WIDTH, HEIGHT) != Collision::NONE) { + vx_ = 0.0F; + return; + } + float new_x = x_ + (vx_ * delta_time); // Comprobar ambos muros siempre (el tilemap extendido incluye paredes de rooms diff --git a/source/game/ui/console_commands.cpp b/source/game/ui/console_commands.cpp index 33b6cb5..8554144 100644 --- a/source/game/ui/console_commands.cpp +++ b/source/game/ui/console_commands.cpp @@ -1043,18 +1043,14 @@ void CommandRegistry::registerHandlers() { // NOLINT(readability-function-cogni dynamic_providers_["SET ITEMCOLOR1"] = color_provider; dynamic_providers_["SET ITEMCOLOR2"] = color_provider; - // SET ANIMATION: animaciones de enemigos (nombres sin extensión, UPPERCASE) + // SET ANIMATION: animaciones disponibles para la entidad seleccionada en + // el editor. La lista la calcula MapEditor escaneando data// del + // tipo de entidad correspondiente. dynamic_providers_["SET ANIMATION"] = []() -> std::vector { - std::vector result; - auto list = Resource::List::get()->getListByType(Resource::List::Type::ANIMATION); - for (const auto& path : list) { - if (path.find("enemies") == std::string::npos) { continue; } - std::string name = getFileName(path); - auto dot = name.rfind('.'); - if (dot != std::string::npos) { name = name.substr(0, dot); } - result.push_back(toUpper(name)); + if (MapEditor::get() != nullptr && MapEditor::get()->isActive()) { + return MapEditor::get()->getAnimationCompletions(); } - return result; + return {}; }; // SET TILESET: tilesets disponibles (nombres sin extensión, UPPERCASE)