This commit is contained in:
2026-04-07 13:36:18 +02:00
parent e6eeb3396a
commit a50223fcd7
4 changed files with 257 additions and 143 deletions

View File

@@ -66,7 +66,8 @@ void Player::update(float delta_time) {
checkFalling();
// 6. Kill tiles
if (room_->getTileCollider().touchesKillTile(x_, y_, WIDTH, HEIGHT)) {
auto [ktc, kox, koy] = getCollisionContext();
if (ktc.touchesKillTile(x_ + kox, y_ + koy, WIDTH, HEIGHT)) {
markAsDead();
}
@@ -190,11 +191,11 @@ void Player::handleJumpAndDrop() {
// Drop-through: plataforma passable
if (wanna_down_ && state_ == State::ON_GROUND) {
const auto& tc = room_->getTileCollider();
float foot_y = y_ + HEIGHT;
auto [tc, ox, oy] = getCollisionContext();
float foot_y = (y_ + oy) + HEIGHT;
int foot_row = static_cast<int>(foot_y) / Tile::SIZE;
int left_col = static_cast<int>(x_) / Tile::SIZE;
int right_col = static_cast<int>(x_ + WIDTH - 1) / Tile::SIZE;
int left_col = static_cast<int>(x_ + ox) / Tile::SIZE;
int right_col = static_cast<int>((x_ + ox) + WIDTH - 1) / Tile::SIZE;
for (int col = left_col; col <= right_col; ++col) {
if (tc.getTileAt(col, foot_row) == TileCollider::Tile::PASSABLE) {
@@ -225,19 +226,19 @@ void Player::moveHorizontal(float delta_time) {
return;
}
const auto& tc = room_->getTileCollider();
auto [tc, ox, oy] = getCollisionContext();
float new_x = x_ + (vx_ * delta_time);
// Colisión con paredes
if (vx_ < 0.0F) {
float wall = tc.checkWallLeft(new_x, y_, WIDTH, HEIGHT);
float wall = tc.checkWallLeft(new_x + ox, y_ + oy, WIDTH, HEIGHT);
if (wall != Collision::NONE) {
new_x = wall;
new_x = wall - ox;
}
} else {
float wall = tc.checkWallRight(new_x, y_, WIDTH, HEIGHT);
float wall = tc.checkWallRight(new_x + ox, y_ + oy, WIDTH, HEIGHT);
if (wall != Collision::NONE) {
new_x = wall - WIDTH;
new_x = wall - WIDTH - ox;
}
}
@@ -259,18 +260,18 @@ void Player::moveHorizontal(float delta_time) {
// actual y la inferior (las slopes en escalera bajan una fila por tile).
// Si no encuentra slope, llama a exitSlope().
void Player::followSlope() {
const auto& tc = room_->getTileCollider();
auto [tc, ox, oy] = getCollisionContext();
// SLOPE_L (\): pie izquierdo. SLOPE_R (/): pie derecho.
float foot_x = (slope_type_ == TileCollider::Tile::SLOPE_L) ? x_ : x_ + WIDTH - 1;
float foot_x = (slope_type_ == TileCollider::Tile::SLOPE_L) ? (x_ + ox) : (x_ + ox) + WIDTH - 1;
// Calcular Y en la slope actual
float surface_y = tc.getSlopeY(slope_tile_x_, slope_tile_y_, foot_x);
y_ = surface_y - HEIGHT;
y_ = surface_y - HEIGHT - oy;
// Comprobar si hemos salido del tile actual
int foot_tile_x = static_cast<int>(foot_x) / Tile::SIZE;
int foot_tile_y = static_cast<int>(y_ + HEIGHT) / Tile::SIZE;
int foot_tile_y = static_cast<int>((y_ + oy) + HEIGHT) / Tile::SIZE;
if (foot_tile_x != slope_tile_x_ || foot_tile_y != slope_tile_y_) {
// Buscar slope en el tile calculado y en el de abajo (la escalera de slopes
@@ -282,7 +283,7 @@ void Player::followSlope() {
slope_tile_y_ = row;
slope_type_ = new_tile;
surface_y = tc.getSlopeY(slope_tile_x_, slope_tile_y_, foot_x);
y_ = surface_y - HEIGHT;
y_ = surface_y - HEIGHT - oy;
return;
}
}
@@ -295,16 +296,16 @@ void Player::followSlope() {
// entre filas cuando se sale por el extremo inferior de la slope).
// Si hay suelo, snapea al borde del tile. Si no, empieza a caer.
void Player::exitSlope() {
const auto& tc = room_->getTileCollider();
float foot_y = y_ + HEIGHT;
auto [tc, ox, oy] = getCollisionContext();
float foot_y = (y_ + oy) + HEIGHT;
// Comprobar suelo en la fila actual y la siguiente (al salir por abajo de una slope,
// los pies pueden estar en el último pixel de la fila, justo antes del suelo)
for (int check = 0; check <= 1; ++check) {
float check_y = foot_y + check;
if (tc.hasGroundBelow(x_, check_y, WIDTH)) {
if (tc.hasGroundBelow(x_ + ox, check_y, WIDTH)) {
int row = static_cast<int>(check_y) / Tile::SIZE;
y_ = static_cast<float>(row * Tile::SIZE) - HEIGHT;
y_ = static_cast<float>(row * Tile::SIZE) - HEIGHT - oy;
transitionToState(State::ON_GROUND);
return;
}
@@ -318,12 +319,12 @@ void Player::exitSlope() {
// Las slopes en escalera están una fila arriba del suelo, así que checkSlopeBelow
// también mira la fila superior.
void Player::detectSlopeEntry() {
const auto& tc = room_->getTileCollider();
float foot_y = y_ + HEIGHT;
auto [tc, ox, oy] = getCollisionContext();
float foot_y = (y_ + oy) + HEIGHT;
auto slope = tc.checkSlopeBelow(x_, foot_y, WIDTH);
auto slope = tc.checkSlopeBelow(x_ + ox, foot_y, WIDTH);
if (slope.on_slope) {
y_ = slope.surface_y - HEIGHT;
y_ = slope.surface_y - HEIGHT - oy;
slope_tile_x_ = slope.tile_x;
slope_tile_y_ = slope.tile_y;
slope_type_ = slope.type;
@@ -338,27 +339,27 @@ void Player::detectSlopeEntry() {
void Player::moveVertical(float delta_time) {
if (state_ != State::ON_AIR) { return; }
const auto& tc = room_->getTileCollider();
auto [tc, ox, oy] = getCollisionContext();
float displacement = vy_ * delta_time;
if (vy_ < 0.0F) {
// Subiendo: comprobar techo
float new_y = y_ + displacement;
float ceiling = tc.checkCeiling(x_, new_y, WIDTH);
float ceiling = tc.checkCeiling(x_ + ox, new_y + oy, WIDTH);
if (ceiling != Collision::NONE) {
y_ = ceiling;
y_ = ceiling - oy;
vy_ = 0.0F;
} else {
y_ = new_y;
}
} else if (vy_ > 0.0F) {
// Bajando: comprobar suelo
float foot_y = y_ + HEIGHT;
float foot_y = (y_ + oy) + HEIGHT;
float new_foot_y = foot_y + displacement;
auto hit = tc.checkFloor(x_, foot_y, WIDTH, new_foot_y);
auto hit = tc.checkFloor(x_ + ox, foot_y, WIDTH, new_foot_y);
if (hit.y != Collision::NONE) {
y_ = hit.y - HEIGHT;
y_ = hit.y - HEIGHT - oy;
if (hit.type == TileCollider::Tile::SLOPE_L || hit.type == TileCollider::Tile::SLOPE_R) {
slope_tile_x_ = hit.tile_x;
slope_tile_y_ = hit.tile_y;
@@ -383,7 +384,7 @@ void Player::moveVertical(float delta_time) {
void Player::checkFalling() {
if (state_ == State::ON_AIR) { return; }
const auto& tc = room_->getTileCollider();
auto [tc, ox, oy] = getCollisionContext();
if (state_ == State::ON_SLOPE) {
// Verificar que el tile de slope sigue existiendo
@@ -396,8 +397,8 @@ void Player::checkFalling() {
}
// ON_GROUND: comprobar si sigue habiendo suelo
float foot_y = y_ + HEIGHT;
if (!tc.hasGroundBelow(x_, foot_y, WIDTH)) {
float foot_y = (y_ + oy) + HEIGHT;
if (!tc.hasGroundBelow(x_ + ox, foot_y, WIDTH)) {
vy_ = 0.0F;
transitionToState(State::ON_AIR);
}
@@ -445,8 +446,10 @@ auto Player::handleBorders() const -> Room::Border {
return Room::Border::NONE;
}
void Player::switchBorders() {
switch (border_) {
// Reposiciona al jugador al hacer commit definitivo a la room adyacente.
// Se llama cuando el rectángulo completo del jugador ha salido de bounds.
void Player::commitToRoom(Room::Border border) {
switch (border) {
case Room::Border::TOP:
y_ += PlayArea::HEIGHT;
last_grounded_position_ = static_cast<int>(y_);
@@ -468,6 +471,69 @@ void Player::switchBorders() {
syncSpriteAndCollider();
}
void Player::setAdjacentRoom(std::shared_ptr<Room> room, Room::Border direction) {
adjacent_room_ = std::move(room);
adjacent_direction_ = direction;
}
void Player::clearAdjacentRoom() {
adjacent_room_.reset();
adjacent_direction_ = Room::Border::NONE;
}
auto Player::isFullyOutOfBounds() const -> bool {
switch (adjacent_direction_) {
case Room::Border::TOP:
return (y_ + HEIGHT) <= PlayArea::TOP;
case Room::Border::BOTTOM:
return y_ >= PlayArea::BOTTOM;
case Room::Border::LEFT:
return (x_ + WIDTH) <= PlayArea::LEFT;
case Room::Border::RIGHT:
return x_ >= PlayArea::RIGHT;
default:
return false;
}
}
// Devuelve el TileCollider correcto y los offsets de traducción de coordenadas
// según en qué room está el centro del jugador.
auto Player::getCollisionContext() const -> CollisionContext {
if (!adjacent_room_) {
return {room_->getTileCollider(), 0.0F, 0.0F};
}
const float CENTER_X = x_ + (WIDTH / 2.0F);
const float CENTER_Y = y_ + (HEIGHT / 2.0F);
switch (adjacent_direction_) {
case Room::Border::TOP:
if (CENTER_Y < PlayArea::TOP) {
return {adjacent_room_->getTileCollider(), 0.0F, static_cast<float>(PlayArea::HEIGHT)};
}
break;
case Room::Border::BOTTOM:
if (CENTER_Y > PlayArea::BOTTOM) {
return {adjacent_room_->getTileCollider(), 0.0F, -static_cast<float>(PlayArea::HEIGHT)};
}
break;
case Room::Border::LEFT:
if (CENTER_X < PlayArea::LEFT) {
return {adjacent_room_->getTileCollider(), static_cast<float>(PlayArea::WIDTH), 0.0F};
}
break;
case Room::Border::RIGHT:
if (CENTER_X > PlayArea::RIGHT) {
return {adjacent_room_->getTileCollider(), -static_cast<float>(PlayArea::WIDTH), 0.0F};
}
break;
default:
break;
}
return {room_->getTileCollider(), 0.0F, 0.0F};
}
// ============================================================================
// Geometría y renderizado
// ============================================================================

View File

@@ -63,7 +63,7 @@ class Player {
void update(float delta_time);
[[nodiscard]] auto isOnBorder() const -> bool { return border_ != Room::Border::NONE; }
[[nodiscard]] auto getBorder() const -> Room::Border { return border_; }
void switchBorders();
void commitToRoom(Room::Border border);
auto getRect() -> SDL_FRect { return {.x = x_, .y = y_, .w = WIDTH, .h = HEIGHT}; }
auto getCollider() -> SDL_FRect& { return collider_box_; }
auto getSpawnParams() -> SpawnData { return {.x = x_, .y = y_, .vx = vx_, .vy = vy_, .last_grounded_position = last_grounded_position_, .state = state_, .flip = sprite_->getFlip()}; }
@@ -71,6 +71,9 @@ class Player {
void setSkin(const std::string& skin_name);
static auto skinToAnimationPath(const std::string& skin_name) -> std::string;
void setRoom(std::shared_ptr<Room> room) { room_ = std::move(room); }
void setAdjacentRoom(std::shared_ptr<Room> room, Room::Border direction);
void clearAdjacentRoom();
[[nodiscard]] auto isFullyOutOfBounds() const -> bool;
[[nodiscard]] auto isAlive() const -> bool { return is_alive_; }
void setPaused(bool value) { is_paused_ = value; }
void setIgnoreInput(bool value) { ignore_input_ = value; }
@@ -86,8 +89,18 @@ class Player {
static constexpr int WIDTH = 12;
static constexpr int HEIGHT = 24;
// --- Contexto de colisión (selección de room + traducción de coordenadas) ---
struct CollisionContext {
const TileCollider& tc;
float offset_x;
float offset_y;
};
auto getCollisionContext() const -> CollisionContext;
// --- Objetos y punteros ---
std::shared_ptr<Room> room_;
std::shared_ptr<Room> adjacent_room_;
Room::Border adjacent_direction_{Room::Border::NONE};
std::unique_ptr<AnimatedSprite> sprite_;
// --- Posición y física ---

View File

@@ -28,7 +28,6 @@
#include "game/ui/console.hpp" // Para Console
#include "game/ui/notifier.hpp" // Para Notifier, NotificationText, CHEEVO_NO...
#include "utils/defines.hpp" // Para Tile::SIZE, PlayArea::HEIGHT, RoomBorder::BOTTOM
#include "utils/easing_functions.hpp" // Para Easing::cubicInOut
#include "utils/utils.hpp"
#ifdef _DEBUG
@@ -309,8 +308,8 @@ void Game::updatePlaying(float delta_time) {
// Actualiza los objetos
room_->update(delta_time);
if (transitioning_) {
transition_old_room_->update(delta_time);
if (transitioning_ && transition_adjacent_room_) {
transition_adjacent_room_->update(delta_time);
}
switch (mode_) {
case Mode::GAME:
@@ -325,37 +324,14 @@ void Game::updatePlaying(float delta_time) {
#else
player_->update(delta_time);
#endif
// Si durante una transición el jugador cruza de vuelta por el borde opuesto,
// abortar la transición y volver a la habitación anterior
if (transitioning_ && player_->isOnBorder()) {
const auto BORDER = player_->getBorder();
const bool FELL_BACK =
(transition_direction_ == Room::Border::TOP && BORDER == Room::Border::BOTTOM) ||
(transition_direction_ == Room::Border::BOTTOM && BORDER == Room::Border::TOP) ||
(transition_direction_ == Room::Border::LEFT && BORDER == Room::Border::RIGHT) ||
(transition_direction_ == Room::Border::RIGHT && BORDER == Room::Border::LEFT);
if (FELL_BACK) {
room_ = transition_old_room_;
player_->setRoom(room_);
player_->switchBorders();
spawn_data_ = player_->getSpawnParams();
current_room_ = transition_old_room_path_;
setScoreBoardColor();
endTransition();
}
}
checkPlayerIsOnBorder();
checkPlayerAndItems();
checkPlayerAndEnemies();
checkIfPlayerIsAlive();
// Avanzar transición
// Actualizar cámara de transición
if (transitioning_) {
transition_timer_ += delta_time;
if (transition_timer_ >= TRANSITION_DURATION) {
endTransition();
}
updateTransitionCamera(delta_time);
}
break;
@@ -491,44 +467,11 @@ void Game::renderPlaying() {
if (transitioning_) {
// --- Transición animada entre pantallas ---
const float T = std::min(transition_timer_ / TRANSITION_DURATION, 1.0F);
const float P = Easing::cubicInOut(T);
int cam_x = static_cast<int>(camera_offset_x_);
int cam_y = static_cast<int>(camera_offset_y_);
// Calcular offsets (derivar uno del otro para evitar gap de 1px por truncamiento)
int old_ox = 0;
int old_oy = 0;
int new_ox = 0;
int new_oy = 0;
switch (transition_direction_) {
case Room::Border::RIGHT:
new_ox = static_cast<int>((1.0F - P) * PlayArea::WIDTH);
old_ox = new_ox - PlayArea::WIDTH;
break;
case Room::Border::LEFT:
new_ox = -static_cast<int>((1.0F - P) * PlayArea::WIDTH);
old_ox = new_ox + PlayArea::WIDTH;
break;
case Room::Border::BOTTOM:
new_oy = static_cast<int>((1.0F - P) * PlayArea::HEIGHT);
old_oy = new_oy - PlayArea::HEIGHT;
break;
case Room::Border::TOP:
new_oy = -static_cast<int>((1.0F - P) * PlayArea::HEIGHT);
old_oy = new_oy + PlayArea::HEIGHT;
break;
default:
break;
}
// Renderizar habitación saliente con su offset
Screen::get()->setRenderOffset(old_ox, old_oy);
transition_old_room_->renderMap();
transition_old_room_->renderEnemies();
transition_old_room_->renderItems();
// Renderizar habitación entrante + jugador con su offset
Screen::get()->setRenderOffset(new_ox, new_oy);
// Renderizar habitación principal con offset de cámara
Screen::get()->setRenderOffset(cam_x, cam_y);
room_->renderMap();
room_->renderEnemies();
room_->renderItems();
@@ -536,6 +479,23 @@ void Game::renderPlaying() {
player_->render();
}
// Renderizar habitación adyacente desplazada
if (transition_adjacent_room_) {
int adj_x = cam_x;
int adj_y = cam_y;
switch (transition_direction_) {
case Room::Border::TOP: adj_y -= PlayArea::HEIGHT; break;
case Room::Border::BOTTOM: adj_y += PlayArea::HEIGHT; break;
case Room::Border::LEFT: adj_x -= PlayArea::WIDTH; break;
case Room::Border::RIGHT: adj_x += PlayArea::WIDTH; break;
default: break;
}
Screen::get()->setRenderOffset(adj_x, adj_y);
transition_adjacent_room_->renderMap();
transition_adjacent_room_->renderEnemies();
transition_adjacent_room_->renderItems();
}
// Scoreboard sin offset
Screen::get()->setRenderOffset(0, 0);
scoreboard_->render();
@@ -813,17 +773,54 @@ auto Game::changeRoom(const std::string& room_path) -> bool {
// Comprueba si el jugador esta en el borde de la pantalla
void Game::checkPlayerIsOnBorder() {
// No permitir transiciones encadenadas
if (transitioning_) {
return;
if (!player_->isOnBorder()) {
// Si hay transición activa y el jugador ha vuelto completamente dentro de bounds,
// comprobar si la cámara también ha vuelto para cancelar la transición
if (transitioning_ && std::abs(camera_offset_x_) < 1.0F && std::abs(camera_offset_y_) < 1.0F) {
endTransition();
}
if (transition_just_ended_) {
transition_just_ended_ = false;
return;
}
if (player_->isOnBorder()) {
const auto BORDER = player_->getBorder();
// Si ya hay transición activa, comprobar si el jugador hace commit a la room adyacente
if (transitioning_) {
// ¿El jugador ha salido completamente por el lado de la transición?
if (player_->isFullyOutOfBounds()) {
// Commit: la room adyacente pasa a ser la room principal
room_ = transition_adjacent_room_;
player_->setRoom(room_);
player_->commitToRoom(transition_direction_);
current_room_ = transition_adjacent_room_path_;
spawn_data_ = player_->getSpawnParams();
setScoreBoardColor();
// Ajustar cámara: restar el desplazamiento de una pantalla completa
switch (transition_direction_) {
case Room::Border::TOP: camera_offset_y_ -= PlayArea::HEIGHT; break;
case Room::Border::BOTTOM: camera_offset_y_ += PlayArea::HEIGHT; break;
case Room::Border::LEFT: camera_offset_x_ -= PlayArea::WIDTH; break;
case Room::Border::RIGHT: camera_offset_x_ += PlayArea::WIDTH; break;
default: break;
}
// Limpiar transición (pero la cámara sigue animándose hacia 0)
player_->clearAdjacentRoom();
transition_adjacent_room_.reset();
transition_adjacent_room_path_.clear();
transition_direction_ = Room::Border::NONE;
// La cámara aún no está en 0, así que mantenemos transitioning_ = true
// Se resolverá cuando la cámara llegue a 0 y el jugador esté dentro de bounds
if (std::abs(camera_offset_x_) < 1.0F && std::abs(camera_offset_y_) < 1.0F) {
endTransition();
}
}
return;
}
// No hay transición activa — iniciar una nueva
const auto ROOM_NAME = room_->getRoom(BORDER);
// Si no hay habitación adyacente
@@ -834,38 +831,76 @@ void Game::checkPlayerIsOnBorder() {
return;
}
// Guardar la habitación saliente
transition_old_room_ = room_;
transition_old_room_path_ = current_room_;
// Cargar room adyacente
auto adjacent_room = std::make_shared<Room>(ROOM_NAME, scoreboard_data_);
transition_adjacent_room_ = adjacent_room;
transition_adjacent_room_path_ = ROOM_NAME;
transition_direction_ = BORDER;
// Crear nueva habitación y reposicionar jugador
if (changeRoom(ROOM_NAME)) {
player_->switchBorders();
spawn_data_ = player_->getSpawnParams();
// Pasar la room adyacente al player para colisiones
player_->setAdjacentRoom(adjacent_room, BORDER);
// Iniciar transición animada
// Iniciar transición (NO cambiar room_, NO reposicionar jugador)
transitioning_ = true;
transition_timer_ = 0.0F;
} else {
// changeRoom falló, limpiar
transition_old_room_.reset();
transition_direction_ = Room::Border::NONE;
if (BORDER == Room::Border::BOTTOM) {
killPlayer();
if (room_tracker_->addRoom(ROOM_NAME)) {
scoreboard_data_->rooms++;
Options::stats.rooms = scoreboard_data_->rooms;
}
}
// Actualiza la cámara durante la transición: sigue al jugador con inercia
void Game::updateTransitionCamera(float delta_time) {
// Calcular el offset objetivo basado en la posición del jugador
float target_x = 0.0F;
float target_y = 0.0F;
const auto RECT = player_->getRect();
const float CENTER_X = RECT.x + (RECT.w / 2.0F);
const float CENTER_Y = RECT.y + (RECT.h / 2.0F);
if (transition_direction_ == Room::Border::TOP || transition_direction_ == Room::Border::BOTTOM) {
if (CENTER_Y < PlayArea::TOP) {
target_y = static_cast<float>(PlayArea::HEIGHT);
} else if (CENTER_Y > PlayArea::BOTTOM) {
target_y = -static_cast<float>(PlayArea::HEIGHT);
}
} else if (transition_direction_ == Room::Border::LEFT || transition_direction_ == Room::Border::RIGHT) {
if (CENTER_X < PlayArea::LEFT) {
target_x = static_cast<float>(PlayArea::WIDTH);
} else if (CENTER_X > PlayArea::RIGHT) {
target_x = -static_cast<float>(PlayArea::WIDTH);
}
}
// Interpolar la cámara hacia el objetivo con velocidad constante
constexpr float CAMERA_SPEED = 500.0F;
auto lerp_towards = [delta_time](float current, float target) -> float {
const float DIFF = target - current;
if (std::abs(DIFF) < 1.0F) { return target; }
const float STEP = CAMERA_SPEED * delta_time;
if (std::abs(DIFF) <= STEP) { return target; }
return current + (DIFF > 0.0F ? STEP : -STEP);
};
camera_offset_x_ = lerp_towards(camera_offset_x_, target_x);
camera_offset_y_ = lerp_towards(camera_offset_y_, target_y);
// Si no hay room adyacente pendiente, la cámara vuelve a 0, y al llegar terminamos
if (!transition_adjacent_room_ &&
std::abs(camera_offset_x_) < 1.0F && std::abs(camera_offset_y_) < 1.0F) {
endTransition();
}
}
// Finaliza la transición entre pantallas
void Game::endTransition() {
transitioning_ = false;
transition_just_ended_ = true;
transition_timer_ = 0.0F;
transition_old_room_.reset();
transition_old_room_path_.clear();
camera_offset_x_ = 0.0F;
camera_offset_y_ = 0.0F;
player_->clearAdjacentRoom();
transition_adjacent_room_.reset();
transition_adjacent_room_path_.clear();
transition_direction_ = Room::Border::NONE;
Screen::get()->setRenderOffset(0, 0);
}

View File

@@ -45,7 +45,6 @@ class Game {
static constexpr float DEMO_ROOM_DURATION = 6.0F; // Duración de cada habitación en modo demo en segundos (400 frames)
static constexpr float FADE_STEP_INTERVAL = 0.05F; // Intervalo entre pasos de fade en segundos
static constexpr float POST_FADE_DELAY = 2.0F; // Duración de la pantalla negra después del fade
static constexpr float TRANSITION_DURATION = 0.5F; // Duración de la transición entre pantallas en segundos
// --- Estructuras ---
struct DemoData {
@@ -78,6 +77,7 @@ class Game {
void togglePause(); // Pone el juego en pausa
void initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room); // Inicializa al jugador
void endTransition(); // Finaliza la transición entre pantallas
void updateTransitionCamera(float delta_time); // Actualiza la cámara durante la transición
void keepMusicPlaying(); // Hace sonar la música
void demoInit(); // DEMO MODE: Inicializa las variables para el modo demo
void demoCheckRoomChange(float delta_time); // DEMO MODE: Comprueba si se ha de cambiar de habitación
@@ -108,11 +108,11 @@ class Game {
// Transición animada entre pantallas
bool transitioning_{false}; // Indica si hay una transición en curso
float transition_timer_{0.0F}; // Tiempo transcurrido en la transición
std::shared_ptr<Room> transition_old_room_; // Habitación saliente (se mantiene viva durante la transición)
std::shared_ptr<Room> transition_adjacent_room_; // Room adyacente durante la transición
std::string transition_adjacent_room_path_; // Path de la room adyacente
Room::Border transition_direction_{Room::Border::NONE}; // Dirección de la transición
std::string transition_old_room_path_; // Path de la habitación saliente (para poder restaurarla)
bool transition_just_ended_{false}; // Cooldown de 1 frame tras finalizar transición
float camera_offset_x_{0.0F}; // Offset actual de la cámara (pixeles)
float camera_offset_y_{0.0F}; // Offset actual de la cámara (pixeles)
// Variables de demo mode
DemoData demo_; // Variables para el modo demo