proves
This commit is contained in:
@@ -66,7 +66,8 @@ void Player::update(float delta_time) {
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checkFalling();
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// 6. Kill tiles
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if (room_->getTileCollider().touchesKillTile(x_, y_, WIDTH, HEIGHT)) {
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auto [ktc, kox, koy] = getCollisionContext();
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if (ktc.touchesKillTile(x_ + kox, y_ + koy, WIDTH, HEIGHT)) {
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markAsDead();
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}
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@@ -190,11 +191,11 @@ void Player::handleJumpAndDrop() {
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// Drop-through: plataforma passable
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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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auto [tc, ox, oy] = getCollisionContext();
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float foot_y = (y_ + oy) + 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 left_col = static_cast<int>(x_ + ox) / Tile::SIZE;
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int right_col = static_cast<int>((x_ + ox) + WIDTH - 1) / Tile::SIZE;
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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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@@ -225,19 +226,19 @@ void Player::moveHorizontal(float delta_time) {
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return;
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}
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const auto& tc = room_->getTileCollider();
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auto [tc, ox, oy] = getCollisionContext();
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float new_x = x_ + (vx_ * delta_time);
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// Colisión con paredes
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if (vx_ < 0.0F) {
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float wall = tc.checkWallLeft(new_x, y_, WIDTH, HEIGHT);
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float wall = tc.checkWallLeft(new_x + ox, y_ + oy, WIDTH, HEIGHT);
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if (wall != Collision::NONE) {
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new_x = wall;
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new_x = wall - ox;
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}
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} else {
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float wall = tc.checkWallRight(new_x, y_, WIDTH, HEIGHT);
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float wall = tc.checkWallRight(new_x + ox, y_ + oy, WIDTH, HEIGHT);
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if (wall != Collision::NONE) {
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new_x = wall - WIDTH;
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new_x = wall - WIDTH - ox;
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}
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}
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@@ -259,18 +260,18 @@ void Player::moveHorizontal(float delta_time) {
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// actual y la inferior (las slopes en escalera bajan una fila por tile).
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// Si no encuentra slope, llama a exitSlope().
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void Player::followSlope() {
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const auto& tc = room_->getTileCollider();
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auto [tc, ox, oy] = getCollisionContext();
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// SLOPE_L (\): pie izquierdo. SLOPE_R (/): pie derecho.
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float foot_x = (slope_type_ == TileCollider::Tile::SLOPE_L) ? x_ : x_ + WIDTH - 1;
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float foot_x = (slope_type_ == TileCollider::Tile::SLOPE_L) ? (x_ + ox) : (x_ + ox) + WIDTH - 1;
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// Calcular Y en la slope actual
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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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y_ = surface_y - HEIGHT - oy;
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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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int foot_tile_y = static_cast<int>((y_ + oy) + HEIGHT) / Tile::SIZE;
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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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@@ -282,7 +283,7 @@ void Player::followSlope() {
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slope_tile_y_ = row;
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slope_type_ = new_tile;
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surface_y = tc.getSlopeY(slope_tile_x_, slope_tile_y_, foot_x);
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y_ = surface_y - HEIGHT;
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y_ = surface_y - HEIGHT - oy;
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return;
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}
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}
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@@ -295,16 +296,16 @@ void Player::followSlope() {
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// entre filas cuando se sale por el extremo inferior de la slope).
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// Si hay suelo, snapea al borde del tile. Si no, empieza a caer.
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void Player::exitSlope() {
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const auto& tc = room_->getTileCollider();
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float foot_y = y_ + HEIGHT;
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auto [tc, ox, oy] = getCollisionContext();
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float foot_y = (y_ + oy) + HEIGHT;
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// Comprobar suelo en la fila actual y la siguiente (al salir por abajo de una slope,
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// los pies pueden estar en el último pixel de la fila, justo antes del suelo)
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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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if (tc.hasGroundBelow(x_ + ox, 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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y_ = static_cast<float>(row * Tile::SIZE) - HEIGHT - oy;
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transitionToState(State::ON_GROUND);
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return;
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}
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@@ -318,12 +319,12 @@ void Player::exitSlope() {
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// Las slopes en escalera están una fila arriba del suelo, así que checkSlopeBelow
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// también mira la fila superior.
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void Player::detectSlopeEntry() {
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const auto& tc = room_->getTileCollider();
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float foot_y = y_ + HEIGHT;
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auto [tc, ox, oy] = getCollisionContext();
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float foot_y = (y_ + oy) + HEIGHT;
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auto slope = tc.checkSlopeBelow(x_, foot_y, WIDTH);
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auto slope = tc.checkSlopeBelow(x_ + ox, foot_y, WIDTH);
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if (slope.on_slope) {
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y_ = slope.surface_y - HEIGHT;
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y_ = slope.surface_y - HEIGHT - oy;
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slope_tile_x_ = slope.tile_x;
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slope_tile_y_ = slope.tile_y;
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slope_type_ = slope.type;
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@@ -338,27 +339,27 @@ void Player::detectSlopeEntry() {
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void Player::moveVertical(float delta_time) {
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if (state_ != State::ON_AIR) { return; }
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const auto& tc = room_->getTileCollider();
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auto [tc, ox, oy] = getCollisionContext();
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float displacement = vy_ * delta_time;
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if (vy_ < 0.0F) {
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// Subiendo: comprobar techo
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float new_y = y_ + displacement;
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float ceiling = tc.checkCeiling(x_, new_y, WIDTH);
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float ceiling = tc.checkCeiling(x_ + ox, new_y + oy, WIDTH);
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if (ceiling != Collision::NONE) {
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y_ = ceiling;
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y_ = ceiling - oy;
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vy_ = 0.0F;
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} else {
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y_ = new_y;
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}
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} else if (vy_ > 0.0F) {
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// Bajando: comprobar suelo
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float foot_y = y_ + HEIGHT;
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float foot_y = (y_ + oy) + HEIGHT;
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float new_foot_y = foot_y + displacement;
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auto hit = tc.checkFloor(x_, foot_y, WIDTH, new_foot_y);
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auto hit = tc.checkFloor(x_ + ox, foot_y, WIDTH, new_foot_y);
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if (hit.y != Collision::NONE) {
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y_ = hit.y - HEIGHT;
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y_ = hit.y - HEIGHT - oy;
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if (hit.type == TileCollider::Tile::SLOPE_L || hit.type == TileCollider::Tile::SLOPE_R) {
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slope_tile_x_ = hit.tile_x;
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slope_tile_y_ = hit.tile_y;
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@@ -383,7 +384,7 @@ void Player::moveVertical(float delta_time) {
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void Player::checkFalling() {
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if (state_ == State::ON_AIR) { return; }
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const auto& tc = room_->getTileCollider();
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auto [tc, ox, oy] = getCollisionContext();
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if (state_ == State::ON_SLOPE) {
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// Verificar que el tile de slope sigue existiendo
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@@ -396,8 +397,8 @@ void Player::checkFalling() {
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}
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// ON_GROUND: comprobar si sigue habiendo suelo
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float foot_y = y_ + HEIGHT;
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if (!tc.hasGroundBelow(x_, foot_y, WIDTH)) {
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float foot_y = (y_ + oy) + HEIGHT;
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if (!tc.hasGroundBelow(x_ + ox, foot_y, WIDTH)) {
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vy_ = 0.0F;
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transitionToState(State::ON_AIR);
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}
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@@ -445,8 +446,10 @@ auto Player::handleBorders() const -> Room::Border {
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return Room::Border::NONE;
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}
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void Player::switchBorders() {
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switch (border_) {
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// Reposiciona al jugador al hacer commit definitivo a la room adyacente.
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// Se llama cuando el rectángulo completo del jugador ha salido de bounds.
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void Player::commitToRoom(Room::Border border) {
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switch (border) {
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case Room::Border::TOP:
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y_ += PlayArea::HEIGHT;
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last_grounded_position_ = static_cast<int>(y_);
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@@ -468,6 +471,69 @@ void Player::switchBorders() {
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syncSpriteAndCollider();
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}
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void Player::setAdjacentRoom(std::shared_ptr<Room> room, Room::Border direction) {
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adjacent_room_ = std::move(room);
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adjacent_direction_ = direction;
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}
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void Player::clearAdjacentRoom() {
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adjacent_room_.reset();
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adjacent_direction_ = Room::Border::NONE;
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}
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auto Player::isFullyOutOfBounds() const -> bool {
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switch (adjacent_direction_) {
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case Room::Border::TOP:
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return (y_ + HEIGHT) <= PlayArea::TOP;
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case Room::Border::BOTTOM:
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return y_ >= PlayArea::BOTTOM;
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case Room::Border::LEFT:
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return (x_ + WIDTH) <= PlayArea::LEFT;
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case Room::Border::RIGHT:
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return x_ >= PlayArea::RIGHT;
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default:
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return false;
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}
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}
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// Devuelve el TileCollider correcto y los offsets de traducción de coordenadas
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// según en qué room está el centro del jugador.
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auto Player::getCollisionContext() const -> CollisionContext {
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if (!adjacent_room_) {
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return {room_->getTileCollider(), 0.0F, 0.0F};
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}
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const float CENTER_X = x_ + (WIDTH / 2.0F);
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const float CENTER_Y = y_ + (HEIGHT / 2.0F);
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switch (adjacent_direction_) {
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case Room::Border::TOP:
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if (CENTER_Y < PlayArea::TOP) {
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return {adjacent_room_->getTileCollider(), 0.0F, static_cast<float>(PlayArea::HEIGHT)};
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}
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break;
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case Room::Border::BOTTOM:
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if (CENTER_Y > PlayArea::BOTTOM) {
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return {adjacent_room_->getTileCollider(), 0.0F, -static_cast<float>(PlayArea::HEIGHT)};
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}
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break;
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case Room::Border::LEFT:
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if (CENTER_X < PlayArea::LEFT) {
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return {adjacent_room_->getTileCollider(), static_cast<float>(PlayArea::WIDTH), 0.0F};
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}
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break;
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case Room::Border::RIGHT:
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if (CENTER_X > PlayArea::RIGHT) {
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return {adjacent_room_->getTileCollider(), -static_cast<float>(PlayArea::WIDTH), 0.0F};
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}
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break;
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default:
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break;
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}
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return {room_->getTileCollider(), 0.0F, 0.0F};
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}
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// ============================================================================
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// Geometría y renderizado
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// ============================================================================
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@@ -63,7 +63,7 @@ class Player {
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void update(float delta_time);
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[[nodiscard]] auto isOnBorder() const -> bool { return border_ != Room::Border::NONE; }
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[[nodiscard]] auto getBorder() const -> Room::Border { return border_; }
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void switchBorders();
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void commitToRoom(Room::Border border);
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auto getRect() -> SDL_FRect { return {.x = x_, .y = y_, .w = WIDTH, .h = HEIGHT}; }
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auto getCollider() -> SDL_FRect& { return collider_box_; }
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auto getSpawnParams() -> SpawnData { return {.x = x_, .y = y_, .vx = vx_, .vy = vy_, .last_grounded_position = last_grounded_position_, .state = state_, .flip = sprite_->getFlip()}; }
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@@ -71,6 +71,9 @@ class Player {
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void setSkin(const std::string& skin_name);
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static auto skinToAnimationPath(const std::string& skin_name) -> std::string;
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void setRoom(std::shared_ptr<Room> room) { room_ = std::move(room); }
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void setAdjacentRoom(std::shared_ptr<Room> room, Room::Border direction);
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void clearAdjacentRoom();
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[[nodiscard]] auto isFullyOutOfBounds() const -> bool;
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[[nodiscard]] auto isAlive() const -> bool { return is_alive_; }
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void setPaused(bool value) { is_paused_ = value; }
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void setIgnoreInput(bool value) { ignore_input_ = value; }
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@@ -86,8 +89,18 @@ class Player {
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static constexpr int WIDTH = 12;
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static constexpr int HEIGHT = 24;
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// --- Contexto de colisión (selección de room + traducción de coordenadas) ---
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struct CollisionContext {
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const TileCollider& tc;
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float offset_x;
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float offset_y;
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};
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auto getCollisionContext() const -> CollisionContext;
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// --- Objetos y punteros ---
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std::shared_ptr<Room> room_;
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std::shared_ptr<Room> adjacent_room_;
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Room::Border adjacent_direction_{Room::Border::NONE};
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std::unique_ptr<AnimatedSprite> sprite_;
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// --- Posición y física ---
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@@ -28,7 +28,6 @@
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#include "game/ui/console.hpp" // Para Console
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#include "game/ui/notifier.hpp" // Para Notifier, NotificationText, CHEEVO_NO...
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#include "utils/defines.hpp" // Para Tile::SIZE, PlayArea::HEIGHT, RoomBorder::BOTTOM
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#include "utils/easing_functions.hpp" // Para Easing::cubicInOut
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#include "utils/utils.hpp"
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#ifdef _DEBUG
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@@ -309,8 +308,8 @@ void Game::updatePlaying(float delta_time) {
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// Actualiza los objetos
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room_->update(delta_time);
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if (transitioning_) {
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transition_old_room_->update(delta_time);
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if (transitioning_ && transition_adjacent_room_) {
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transition_adjacent_room_->update(delta_time);
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}
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switch (mode_) {
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case Mode::GAME:
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@@ -325,37 +324,14 @@ void Game::updatePlaying(float delta_time) {
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#else
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player_->update(delta_time);
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#endif
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// Si durante una transición el jugador cruza de vuelta por el borde opuesto,
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// abortar la transición y volver a la habitación anterior
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if (transitioning_ && player_->isOnBorder()) {
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const auto BORDER = player_->getBorder();
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const bool FELL_BACK =
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(transition_direction_ == Room::Border::TOP && BORDER == Room::Border::BOTTOM) ||
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(transition_direction_ == Room::Border::BOTTOM && BORDER == Room::Border::TOP) ||
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(transition_direction_ == Room::Border::LEFT && BORDER == Room::Border::RIGHT) ||
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(transition_direction_ == Room::Border::RIGHT && BORDER == Room::Border::LEFT);
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if (FELL_BACK) {
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room_ = transition_old_room_;
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player_->setRoom(room_);
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player_->switchBorders();
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spawn_data_ = player_->getSpawnParams();
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current_room_ = transition_old_room_path_;
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setScoreBoardColor();
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endTransition();
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}
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}
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checkPlayerIsOnBorder();
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checkPlayerAndItems();
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checkPlayerAndEnemies();
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checkIfPlayerIsAlive();
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// Avanzar transición
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// Actualizar cámara de transición
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if (transitioning_) {
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transition_timer_ += delta_time;
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if (transition_timer_ >= TRANSITION_DURATION) {
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endTransition();
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}
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updateTransitionCamera(delta_time);
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}
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break;
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@@ -491,44 +467,11 @@ void Game::renderPlaying() {
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if (transitioning_) {
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// --- Transición animada entre pantallas ---
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const float T = std::min(transition_timer_ / TRANSITION_DURATION, 1.0F);
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const float P = Easing::cubicInOut(T);
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int cam_x = static_cast<int>(camera_offset_x_);
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int cam_y = static_cast<int>(camera_offset_y_);
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// Calcular offsets (derivar uno del otro para evitar gap de 1px por truncamiento)
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int old_ox = 0;
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int old_oy = 0;
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int new_ox = 0;
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int new_oy = 0;
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switch (transition_direction_) {
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case Room::Border::RIGHT:
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new_ox = static_cast<int>((1.0F - P) * PlayArea::WIDTH);
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old_ox = new_ox - PlayArea::WIDTH;
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break;
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case Room::Border::LEFT:
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new_ox = -static_cast<int>((1.0F - P) * PlayArea::WIDTH);
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old_ox = new_ox + PlayArea::WIDTH;
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break;
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case Room::Border::BOTTOM:
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new_oy = static_cast<int>((1.0F - P) * PlayArea::HEIGHT);
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old_oy = new_oy - PlayArea::HEIGHT;
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break;
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case Room::Border::TOP:
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new_oy = -static_cast<int>((1.0F - P) * PlayArea::HEIGHT);
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old_oy = new_oy + PlayArea::HEIGHT;
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break;
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default:
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break;
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}
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// Renderizar habitación saliente con su offset
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Screen::get()->setRenderOffset(old_ox, old_oy);
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transition_old_room_->renderMap();
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transition_old_room_->renderEnemies();
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transition_old_room_->renderItems();
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// Renderizar habitación entrante + jugador con su offset
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Screen::get()->setRenderOffset(new_ox, new_oy);
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// Renderizar habitación principal con offset de cámara
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Screen::get()->setRenderOffset(cam_x, cam_y);
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room_->renderMap();
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room_->renderEnemies();
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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();
|
||||
@@ -813,59 +773,134 @@ 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 (transition_just_ended_) {
|
||||
transition_just_ended_ = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (player_->isOnBorder()) {
|
||||
const auto BORDER = player_->getBorder();
|
||||
const auto ROOM_NAME = room_->getRoom(BORDER);
|
||||
|
||||
// Si no hay habitación adyacente
|
||||
if (ROOM_NAME == "0") {
|
||||
if (BORDER == Room::Border::BOTTOM) {
|
||||
killPlayer();
|
||||
}
|
||||
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();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Guardar la habitación saliente
|
||||
transition_old_room_ = room_;
|
||||
transition_old_room_path_ = current_room_;
|
||||
transition_direction_ = BORDER;
|
||||
const auto BORDER = player_->getBorder();
|
||||
|
||||
// Crear nueva habitación y reposicionar jugador
|
||||
if (changeRoom(ROOM_NAME)) {
|
||||
player_->switchBorders();
|
||||
// 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();
|
||||
|
||||
// Iniciar transición animada
|
||||
transitioning_ = true;
|
||||
transition_timer_ = 0.0F;
|
||||
} else {
|
||||
// changeRoom falló, limpiar
|
||||
transition_old_room_.reset();
|
||||
// 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;
|
||||
|
||||
if (BORDER == Room::Border::BOTTOM) {
|
||||
killPlayer();
|
||||
// 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
|
||||
if (ROOM_NAME == "0") {
|
||||
if (BORDER == Room::Border::BOTTOM) {
|
||||
killPlayer();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
// Pasar la room adyacente al player para colisiones
|
||||
player_->setAdjacentRoom(adjacent_room, BORDER);
|
||||
|
||||
// Iniciar transición (NO cambiar room_, NO reposicionar jugador)
|
||||
transitioning_ = true;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user