slopes solides i a cagar

This commit is contained in:
2026-04-07 20:58:37 +02:00
parent 70efb39b88
commit da5d880626
8 changed files with 73 additions and 67 deletions

View File

@@ -1,6 +1,5 @@
room: room:
bgColor: 1 bgColor: 1
border: 0
tileSetFile: standard.gif tileSetFile: standard.gif
# Conexiones de la habitación (null = sin conexión) # Conexiones de la habitación (null = sin conexión)
@@ -36,11 +35,11 @@ tilemap:
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# Mapa de colisiones (0 = vacio, 1 = solido) # Mapa de colisiones (0 = vacio, 1 = solido)
collision: collision:
@@ -60,10 +59,10 @@ tilemap:
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# Enemigos en esta habitación # Enemigos en esta habitación

View File

@@ -1,6 +1,5 @@
room: room:
bgColor: 34 bgColor: 34
border: 0
tileSetFile: standard.gif tileSetFile: standard.gif
# Conexiones de la habitación (null = sin conexión) # Conexiones de la habitación (null = sin conexión)
@@ -25,22 +24,22 @@ tilemap:
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# Mapa de colisiones (0 = vacio, 1 = solido) # Mapa de colisiones (0 = vacio, 1 = solido)
collision: collision:
@@ -48,19 +47,19 @@ tilemap:
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@@ -181,14 +181,6 @@ void Player::handleJumpAndDrop() {
return; return;
} }
// Drop-through: slope
if (wanna_down_ && state_ == State::ON_SLOPE) {
y_ += 1.0F;
vy_ = 0.0F;
transitionToState(State::ON_AIR);
return;
}
// Drop-through: plataforma passable // Drop-through: plataforma passable
if (wanna_down_ && state_ == State::ON_GROUND) { if (wanna_down_ && state_ == State::ON_GROUND) {
auto [tc, ox, oy] = getCollisionContext(); auto [tc, ox, oy] = getCollisionContext();
@@ -399,6 +391,17 @@ void Player::checkFalling() {
// ON_GROUND: comprobar si sigue habiendo suelo // ON_GROUND: comprobar si sigue habiendo suelo
float foot_y = (y_ + oy) + HEIGHT; float foot_y = (y_ + oy) + HEIGHT;
if (!tc.hasGroundBelow(x_ + ox, foot_y, WIDTH)) { if (!tc.hasGroundBelow(x_ + ox, foot_y, WIDTH)) {
// Sticking: si no hay suelo pero hay slope debajo, snapear a ella
// para transición suave suelo→slope (bajada de rampas sin caer)
auto slope = tc.checkSlopeBelow(x_ + ox, foot_y, WIDTH);
if (slope.on_slope) {
y_ = slope.surface_y - HEIGHT - oy;
slope_tile_x_ = slope.tile_x;
slope_tile_y_ = slope.tile_y;
slope_type_ = slope.type;
transitionToState(State::ON_SLOPE);
return;
}
vy_ = 0.0F; vy_ = 0.0F;
transitionToState(State::ON_AIR); transitionToState(State::ON_AIR);
} }

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@@ -31,7 +31,6 @@ Room::Room(const std::string& room_path, std::shared_ptr<Scoreboard::Data> data)
// Crea el renderizador del tilemap (necesita tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_) // Crea el renderizador del tilemap (necesita tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_)
tilemap_renderer_ = std::make_unique<TilemapRenderer>(tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_); tilemap_renderer_ = std::make_unique<TilemapRenderer>(tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_);
tilemap_renderer_->initialize(room->collision_tile_map); tilemap_renderer_->initialize(room->collision_tile_map);
} }
// Destructor // Destructor

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@@ -81,7 +81,9 @@ auto TileCollider::checkCeiling(float x, float y, float w) const -> float {
int right_col = toTile(static_cast<int>(x + w - 1)); int right_col = toTile(static_cast<int>(x + w - 1));
for (int col = left_col; col <= right_col; ++col) { for (int col = left_col; col <= right_col; ++col) {
if (isSolid(col, top_row)) { auto tile = getTileAt(col, top_row);
// Slopes actúan como techo (no se atraviesan desde abajo)
if (tile == Tile::WALL || tile == Tile::SLOPE_L || tile == Tile::SLOPE_R) {
return static_cast<float>((top_row + 1) * TS); return static_cast<float>((top_row + 1) * TS);
} }
} }
@@ -93,9 +95,7 @@ auto TileCollider::checkCeiling(float x, float y, float w) const -> float {
// Busca suelo entre foot_y_current y foot_y_new (rango de caída del frame). // Busca suelo entre foot_y_current y foot_y_new (rango de caída del frame).
// WALL: siempre bloquea. // WALL: siempre bloquea.
// PASSABLE: solo si los pies estaban por encima del borde superior del tile. // PASSABLE: solo si los pies estaban por encima del borde superior del tile.
// SLOPE: solo si los pies estaban por encima de la superficie Y el jugador no está // SLOPE: siempre bloquea (las slopes son sólidas, como muros en diagonal).
// parcialmente dentro de otra slope (evita aterrizar al hacer drop-through
// o al saltar a través de una slope desde abajo).
// NOLINTNEXTLINE(readability-function-cognitive-complexity) // NOLINTNEXTLINE(readability-function-cognitive-complexity)
auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit { auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit {
int start_row = toTile(static_cast<int>(foot_y_current)); int start_row = toTile(static_cast<int>(foot_y_current));
@@ -103,9 +103,6 @@ auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot
int left_col = toTile(static_cast<int>(x)); int left_col = toTile(static_cast<int>(x));
int right_col = toTile(static_cast<int>(x + w - 1)); int right_col = toTile(static_cast<int>(x + w - 1));
// Si algún pie está por debajo de la superficie de algún slope → bloquear aterrizaje en slopes
bool block_slope_landing = isInsideAnySlope(x, foot_y_current, w);
FloorHit best; FloorHit best;
for (int row = start_row; row <= end_row; ++row) { for (int row = start_row; row <= end_row; ++row) {
@@ -121,11 +118,11 @@ auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot
if (foot_y_current <= tile_top) { if (foot_y_current <= tile_top) {
floor_y = tile_top; floor_y = tile_top;
} }
} else if (!block_slope_landing && (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R)) { } else if (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R) {
float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1; float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1;
float slope_y = getSlopeY(col, row, check_x); float slope_y = getSlopeY(col, row, check_x);
// Solo aterrizar si los pies estaban por encima de la superficie // Slopes son sólidas: aterrizar siempre que los pies lleguen a la superficie
if (foot_y_new >= slope_y && foot_y_current <= slope_y) { if (foot_y_new >= slope_y) {
floor_y = slope_y; floor_y = slope_y;
} }
} }
@@ -204,15 +201,15 @@ auto TileCollider::checkSlopeBelow(float x, float foot_y, float w) const -> Slop
for (int col = left_col; col <= right_col; ++col) { for (int col = left_col; col <= right_col; ++col) {
auto tile = getTileAt(col, row); auto tile = getTileAt(col, row);
if (tile == Tile::SLOPE_L) { if (tile == Tile::SLOPE_L) {
float foot_x = (col == left_col) ? x : x + w - 1; // SLOPE_L (\): alta a la izquierda → siempre pie izquierdo
float slope_y = getSlopeY(col, row, foot_x); float slope_y = getSlopeY(col, row, x);
if (slope_y <= foot_y && slope_y >= foot_y - TS) { if (slope_y <= foot_y && slope_y >= foot_y - TS) {
return {.on_slope = true, .type = Tile::SLOPE_L, .tile_x = col, .tile_y = row, .surface_y = slope_y}; return {.on_slope = true, .type = Tile::SLOPE_L, .tile_x = col, .tile_y = row, .surface_y = slope_y};
} }
} }
if (tile == Tile::SLOPE_R) { if (tile == Tile::SLOPE_R) {
float foot_x = (col == right_col) ? x + w - 1 : x; // SLOPE_R (/): alta a la derecha → siempre pie derecho
float slope_y = getSlopeY(col, row, foot_x); float slope_y = getSlopeY(col, row, x + w - 1);
if (slope_y <= foot_y && slope_y >= foot_y - TS) { if (slope_y <= foot_y && slope_y >= foot_y - TS) {
return {.on_slope = true, .type = Tile::SLOPE_R, .tile_x = col, .tile_y = row, .surface_y = slope_y}; return {.on_slope = true, .type = Tile::SLOPE_R, .tile_x = col, .tile_y = row, .surface_y = slope_y};
} }

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@@ -821,11 +821,20 @@ void Game::checkPlayerIsOnBorder() {
// La dirección es la opuesta: si salimos por TOP, la vieja queda en BOTTOM // La dirección es la opuesta: si salimos por TOP, la vieja queda en BOTTOM
Room::Border opposite = Room::Border::NONE; Room::Border opposite = Room::Border::NONE;
switch (BORDER) { switch (BORDER) {
case Room::Border::TOP: opposite = Room::Border::BOTTOM; break; case Room::Border::TOP:
case Room::Border::BOTTOM: opposite = Room::Border::TOP; break; opposite = Room::Border::BOTTOM;
case Room::Border::LEFT: opposite = Room::Border::RIGHT; break; break;
case Room::Border::RIGHT: opposite = Room::Border::LEFT; break; case Room::Border::BOTTOM:
default: break; opposite = Room::Border::TOP;
break;
case Room::Border::LEFT:
opposite = Room::Border::RIGHT;
break;
case Room::Border::RIGHT:
opposite = Room::Border::LEFT;
break;
default:
break;
} }
player_->setAdjacentRoom(transition_old_room_, opposite); player_->setAdjacentRoom(transition_old_room_, opposite);

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@@ -110,7 +110,7 @@ class Game {
float transition_timer_{0.0F}; // Tiempo transcurrido en la transición 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_old_room_; // Habitación saliente (se mantiene viva durante la transición)
Room::Border transition_direction_{Room::Border::NONE}; // Dirección de la transición Room::Border transition_direction_{Room::Border::NONE}; // Dirección de la transición
bool transition_just_ended_{false}; // Cooldown de 1 frame tras finalizar transición bool transition_just_ended_{false}; // Cooldown de 1 frame tras finalizar transición
// Variables de demo mode // Variables de demo mode
DemoData demo_; // Variables para el modo demo DemoData demo_; // Variables para el modo demo