mes edge merdes

This commit is contained in:
2026-04-07 13:15:46 +02:00
parent 22bdb94c44
commit e6eeb3396a
2 changed files with 23 additions and 0 deletions

View File

@@ -325,6 +325,26 @@ 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();
@@ -816,6 +836,7 @@ void Game::checkPlayerIsOnBorder() {
// Guardar la habitación saliente
transition_old_room_ = room_;
transition_old_room_path_ = current_room_;
transition_direction_ = BORDER;
// Crear nueva habitación y reposicionar jugador
@@ -844,6 +865,7 @@ void Game::endTransition() {
transition_just_ended_ = true;
transition_timer_ = 0.0F;
transition_old_room_.reset();
transition_old_room_path_.clear();
transition_direction_ = Room::Border::NONE;
Screen::get()->setRenderOffset(0, 0);
}

View File

@@ -111,6 +111,7 @@ class Game {
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)
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
// Variables de demo mode