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@@ -64,7 +64,9 @@ void Player::handleInput() {
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wanna_go_ = Direction::NONE;
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}
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wanna_jump_ = Input::get()->checkAction(InputAction::JUMP);
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const bool JUMP_PRESSED = Input::get()->checkAction(InputAction::JUMP);
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wanna_jump_ = JUMP_PRESSED && !jump_held_; // Solo en el flanco de pulsación
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jump_held_ = JUMP_PRESSED;
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wanna_down_ = Input::get()->checkAction(InputAction::DOWN);
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}
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@@ -416,7 +418,7 @@ void Player::switchBorders() {
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void Player::applyGravity(float delta_time) {
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if (state_ == State::ON_AIR) {
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// Si está subiendo y ha soltado el botón de salto, gravedad aumentada para cortar el salto
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const float GRAVITY = (vy_ < 0.0F && !wanna_jump_)
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const float GRAVITY = (vy_ < 0.0F && !jump_held_)
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? GRAVITY_FORCE * LOW_JUMP_GRAVITY_MULT
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: GRAVITY_FORCE;
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vy_ += GRAVITY * delta_time;
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@@ -582,15 +584,26 @@ void Player::setColor(Uint8 color) {
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// Actualiza los puntos de colisión
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void Player::updateColliderPoints() {
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const SDL_FRect RECT = getRect();
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collider_points_[0] = {.x = RECT.x, .y = RECT.y};
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collider_points_[1] = {.x = RECT.x + 7, .y = RECT.y};
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collider_points_[2] = {.x = RECT.x + 7, .y = RECT.y + 7};
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collider_points_[3] = {.x = RECT.x, .y = RECT.y + 7};
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collider_points_[4] = {.x = RECT.x, .y = RECT.y + 8};
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collider_points_[5] = {.x = RECT.x + 7, .y = RECT.y + 8};
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collider_points_[6] = {.x = RECT.x + 7, .y = RECT.y + 15};
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collider_points_[7] = {.x = RECT.x, .y = RECT.y + 15};
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// 3 columnas × 4 filas: garantiza que cada tile de 8×8 que solape el jugador tenga al menos un punto
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const float L = x_;
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const float M = x_ + (WIDTH / 2);
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const float R = x_ + WIDTH - 1;
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const float Y0 = y_;
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const float Y1 = y_ + 8;
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const float Y2 = y_ + 16;
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const float Y3 = y_ + HEIGHT - 1;
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collider_points_[0] = {.x = L, .y = Y0};
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collider_points_[1] = {.x = M, .y = Y0};
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collider_points_[2] = {.x = R, .y = Y0};
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collider_points_[3] = {.x = L, .y = Y1};
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collider_points_[4] = {.x = M, .y = Y1};
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collider_points_[5] = {.x = R, .y = Y1};
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collider_points_[6] = {.x = L, .y = Y2};
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collider_points_[7] = {.x = M, .y = Y2};
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collider_points_[8] = {.x = R, .y = Y2};
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collider_points_[9] = {.x = L, .y = Y3};
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collider_points_[10] = {.x = M, .y = Y3};
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collider_points_[11] = {.x = R, .y = Y3};
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}
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// Actualiza los puntos de los pies
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