developers, developers!

This commit is contained in:
2026-04-06 15:17:19 +02:00
parent 4c5e1e5470
commit fccc27fca0
10 changed files with 55 additions and 67 deletions

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@@ -1,7 +1,7 @@
# player animation # player animation
tileSetFile: player.gif tileSetFile: player.gif
frameWidth: 8 frameWidth: 12
frameHeight: 16 frameHeight: 24
animations: animations:
- name: stand - name: stand

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@@ -25,22 +25,22 @@ tilemap:
- [210, 180, 210, 212, 210, 180, 210, 211, 212, 210, 180, 210, 210, 211, 210, 212, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42] - [210, 180, 210, 212, 210, 180, 210, 211, 212, 210, 180, 210, 210, 211, 210, 212, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42]
- [163, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 163, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42] - [163, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 163, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42]
- [42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42] - [42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42]
- [42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33] - [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 264, 264, 264, 264, 264, 264, 264, 264, 264, 264, 264, 264, 264, 264, 264]
- [42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 33, 33, 33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, 33, 33] - [24, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 26, 33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, 33] - [48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 50, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33] - [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33] - [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33] - [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, 33, 33, 33, 33, 33, 33, 33, 33, -1, -1, -1, -1, -1, -1, -1, 33, 137, 138, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33] - [7, 7, 7, 7, 7, 7, 7, 7, 8, -1, -1, -1, -1, -1, -1, -1, 116, 137, 138, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33] - [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 134, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33] - [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 134, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, 33, 33, 33, 33, 33] - [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 545, -1, -1, -1, -1, -1, 33, 33, 33, 33, 33, 33] - [7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 545, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 545, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] - [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 545, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 545, -1, -1, -1, -1, -1, -1, -1, -1, -1] - [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 545, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 303, 303, -1, -1, -1, -1, -1, -1, -1] - [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 303, 303, -1, -1, -1, -1, -1, -1, -1]
- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] - [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26] - [51, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
# Enemigos en esta habitación # Enemigos en esta habitación
enemies: enemies:

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@@ -20,19 +20,19 @@ room:
# Tilemap: 21 filas x 32 columnas @ 8px/tile # Tilemap: 21 filas x 32 columnas @ 8px/tile
# Índices de tiles (-1 = vacío) # Índices de tiles (-1 = vacío)
tilemap: tilemap:
- [191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 42, 42, 42, 42, 42] - [191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 48, 5, 25, 25, 25]
- [42, 165, 165, 166, 167, 165, 184, 166, 165, 184, 165, 165, 167, 165, 165, 166, 165, 165, 184, 165, 165, 165, 184, 166, 165, 165, 165, 184, 24, 24, 24, 24] - [42, 165, 165, 166, 167, 165, 184, 166, 165, 184, 165, 165, 167, 165, 165, 166, 165, 165, 184, 165, 165, 165, 184, 166, 165, 165, 165, 184, 48, 49, 49, 49]
- [42, 42, 210, 211, 211, 210, 180, 210, 212, 210, 180, 210, 211, 212, 210, 180, 210, 210, 210, 210, 211, 212, 210, 180, 210, 212, 180, 210, -1, -1, -1, -1] - [42, 42, 210, 211, 211, 210, 180, 210, 212, 210, 180, 210, 211, 212, 210, 180, 210, 210, 210, 210, 211, 212, 210, 180, 210, 212, 180, 210, -1, -1, -1, -1]
- [42, 42, 42, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] - [42, 42, 42, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [42, 42, 42, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24, 24, 24] - [42, 42, 42, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 6, 1, 1, 1]
- [33, 33, 303, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24, 24] - [33, 33, 303, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 48, 5, 25]
- [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 302, 24, 24] - [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 302, 24, 25]
- [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24] - [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 25]
- [33, 33, -1, 412, 412, 412, 412, -1, -1, -1, -1, 412, 303, 412, 412, 412, -1, -1, -1, -1, 412, 303, 412, 412, 412, 412, 303, -1, -1, -1, 24, 24] - [33, 33, -1, 412, 412, 412, 412, -1, -1, -1, -1, 412, 303, 412, 412, 412, -1, -1, -1, -1, 412, 303, 412, 412, 412, 412, 303, -1, -1, -1, 24, 25]
- [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24] - [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 25]
- [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 410, 24, 24] - [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 410, 24, 25]
- [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24] - [33, 33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 25]
- [33, 33, 412, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 410, 24, 24] - [33, 33, 412, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 410, 48, 49]
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] - [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] - [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] - [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]

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@@ -1,6 +1,6 @@
room: room:
bgColor: 0 bgColor: 0
border: 1 border: 0
tileSetFile: standard.gif tileSetFile: standard.gif
# Conexiones de la habitación (null = sin conexión) # Conexiones de la habitación (null = sin conexión)

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

View File

@@ -36,7 +36,7 @@ class Player {
static constexpr float HORIZONTAL_VELOCITY = 60.0F; // Velocidad horizontal objetivo en pixels/segundo static constexpr float HORIZONTAL_VELOCITY = 60.0F; // Velocidad horizontal objetivo en pixels/segundo
static constexpr float HORIZONTAL_ACCEL = 500.0F; // Aceleración/deceleración horizontal en pixels/segundo² (inercia ligera) static constexpr float HORIZONTAL_ACCEL = 500.0F; // Aceleración/deceleración horizontal en pixels/segundo² (inercia ligera)
static constexpr float MAX_VY = 160.0F; // Velocidad vertical máxima en pixels/segundo static constexpr float MAX_VY = 160.0F; // Velocidad vertical máxima en pixels/segundo
static constexpr float JUMP_VELOCITY = -140.0F; // Velocidad inicial del salto en pixels/segundo static constexpr float JUMP_VELOCITY = -170.0F; // Velocidad inicial del salto en pixels/segundo
static constexpr float GRAVITY_FORCE = 360.0F; // Fuerza de gravedad en pixels/segundo² static constexpr float GRAVITY_FORCE = 360.0F; // Fuerza de gravedad en pixels/segundo²
static constexpr float LOW_JUMP_GRAVITY_MULT = 3.0F; // Multiplicador de gravedad al soltar el botón de salto (salto variable) static constexpr float LOW_JUMP_GRAVITY_MULT = 3.0F; // Multiplicador de gravedad al soltar el botón de salto (salto variable)
@@ -87,8 +87,8 @@ class Player {
private: private:
// --- Constantes --- // --- Constantes ---
static constexpr int WIDTH = 8; // Ancho del jugador static constexpr int WIDTH = 12; // Ancho del jugador
static constexpr int HEIGHT = 16; // ALto del jugador static constexpr int HEIGHT = 24; // Alto del jugador
static constexpr int MAX_FALLING_HEIGHT = Tile::SIZE * 4; // Altura maxima permitida de caída en pixels static constexpr int MAX_FALLING_HEIGHT = Tile::SIZE * 4; // Altura maxima permitida de caída en pixels
// --- Objetos y punteros --- // --- Objetos y punteros ---
@@ -105,6 +105,7 @@ class Player {
Direction wanna_go_ = Direction::NONE; Direction wanna_go_ = Direction::NONE;
bool wanna_jump_ = false; bool wanna_jump_ = false;
bool wanna_down_ = false; bool wanna_down_ = false;
bool jump_held_ = false; // true mientras la tecla de salto esté pulsada (para detectar flanco)
// --- Variables de estado --- // --- Variables de estado ---
State state_ = State::ON_GROUND; // Estado en el que se encuentra el jugador. Util apara saber si está saltando o cayendo State state_ = State::ON_GROUND; // Estado en el que se encuentra el jugador. Util apara saber si está saltando o cayendo
@@ -112,7 +113,7 @@ class Player {
// --- Variables de colisión --- // --- Variables de colisión ---
SDL_FRect collider_box_{}; // Caja de colisión con los enemigos u objetos SDL_FRect collider_box_{}; // Caja de colisión con los enemigos u objetos
std::array<SDL_FPoint, 8> collider_points_{}; // Puntos de colisión con el mapa std::array<SDL_FPoint, 12> collider_points_{}; // Puntos de colisión con el mapa (3 columnas × 4 filas, gap ≤ 8px)
SDL_FPoint under_left_foot_ = {.x = 0.0F, .y = 0.0F}; // El punto bajo la esquina inferior izquierda del jugador SDL_FPoint under_left_foot_ = {.x = 0.0F, .y = 0.0F}; // El punto bajo la esquina inferior izquierda del jugador
SDL_FPoint under_right_foot_ = {.x = 0.0F, .y = 0.0F}; // El punto bajo la esquina inferior derecha del jugador SDL_FPoint under_right_foot_ = {.x = 0.0F, .y = 0.0F}; // El punto bajo la esquina inferior derecha del jugador
const LineDiagonal* current_slope_{nullptr}; // Rampa actual sobe la que está el jugador const LineDiagonal* current_slope_{nullptr}; // Rampa actual sobe la que está el jugador

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@@ -26,8 +26,6 @@ Room::Room(const std::string& room_path, std::shared_ptr<Scoreboard::Data> data)
item_manager_ = std::make_unique<ItemManager>(room->number, data_); item_manager_ = std::make_unique<ItemManager>(room->number, data_);
initializeRoom(*room); initializeRoom(*room);
openTheJail(); // Abre la Jail si se da el caso
// Crea el mapa de colisiones (necesita tile_map_, tile_set_width_, conveyor_belt_direction_) // Crea el mapa de colisiones (necesita tile_map_, tile_set_width_, conveyor_belt_direction_)
collision_map_ = std::make_unique<CollisionMap>(tile_map_, tile_set_width_, conveyor_belt_direction_); collision_map_ = std::make_unique<CollisionMap>(tile_map_, tile_set_width_, conveyor_belt_direction_);
@@ -80,25 +78,6 @@ void Room::initializeRoom(const Data& room) {
} }
} }
// Abre la jail para poder entrar
void Room::openTheJail() { // NOLINT(readability-convert-member-functions-to-static)
if (data_->jail_is_open && number_ == Defaults::Game::Room::END_ROOM) {
// Elimina el último enemigo (Bry debe ser el último enemigo definido en el fichero)
if (!enemy_manager_->isEmpty()) {
enemy_manager_->removeLastEnemy();
}
// Abre las puertas
constexpr int TILE_A = 16 + (13 * 32);
constexpr int TILE_B = 16 + (14 * 32);
if (TILE_A < tile_map_.size()) {
tile_map_[TILE_A] = -1;
}
if (TILE_B < tile_map_.size()) {
tile_map_[TILE_B] = -1;
}
}
}
// Dibuja el mapa en pantalla // Dibuja el mapa en pantalla
void Room::renderMap() { void Room::renderMap() {

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@@ -137,5 +137,4 @@ class Room {
// --- Funciones --- // --- Funciones ---
void initializeRoom(const Data& room); // Inicializa los valores void initializeRoom(const Data& room); // Inicializa los valores
void openTheJail(); // Abre la jail para poder entrar
}; };

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@@ -598,10 +598,6 @@ void Game::handleDebugEvents(const SDL_Event& event) { // NOLINT(readability-co
player_->setColor(); player_->setColor();
break; break;
case SDLK_3:
toggleCheat(Options::cheats.jail_is_open, Locale::get()->get("game.cheat_jail_open")); // NOLINT(readability-static-accessed-through-instance)
break;
case SDLK_7: case SDLK_7:
Notifier::get()->show({Locale::get()->get("achievements.header"), Locale::get()->get("achievements.c11")}, Notifier::Style::CHEEVO, -1, false, "F7"); // NOLINT(readability-static-accessed-through-instance) Notifier::get()->show({Locale::get()->get("achievements.header"), Locale::get()->get("achievements.c11")}, Notifier::Style::CHEEVO, -1, false, "F7"); // NOLINT(readability-static-accessed-through-instance)
break; break;