Skip to content

Add spatial audio, rock-hiding, and UI adjustments#391

Merged
TheUnrealZaka merged 2 commits into
mainfrom
feat/millores-generals-del-joc
Jun 11, 2026
Merged

Add spatial audio, rock-hiding, and UI adjustments#391
TheUnrealZaka merged 2 commits into
mainfrom
feat/millores-generals-del-joc

Conversation

@MarcPladellorensPerez

Copy link
Copy Markdown
Contributor

Introduce spatialized SFX and distance-based attenuation (Audio.h/cpp): adds PlayFx overload and PlayFxSpatial, uses Vector2D and updates many enemy/boss/entity calls to PlayFxSpatial. Implement rock-hiding feature and rendering ordering: player gains hide-behind-rock state and animations, DrawBehindMap to render player/checkpoints behind map layers, HidingRock prompts moved to PostUpdate and simplified; Map now draws player and checkpoints behind map. UI/scene tweaks: replace menu fragment assets (4 fragments), adjust fragment placement/scales, add Scene::ShouldShowCursor and use it in UIManager for custom cursor visibility. Misc fixes: protagonist spritesheet turnaround frame durations reduced, TMX tiledversion bumped, Render dead-zone disabled (set to 0), PuzzleManager vignette intro radius tween, various camera/intro/ checkpoint flow adjustments and small layout fixes.

Canvis

Issues relacionades

Tipus de canvi

  • feat: Nova funcionalitat
  • fix: Correcció de bug
  • art: Asset gràfic
  • docs: Documentació
  • refactor: Refactorització de codi
  • build: Canvis al sistema de build

Checklist

  • El codi compila sense errors
  • He provat els canvis localment
  • He seguit les naming conventions (PascalCase classes, camelCase mètodes, m_ membres)
  • He usat Conventional Commits al títol del PR
  • He enllaçat la Issue corresponent

Introduce spatialized SFX and distance-based attenuation (Audio.h/cpp): adds PlayFx overload and PlayFxSpatial, uses Vector2D and updates many enemy/boss/entity calls to PlayFxSpatial. Implement rock-hiding feature and rendering ordering: player gains hide-behind-rock state and animations, DrawBehindMap to render player/checkpoints behind map layers, HidingRock prompts moved to PostUpdate and simplified; Map now draws player and checkpoints behind map. UI/scene tweaks: replace menu fragment assets (4 fragments), adjust fragment placement/scales, add Scene::ShouldShowCursor and use it in UIManager for custom cursor visibility. Misc fixes: protagonist spritesheet turnaround frame durations reduced, TMX tiledversion bumped, Render dead-zone disabled (set to 0), PuzzleManager vignette intro radius tween, various camera/intro/ checkpoint flow adjustments and small layout fixes.
@MarcPladellorensPerez MarcPladellorensPerez linked an issue Jun 11, 2026 that may be closed by this pull request
Tweaks puzzle fragment positions to a tighter cluster (updated offsets for fragments 1–3) and refactors fragment rendering. Base textures are drawn if present; variant/transition textures are only drawn when available and keep their alpha blending logic. When variant textures are missing, a semi-transparent rectangle is drawn on hover as a visual fallback. This makes hover visuals more robust and simplifies the conditional checks.
@bruno0135

Copy link
Copy Markdown
Contributor

Bon treball he revisat tot i funciona.

@TheUnrealZaka TheUnrealZaka merged commit 70bb9d8 into main Jun 11, 2026
2 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

feat: Millores Generals del Joc

3 participants