forked from jaildesigner-jailgames/jaildoctors_dilemma
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@@ -56,7 +56,7 @@ void GameOver::update() {
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player_sprite_->update(DELTA_TIME); // Actualiza el sprite
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tv_sprite_->update(DELTA_TIME); // Actualiza el sprite
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Audio::get()->update(); // Actualiza el objeto Audio
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Audio::update(); // Actualiza el objeto Audio
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Screen::get()->update(DELTA_TIME); // Actualiza el objeto Screen
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}
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@@ -123,9 +123,9 @@ void GameOver::updateColor() {
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case State::FADE_IN: {
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// Fade in: de black (último color) a white (primer color)
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// Progreso: 0.0 (black) -> 1.0 (white)
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const float progress = std::min(elapsed_time_ / FADE_IN_DURATION, 1.0f);
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const int index = (colors_.size() - 1) - static_cast<int>((colors_.size() - 1) * progress);
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color_ = colors_[std::clamp(index, 0, static_cast<int>(colors_.size() - 1))];
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const float PROGRESS = std::min(elapsed_time_ / FADE_IN_DURATION, 1.0F);
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const int INDEX = (colors_.size() - 1) - static_cast<int>((colors_.size() - 1) * PROGRESS);
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color_ = colors_[std::clamp(INDEX, 0, static_cast<int>(colors_.size() - 1))];
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break;
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}
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@@ -137,9 +137,9 @@ void GameOver::updateColor() {
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case State::FADE_OUT: {
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// Fade out: de white (primer color) a black (último color)
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// Progreso: 0.0 (white) -> 1.0 (black)
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const float progress = std::min(elapsed_time_ / FADE_OUT_DURATION, 1.0f);
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const int index = static_cast<int>((colors_.size() - 1) * progress);
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color_ = colors_[std::clamp(index, 0, static_cast<int>(colors_.size() - 1))];
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const float PROGRESS = std::min(elapsed_time_ / FADE_OUT_DURATION, 1.0F);
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const int INDEX = static_cast<int>((colors_.size() - 1) * PROGRESS);
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color_ = colors_[std::clamp(INDEX, 0, static_cast<int>(colors_.size() - 1))];
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break;
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}
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@@ -165,7 +165,7 @@ void GameOver::updateState() {
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// Espera inicial antes de empezar
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if (elapsed_time_ >= WAITING_DURATION) {
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state_ = State::FADE_IN;
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elapsed_time_ = 0.0f;
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elapsed_time_ = 0.0F;
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// Hace sonar la música cuando termina la espera
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Audio::get()->playMusic("game_over.ogg", 0);
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}
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@@ -175,7 +175,7 @@ void GameOver::updateState() {
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// Fade in de colores desde black
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if (elapsed_time_ >= FADE_IN_DURATION) {
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state_ = State::DISPLAY;
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elapsed_time_ = 0.0f;
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elapsed_time_ = 0.0F;
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}
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break;
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@@ -183,7 +183,7 @@ void GameOver::updateState() {
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// Mostrando contenido con color brillante
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if (elapsed_time_ >= DISPLAY_DURATION) {
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state_ = State::FADE_OUT;
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elapsed_time_ = 0.0f;
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elapsed_time_ = 0.0F;
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}
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break;
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@@ -191,7 +191,7 @@ void GameOver::updateState() {
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// Fade out hacia black
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if (elapsed_time_ >= FADE_OUT_DURATION) {
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state_ = State::ENDING;
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elapsed_time_ = 0.0f;
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elapsed_time_ = 0.0F;
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}
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break;
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@@ -199,7 +199,7 @@ void GameOver::updateState() {
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// Pantalla en negro antes de salir
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if (elapsed_time_ >= ENDING_DURATION) {
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state_ = State::TRANSITION;
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elapsed_time_ = 0.0f;
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elapsed_time_ = 0.0F;
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}
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break;
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