forked from jaildesigner-jailgames/jaildoctors_dilemma
clang-tidy
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@@ -111,6 +111,17 @@ void Ending::transitionToState(State new_state) {
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}
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}
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// Lógica de fade común a los estados SCENE_N
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void Ending::handleSceneFadeout(float scene_duration, float delta_time) {
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if (state_time_ >= scene_duration - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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}
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// Actualiza la máquina de estados
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void Ending::updateState(float delta_time) {
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state_time_ += delta_time;
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@@ -125,57 +136,27 @@ void Ending::updateState(float delta_time) {
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case State::SCENE_0:
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checkChangeScene();
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if (state_time_ >= SCENE_0_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_0_DURATION, delta_time);
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break;
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case State::SCENE_1:
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checkChangeScene();
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if (state_time_ >= SCENE_1_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_1_DURATION, delta_time);
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break;
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case State::SCENE_2:
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checkChangeScene();
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if (state_time_ >= SCENE_2_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_2_DURATION, delta_time);
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break;
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case State::SCENE_3:
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checkChangeScene();
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if (state_time_ >= SCENE_3_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_3_DURATION, delta_time);
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break;
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case State::SCENE_4:
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checkChangeScene();
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if (state_time_ >= SCENE_4_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_4_DURATION, delta_time);
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break;
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case State::ENDING:
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@@ -82,8 +82,9 @@ class Ending {
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void iniTexts(); // Inicializa los textos
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void iniPics(); // Inicializa las imágenes
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void iniScenes(); // Inicializa las escenas
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void updateState(float delta_time); // Actualiza la máquina de estados
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void transitionToState(State new_state); // Transición entre estados
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void updateState(float delta_time); // Actualiza la máquina de estados
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void handleSceneFadeout(float scene_duration, float delta_time); // Lógica de fade común a los estados SCENE_N
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void transitionToState(State new_state); // Transición entre estados
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void updateSpriteCovers(); // Actualiza las cortinillas de los elementos
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void checkChangeScene(); // Comprueba si se ha de cambiar de escena
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void updateMusicVolume() const; // Actualiza el volumen de la música
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@@ -285,7 +285,7 @@ void Ending2::updateSprites(float delta) {
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const float Y = sprite->getPosY();
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const float H = sprite->getHeight();
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const float CANVAS_H = static_cast<float>(Options::game.height);
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const auto CANVAS_H = Options::game.height;
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// Checkpoint inferior: sprite entra per baix → generar de dalt a baix
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if (Y > static_cast<float>(ENTRY_EXIT_PADDING) && Y <= CANVAS_H - H - ENTRY_EXIT_PADDING && sprite->getProgress() >= 1.0F && sprite->isTransitionDone()) {
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@@ -306,7 +306,7 @@ void Ending2::updateTextSprites(float delta) {
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const float Y = sprite->getPosY();
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const float H = sprite->getHeight();
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const float CANVAS_H = static_cast<float>(Options::game.height);
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const auto CANVAS_H = Options::game.height;
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if (Y > static_cast<float>(ENTRY_EXIT_PADDING) && Y <= CANVAS_H - H - ENTRY_EXIT_PADDING && sprite->getProgress() >= 1.0F && sprite->isTransitionDone()) {
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sprite->startGenerate(TRANSITION_DURATION_MS, DissolveDirection::UP);
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@@ -325,7 +325,7 @@ void Ending2::updateTexts(float delta) {
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const float Y = sprite->getPosY();
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const float H = sprite->getHeight();
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const float CANVAS_H = static_cast<float>(Options::game.height);
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const auto CANVAS_H = Options::game.height;
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// Checkpoint inferior: text entra per baix → generar de dalt a baix
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if (Y > static_cast<float>(ENTRY_EXIT_PADDING) && Y <= CANVAS_H - H - ENTRY_EXIT_PADDING && sprite->getProgress() >= 1.0F && sprite->isTransitionDone()) {
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@@ -366,6 +366,13 @@ void Game::renderPostFadeEnding() {
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}
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#ifdef _DEBUG
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// Helper: alterna un cheat y muestra notificación con su estado
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static void toggleCheat(Options::Cheat::State& cheat, const std::string& label) {
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cheat = (cheat == Options::Cheat::State::ENABLED) ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
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const bool ENABLED = (cheat == Options::Cheat::State::ENABLED);
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Notifier::get()->show({label + (ENABLED ? " ENABLED" : " DISABLED")}, Notifier::Style::DEFAULT, -1, true);
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}
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// Pasa la información de debug
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void Game::updateDebugInfo() {
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// Debug::get()->add("X = " + std::to_string(static_cast<int>(player_->x_)) + ", Y = " + std::to_string(static_cast<int>(player_->y_)));
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@@ -437,20 +444,17 @@ void Game::handleDebugEvents(const SDL_Event& event) {
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break;
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case SDLK_1:
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Options::cheats.infinite_lives = Options::cheats.infinite_lives == Options::Cheat::State::ENABLED ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
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Notifier::get()->show({std::string("INFINITE LIVES ") + (Options::cheats.infinite_lives == Options::Cheat::State::ENABLED ? "ENABLED" : "DISABLED")}, Notifier::Style::DEFAULT, -1, true);
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toggleCheat(Options::cheats.infinite_lives, "INFINITE LIVES");
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player_->setColor();
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break;
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case SDLK_2:
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Options::cheats.invincible = Options::cheats.invincible == Options::Cheat::State::ENABLED ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
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Notifier::get()->show({std::string("INVINCIBLE ") + (Options::cheats.invincible == Options::Cheat::State::ENABLED ? "ENABLED" : "DISABLED")}, Notifier::Style::DEFAULT, -1, true);
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toggleCheat(Options::cheats.invincible, "INVINCIBLE");
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player_->setColor();
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break;
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case SDLK_3:
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Options::cheats.jail_is_open = Options::cheats.jail_is_open == Options::Cheat::State::ENABLED ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
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Notifier::get()->show({std::string("JAIL IS OPEN ") + (Options::cheats.jail_is_open == Options::Cheat::State::ENABLED ? "ENABLED" : "DISABLED")}, Notifier::Style::DEFAULT, -1, true);
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toggleCheat(Options::cheats.jail_is_open, "JAIL IS OPEN");
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break;
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case SDLK_7:
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@@ -506,7 +510,7 @@ void Game::handleDebugMouseDrag(float delta_time) {
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// Calcular distancia al objetivo
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float dx = game_x - player_x;
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float dy = game_y - player_y;
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float distance = std::sqrt(dx * dx + dy * dy);
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float distance = std::sqrt((dx * dx) + (dy * dy));
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// Constantes de velocidad con ease-in (aceleración progresiva)
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constexpr float DRAG_SPEED_MIN = 30.0F; // Velocidad inicial (pixels/segundo)
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@@ -517,13 +521,13 @@ void Game::handleDebugMouseDrag(float delta_time) {
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if (!debug_dragging_player_) {
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debug_drag_speed_ = DRAG_SPEED_MIN; // Iniciar con velocidad mínima
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}
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debug_drag_speed_ = std::min(DRAG_SPEED_MAX, debug_drag_speed_ + DRAG_ACCELERATION * delta_time);
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debug_drag_speed_ = std::min(DRAG_SPEED_MAX, debug_drag_speed_ + (DRAG_ACCELERATION * delta_time));
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if (distance > 1.0F) {
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// Calcular el movimiento con la velocidad actual
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float move_factor = std::min(1.0F, debug_drag_speed_ * delta_time / distance);
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float new_x = player_x + dx * move_factor;
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float new_y = player_y + dy * move_factor;
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float new_x = player_x + (dx * move_factor);
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float new_y = player_y + (dy * move_factor);
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// Mover el jugador hacia la posición del cursor
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player_->setDebugPosition(new_x, new_y);
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@@ -66,10 +66,10 @@ class Game {
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void updateFadeToEnding(float delta_time); // Actualiza el juego en estado FADE_TO_ENDING
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void updatePostFadeEnding(float delta_time); // Actualiza el juego en estado POST_FADE_ENDING
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void renderPlaying(); // Renderiza el juego en estado PLAYING (directo a pantalla)
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void renderBlackScreen(); // Renderiza el juego en estado BLACK_SCREEN (pantalla negra)
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void renderGameOver(); // Renderiza el juego en estado GAME_OVER (pantalla negra)
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static void renderBlackScreen(); // Renderiza el juego en estado BLACK_SCREEN (pantalla negra)
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static void renderGameOver(); // Renderiza el juego en estado GAME_OVER (pantalla negra)
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void renderFadeToEnding(); // Renderiza el juego en estado FADE_TO_ENDING (via backbuffer)
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void renderPostFadeEnding(); // Renderiza el juego en estado POST_FADE_ENDING (pantalla negra)
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static void renderPostFadeEnding(); // Renderiza el juego en estado POST_FADE_ENDING (pantalla negra)
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auto changeRoom(const std::string& room_path) -> bool; // Cambia de habitación
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void handleInput(); // Comprueba el teclado
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void checkPlayerIsOnBorder(); // Comprueba si el jugador esta en el borde de la pantalla y actua
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