refactor(log): migra game/scenes i game/ui a Log::

- logo_scene, title_scene, intro_scene, room_fsm: missatges de
  cicle d'escena com a Log::info amb tag "scene" o "RoomFsm".
  Eliminats els TODO obsolets sobre el logger pendent.
- game_scene (16 logs): events del bus (LEVEL COMPLETE, PLAYER HIT,
  PLAYER KILLED) com a info; transicions de ROOM com a info; warns
  als casos d'àudio absent o música no arrencada.
- hud (3 logs): init i events com a info.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
JailDesignerandClaude Opus 4.7 committed 2026-05-08 09:24:11 +02:00
1 parent 0b708f1515
commit 5fce52e0ad
6 files changed
+34 -46

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@@ -6,7 +6,6 @@
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <iostream>
#include <string>
#include <utility>
#include <variant>
@@ -19,6 +18,7 @@
#include "utils/defaults.hpp"
#include "utils/defines.hpp"
#include "utils/easing.hpp"
#include "utils/log.hpp"
namespace {
@@ -127,17 +127,16 @@ Hud::Hud(EventBus& bus, std::shared_ptr<Text> font)
blk.flash_ms_left = UiConfig::get().hudFlashMs();
blk.shake_ms_left = UiConfig::get().hudShakeMs();
blk.shake_intensity = 1.5F;
std::cout << "[HUD] player_hit p" << (IDX + 1) << " dmg=" << (dmg != nullptr ? *dmg : 0)
<< " lives=" << players_[IDX].lives << '\n';
Log::info("HUD", "player_hit p{} dmg={} lives={}", IDX + 1, dmg != nullptr ? *dmg : 0, players_[IDX].lives);
}));
subs_.push_back(bus_.subscribe("level_complete", [](const Event& /*ev*/) {
// TODO: capturar `this` i cridar setMode(*, Mode::Win) per als
// tres blocs quan el mode Win estiga implementat.
std::cout << "[HUD] level_complete (mode Win pendent)\n";
Log::info("HUD", "level_complete (mode Win pendent)");
}));
std::cout << "[HUD] init: 3 blocks ready (entry " << ENTRY_MS << " ms)\n";
Log::info("HUD", "init: 3 blocks ready (entry {} ms)", ENTRY_MS);
}
Hud::~Hud() {