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