HUD: la GameScene crida hud_->setPyramidRoom amb els valors del
LevelManager al ctor i a cada loadRoom — el marcador deixa de
mostrar 1/1 fix i s'actualitza en avançar de sala, en saltar amb
[/] i en arrencar amb starting_level del debug.yaml.
INTRO a dues línies: substitueix la clau game.room_intro per
game.room_intro_pyramid ("Piramide {p}") i game.room_intro_room
("Sala {r}") als locale ca/en. RoomFsm::formatRoomTitle(int)
desapareix i el reemplacen formatIntroPyramidLine(int) +
formatIntroRoomLine(int). renderRoomText es refactoritza per
dibuixar les dues línies (piràmide damunt, sala davall) amb
writeDX independents — comparteixen animació ara mateix però el
disseny ja les deixa preparades per ser desacoblades en el futur.
Drive-by: elimina el membre room_index_ de GameScene; les tres
ubicacions que el sincronitzaven amb el LevelManager (ctor,
advanceToNextRoom, salt debug) ja no fan falta — renderRoomText
i el HUD pregunten directament al singleton, evitant qualsevol
mirror local desincronitzable.
Test: T9/T10 actualitzats per a les dues noves formatadores.
101 lines
2.5 KiB
YAML
101 lines
2.5 KiB
YAML
# AEE 2026 — English
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# lang: en
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notification:
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test: "test notification"
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gamepad_connected: "connected"
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gamepad_disconnected: "disconnected"
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input:
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zoom: "Zoom"
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fullscreen_on: "Fullscreen"
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fullscreen_off: "Windowed"
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shader_on: "Shaders on"
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shader_off: "Shaders off"
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vsync_on: "VSync on"
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vsync_off: "VSync off"
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screenshot: "Screenshot"
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shader: "Shader"
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preset: "Preset"
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scaling_disabled: "Scaling off"
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scaling_stretch: "Scaling stretch"
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scaling_letterbox: "Scaling letterbox"
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scaling_overscan: "Scaling overscan"
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scaling_integer: "Scaling integer"
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press_again_exit: "Press again to exit"
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paused: "Paused"
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editor_on: "Editor ON"
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editor_off: "Editor OFF"
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editor_save_error: "Editor: map save failed"
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hud:
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p1: "P1"
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p2: "P2"
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lives: "Lives"
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treasures: "Tre"
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pyramid: "Pyramid"
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room: "Room"
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# Room transition texts (GameScene FSM intro/outro). The two pyramid /
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# room strings render as independent lines during INTRO (so they can
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# be animated separately in the future). They accept `{p}` (pyramid)
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# and `{r}` (room) placeholders, replaced with the current LevelManager
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# values.
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game:
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room_intro_pyramid: "Pyramid {p}"
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room_intro_room: "Room {r}"
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room_complete: "Stage complete"
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menu:
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titles:
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root: "Service menu"
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video: "Video"
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audio: "Audio"
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controls: "Controls"
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keyboard: "Keyboard"
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gamepad: "Gamepad"
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system: "System"
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labels:
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player_1: "Player 1"
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gamepad_unavailable: "Not available"
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items:
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video_submenu: "Video"
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audio_submenu: "Audio"
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controls_submenu: "Controls"
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keyboard_submenu: "Keyboard"
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gamepad_submenu: "Gamepad"
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system_submenu: "System"
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move_up: "Up"
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move_down: "Down"
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move_left: "Left"
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move_right: "Right"
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zoom: "Zoom"
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screen: "Fullscreen"
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vsync: "VSync"
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scaling_mode: "Scaling"
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shader: "Shader"
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shader_type: "Shader type"
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preset: "Preset"
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render_info: "Render info"
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uptime: "Show time"
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master_enable: "Audio"
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master_volume: "Master volume"
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music: "Music"
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music_volume: "Music volume"
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sounds: "Sounds"
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sounds_volume: "Sound volume"
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restart: "Restart"
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exit_game: "Exit game"
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values:
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on: "On"
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off: "Off"
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submenu_arrow: ">"
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scaling_disabled: "Off"
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scaling_stretch: "Stretch"
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scaling_letterbox: "Letterbox"
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scaling_overscan: "Overscan"
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scaling_integer: "Integer"
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render_info_off: "Off"
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render_info_top: "Top"
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render_info_bottom: "Bottom"
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