tidy-fix automàtic (sense naming)
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@@ -146,17 +146,17 @@ namespace {
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}
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constexpr SpritePhase variant_0[] = {
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{0, 200, v0_walk_right, true},
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{0, 200, v0_pull_map_right, true},
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{200, 0, v0_pull_map_right, true}, // guarda el mapa (reprodueix inversament)
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{200, 80, v0_walk_left_to_80, true},
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{0, 200, v0_pull_map_left, true},
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{300, 95, v0_momia_left, true},
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{0, 50, v0_turn, true},
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{0, 49, v0_jump1, true},
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{50, 99, v0_jump2, true},
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{80, 0, v0_walk_final, true},
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{0, 150, v0_final, true},
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{.start_i = 0, .end_i = 200, .render = v0_walk_right, .skippable = true},
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{.start_i = 0, .end_i = 200, .render = v0_pull_map_right, .skippable = true},
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{.start_i = 200, .end_i = 0, .render = v0_pull_map_right, .skippable = true}, // guarda el mapa (reprodueix inversament)
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{.start_i = 200, .end_i = 80, .render = v0_walk_left_to_80, .skippable = true},
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{.start_i = 0, .end_i = 200, .render = v0_pull_map_left, .skippable = true},
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{.start_i = 300, .end_i = 95, .render = v0_momia_left, .skippable = true},
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{.start_i = 0, .end_i = 50, .render = v0_turn, .skippable = true},
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{.start_i = 0, .end_i = 49, .render = v0_jump1, .skippable = true},
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{.start_i = 50, .end_i = 99, .render = v0_jump2, .skippable = true},
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{.start_i = 80, .end_i = 0, .render = v0_walk_final, .skippable = true},
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{.start_i = 0, .end_i = 150, .render = v0_final, .skippable = true},
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};
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// =========================================================================
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@@ -224,13 +224,13 @@ namespace {
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}
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constexpr SpritePhase variant_1[] = {
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{0, 200, v1_walk_right, true},
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{0, 300, v1_pull_map, true},
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{0, 100, v1_interrogant, true},
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{0, 200, v1_drop_map, true},
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{0, 75, v1_stone_fall, true},
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{0, 19, v1_stone_break, true},
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{0, 200, v1_final, true},
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{.start_i = 0, .end_i = 200, .render = v1_walk_right, .skippable = true},
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{.start_i = 0, .end_i = 300, .render = v1_pull_map, .skippable = true},
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{.start_i = 0, .end_i = 100, .render = v1_interrogant, .skippable = true},
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{.start_i = 0, .end_i = 200, .render = v1_drop_map, .skippable = true},
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{.start_i = 0, .end_i = 75, .render = v1_stone_fall, .skippable = true},
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{.start_i = 0, .end_i = 19, .render = v1_stone_break, .skippable = true},
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{.start_i = 0, .end_i = 200, .render = v1_final, .skippable = true},
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};
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// =========================================================================
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@@ -268,17 +268,17 @@ namespace {
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}
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constexpr SpritePhase variant_2[] = {
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{0, 145, v2_approach, true},
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{0, 100, v2_still, true},
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{0, 50, v2_horn, true},
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{0, 800, v2_ball, true},
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{.start_i = 0, .end_i = 145, .render = v2_approach, .skippable = true},
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{.start_i = 0, .end_i = 100, .render = v2_still, .skippable = true},
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{.start_i = 0, .end_i = 50, .render = v2_horn, .skippable = true},
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{.start_i = 0, .end_i = 800, .render = v2_ball, .skippable = true},
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};
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// =========================================================================
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// Dispatch per variant
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// =========================================================================
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const SpritePhase* variant_table(int variant) {
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auto variant_table(int variant) -> const SpritePhase* {
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switch (variant) {
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case 0:
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return variant_0;
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@@ -290,7 +290,7 @@ namespace {
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return variant_0;
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}
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int variant_length(int variant) {
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auto variant_length(int variant) -> int {
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switch (variant) {
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case 0:
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return sizeof(variant_0) / sizeof(variant_0[0]);
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@@ -302,11 +302,11 @@ namespace {
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return 0;
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}
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int phase_step_count(const SpritePhase& p) {
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auto phase_step_count(const SpritePhase& p) -> int {
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return std::abs(p.end_i - p.start_i) + 1;
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}
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int phase_current_i(const SpritePhase& p, int step) {
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auto phase_current_i(const SpritePhase& p, int step) -> int {
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return p.end_i >= p.start_i ? p.start_i + step : p.start_i - step;
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}
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@@ -334,7 +334,9 @@ namespace scenes {
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}
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void IntroSpritesScene::tick(int delta_ms) {
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if (done_) return;
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if (done_) {
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return;
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}
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const SpritePhase* phases = variant_table(variant_);
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const int num_phases = variant_length(variant_);
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