neteja clang-tidy
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@@ -29,10 +29,10 @@ Background::Background(float total_progress_to_complete)
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moon_texture_(Resource::get()->getTexture("game_moon.png")),
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grass_sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("game_grass.png"), Resource::get()->getAnimation("game_grass.ani"))),
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total_progress_to_complete_(total_progress_to_complete),
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progress_per_stage_(total_progress_to_complete_ / STAGES),
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sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
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minimum_completed_progress_(total_progress_to_complete_ * MINIMUM_COMPLETED_PROGRESS_PERCENTAGE),
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TOTAL_PROGRESS_TO_COMPLETE(total_progress_to_complete),
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PROGRESS_PER_STAGE(TOTAL_PROGRESS_TO_COMPLETE / STAGES),
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SUM_COMPLETION_PROGRESS(TOTAL_PROGRESS_TO_COMPLETE * SUN_COMPLETION_FACTOR),
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MINIMUM_COMPLETED_PROGRESS(TOTAL_PROGRESS_TO_COMPLETE * MINIMUM_COMPLETED_PROGRESS_PERCENTAGE),
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rect_(SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(gradients_texture_->getWidth() / 2), .h = static_cast<float>(gradients_texture_->getHeight() / 2)}),
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src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
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@@ -167,7 +167,7 @@ void Background::incrementProgress(float amount) {
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if (state_ == State::NORMAL) {
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float old_progress = progress_;
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progress_ += amount;
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progress_ = std::min(progress_, total_progress_to_complete_);
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progress_ = std::min(progress_, TOTAL_PROGRESS_TO_COMPLETE);
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// Notifica el cambio si hay callback y el progreso cambió
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if (progress_callback_ && progress_ != old_progress) {
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@@ -179,7 +179,7 @@ void Background::incrementProgress(float amount) {
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// Establece la progresión absoluta
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void Background::setProgress(float absolute_progress) {
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float old_progress = progress_;
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progress_ = std::clamp(absolute_progress, 0.0F, total_progress_to_complete_);
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progress_ = std::clamp(absolute_progress, 0.0F, TOTAL_PROGRESS_TO_COMPLETE);
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// Notifica el cambio si hay callback y el progreso cambió
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if (progress_callback_ && progress_ != old_progress) {
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@@ -282,27 +282,27 @@ void Background::updateProgression(float delta_time) {
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float eased_t = easeOutCubic(static_cast<double>(t));
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// Interpolación desde progreso inicial hasta mínimo
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float progress_range = completion_initial_progress_ - minimum_completed_progress_;
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float progress_range = completion_initial_progress_ - MINIMUM_COMPLETED_PROGRESS;
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progress_ = completion_initial_progress_ - (progress_range * eased_t);
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} else {
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// Transición completada, fijar al valor mínimo
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progress_ = minimum_completed_progress_;
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progress_ = MINIMUM_COMPLETED_PROGRESS;
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}
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}
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// Calcula la transición de los diferentes fondos
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const float GRADIENT_NUMBER_FLOAT = std::min(progress_ / progress_per_stage_, 3.0F);
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const float GRADIENT_NUMBER_FLOAT = std::min(progress_ / PROGRESS_PER_STAGE, 3.0F);
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const float PERCENT = GRADIENT_NUMBER_FLOAT - static_cast<int>(GRADIENT_NUMBER_FLOAT);
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gradient_number_ = static_cast<size_t>(GRADIENT_NUMBER_FLOAT);
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transition_ = PERCENT;
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// Calcula la posición del sol
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const float SUN_PROGRESSION = std::min(progress_ / sun_completion_progress_, 1.0F);
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const float SUN_PROGRESSION = std::min(progress_ / SUM_COMPLETION_PROGRESS, 1.0F);
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sun_index_ = static_cast<size_t>(SUN_PROGRESSION * (sun_path_.size() - 1));
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// Calcula la posición de la luna
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const float MOON_PROGRESSION = std::min(progress_ / total_progress_to_complete_, 1.0F);
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const float MOON_PROGRESSION = std::min(progress_ / TOTAL_PROGRESS_TO_COMPLETE, 1.0F);
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moon_index_ = static_cast<size_t>(MOON_PROGRESSION * (moon_path_.size() - 1));
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// Actualiza la velocidad de las nubes
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@@ -318,12 +318,12 @@ void Background::updateCloudsSpeed() {
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// Velocidad base según progreso (de -3.0 a -120.0 píxeles/segundo, igual que la versión original)
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float base_clouds_speed = (-CLOUDS_INITIAL_SPEED_PX_PER_S) +
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(-CLOUDS_FINAL_SPEED_RANGE_PX_PER_S * (progress_ / total_progress_to_complete_));
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(-CLOUDS_FINAL_SPEED_RANGE_PX_PER_S * (progress_ / TOTAL_PROGRESS_TO_COMPLETE));
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// En estado completado, las nubes se ralentizan gradualmente
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if (state_ == State::COMPLETED) {
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float completion_factor = (progress_ - minimum_completed_progress_) /
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(total_progress_to_complete_ - minimum_completed_progress_);
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float completion_factor = (progress_ - MINIMUM_COMPLETED_PROGRESS) /
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(TOTAL_PROGRESS_TO_COMPLETE - MINIMUM_COMPLETED_PROGRESS);
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completion_factor = std::max(0.1F, completion_factor);
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base_clouds_speed *= completion_factor;
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}
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