time-based: Game::update(dt_s) sense gate, propaga dt a totes les entitats i sub-comptadors (counter_/death/stage/time-stopped/enemy-deploy/shake/game-completed)
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@@ -393,15 +393,13 @@ void Player::setAlive(bool value) {
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if (!value) {
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death_sprite_->setPosX(head_sprite_->getRect().x);
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death_sprite_->setPosY(head_sprite_->getRect().y);
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// MovingSprite comparteix vx/vy/ax/ay entre frame-based i time-based.
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// De moment fixem els valors en px/frame perquè Game encara crida
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// Player::update() frame-based. Quan Game flippi a time-based caldrà
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// canviar a px/s (12.0 / -396.0 / +-198.0) — vegeu DEATH_*_PX_PER_S2/S.
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death_sprite_->setAccelY(0.2F);
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death_sprite_->setVelY(-6.6F);
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death_sprite_->setVelX(3.3F);
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// Física del cadàver en px/s i px/s² — Game crida Player::update(dt_s)
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// que delega a death_sprite_->update(dt_s) (time-based).
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death_sprite_->setAccelY(DEATH_ACCEL_Y_PX_PER_S2);
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death_sprite_->setVelY(DEATH_VEL_Y_PX_PER_S);
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death_sprite_->setVelX(DEATH_VEL_X_PX_PER_S);
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if (rand() % 2 == 0) {
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death_sprite_->setVelX(-3.3F);
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death_sprite_->setVelX(-DEATH_VEL_X_PX_PER_S);
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}
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}
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}
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