neteja tidy a source/game (fixes d'arrel: BulletKind enum class, signatures, branches)
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@@ -39,7 +39,7 @@ Intro::Intro(SDL_Renderer *renderer, section_t *section) {
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// Inicializa los bitmaps de la intro
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const int totalBitmaps = 6;
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for (int i = 0; i < totalBitmaps; ++i) {
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SmartSprite *ss = new SmartSprite(texture, renderer);
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auto *ss = new SmartSprite(texture, renderer);
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ss->setWidth(128);
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ss->setHeight(96);
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ss->setEnabledCounter(20);
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@@ -50,57 +50,57 @@ Intro::Intro(SDL_Renderer *renderer, section_t *section) {
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bitmaps[0]->setPosX(-128);
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bitmaps[0]->setPosY(GAMECANVAS_FIRST_QUARTER_Y - 24);
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bitmaps[0]->setVelX(0.0f);
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bitmaps[0]->setVelY(0.0f);
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bitmaps[0]->setAccelX(0.6f);
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bitmaps[0]->setAccelY(0.0f);
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bitmaps[0]->setVelX(0.0F);
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bitmaps[0]->setVelY(0.0F);
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bitmaps[0]->setAccelX(0.6F);
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bitmaps[0]->setAccelY(0.0F);
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bitmaps[0]->setSpriteClip(0, 0, 128, 96);
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bitmaps[1]->setPosX(GAMECANVAS_WIDTH);
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bitmaps[1]->setPosY(GAMECANVAS_FIRST_QUARTER_Y - 24);
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bitmaps[1]->setVelX(-1.0f);
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bitmaps[1]->setVelY(0.0f);
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bitmaps[1]->setAccelX(-0.3f);
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bitmaps[1]->setAccelY(0.0f);
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bitmaps[1]->setVelX(-1.0F);
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bitmaps[1]->setVelY(0.0F);
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bitmaps[1]->setAccelX(-0.3F);
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bitmaps[1]->setAccelY(0.0F);
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bitmaps[1]->setSpriteClip(128, 0, 128, 96);
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bitmaps[2]->setPosX(GAMECANVAS_CENTER_X - 64);
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bitmaps[2]->setPosY(-96);
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bitmaps[2]->setVelX(0.0f);
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bitmaps[2]->setVelY(3.0f);
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bitmaps[2]->setAccelX(0.1f);
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bitmaps[2]->setAccelY(0.3f);
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bitmaps[2]->setVelX(0.0F);
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bitmaps[2]->setVelY(3.0F);
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bitmaps[2]->setAccelX(0.1F);
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bitmaps[2]->setAccelY(0.3F);
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bitmaps[2]->setSpriteClip(0, 96, 128, 96);
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bitmaps[2]->setEnabledCounter(250);
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bitmaps[3]->setPosX(GAMECANVAS_CENTER_X - 64);
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bitmaps[3]->setPosY(GAMECANVAS_HEIGHT);
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bitmaps[3]->setVelX(0.0f);
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bitmaps[3]->setVelY(-0.7f);
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bitmaps[3]->setAccelX(0.0f);
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bitmaps[3]->setAccelY(0.0f);
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bitmaps[3]->setVelX(0.0F);
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bitmaps[3]->setVelY(-0.7F);
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bitmaps[3]->setAccelX(0.0F);
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bitmaps[3]->setAccelY(0.0F);
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bitmaps[3]->setSpriteClip(128, 96, 128, 96);
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bitmaps[4]->setPosX(GAMECANVAS_CENTER_X - 64);
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bitmaps[4]->setPosY(-96);
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bitmaps[4]->setVelX(0.0f);
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bitmaps[4]->setVelY(3.0f);
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bitmaps[4]->setAccelX(0.1f);
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bitmaps[4]->setAccelY(0.3f);
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bitmaps[4]->setVelX(0.0F);
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bitmaps[4]->setVelY(3.0F);
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bitmaps[4]->setAccelX(0.1F);
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bitmaps[4]->setAccelY(0.3F);
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bitmaps[4]->setSpriteClip(0, 192, 128, 96);
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bitmaps[5]->setPosX(GAMECANVAS_WIDTH);
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bitmaps[5]->setPosY(GAMECANVAS_FIRST_QUARTER_Y - 24);
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bitmaps[5]->setVelX(-0.7f);
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bitmaps[5]->setVelY(0.0f);
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bitmaps[5]->setAccelX(0.0f);
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bitmaps[5]->setAccelY(0.0f);
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bitmaps[5]->setVelX(-0.7F);
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bitmaps[5]->setVelY(0.0F);
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bitmaps[5]->setAccelX(0.0F);
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bitmaps[5]->setAccelY(0.0F);
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bitmaps[5]->setSpriteClip(128, 192, 128, 96);
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// Inicializa los textos de la intro
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const int totalTexts = 9;
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for (int i = 0; i < totalTexts; ++i) {
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Writer *w = new Writer(text);
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auto *w = new Writer(text);
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w->setPosX(BLOCK * 0);
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w->setPosY(GAMECANVAS_HEIGHT - (BLOCK * 6));
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w->setKerning(-1);
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@@ -157,11 +157,11 @@ Intro::~Intro() {
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delete eventHandler;
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// texture, text, music son propiedad de Resource — no liberar aquí.
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for (auto bitmap : bitmaps) {
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for (auto *bitmap : bitmaps) {
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delete bitmap;
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}
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for (auto t : texts) {
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for (auto *t : texts) {
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delete t;
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}
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}
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@@ -329,7 +329,7 @@ void Intro::update() {
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ticks = SDL_GetTicks();
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// Actualiza los objetos
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for (auto bitmap : bitmaps) {
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for (auto *bitmap : bitmaps) {
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bitmap->update();
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}
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@@ -351,7 +351,7 @@ void Intro::render() {
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Screen::get()->clean(bgColor);
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// Dibuja los objetos
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for (auto bitmap : bitmaps) {
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for (auto *bitmap : bitmaps) {
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bitmap->render();
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}
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