balloon_formation: posat ORDEN en el CAOS de tipos, structs i noms de variables que aci ningú sabia ja qui feia que. De paso llevades coses que sobraven i fetes les coses com toca. Este codi era del CC encara
balloon_formation: els pools de formacions es carreguen ara desde fitxer i ja no hi ha ni llimit de pools ni llimit de formacions per pool falta: revisar les formacions i els pools que algo no quadra
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@@ -33,7 +33,7 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
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const int INDEX = static_cast<int>(size_);
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gravity_ = param.balloon.settings.at(INDEX).grav;
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default_vy_ = param.balloon.settings.at(INDEX).vel;
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h_ = w_ = SIZE.at(INDEX);
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h_ = w_ = WIDTH.at(INDEX);
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power_ = POWER.at(INDEX);
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menace_ = MENACE.at(INDEX);
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score_ = SCORE.at(INDEX);
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@@ -48,7 +48,7 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
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gravity_ = 0.00F;
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const int INDEX = static_cast<int>(size_);
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h_ = w_ = SIZE.at(INDEX);
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h_ = w_ = WIDTH.at(INDEX);
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power_ = POWER.at(INDEX);
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menace_ = MENACE.at(INDEX);
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score_ = SCORE.at(INDEX);
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@@ -60,7 +60,7 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
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case Type::POWERBALL: {
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constexpr int INDEX = 3;
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h_ = w_ = SIZE.at(4);
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h_ = w_ = WIDTH.at(4);
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bouncing_sound_ = BOUNCING_SOUND.at(3);
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popping_sound_ = "power_ball_explosion.wav";
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power_ = score_ = menace_ = 0;
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@@ -107,7 +107,7 @@ void Balloon::render() {
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// Renderiza el fondo azul
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{
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auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
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sp->setSpriteClip(0, 0, SIZE.at(4), SIZE.at(4));
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sp->setSpriteClip(0, 0, WIDTH.at(4), WIDTH.at(4));
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sp->render();
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}
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@@ -121,7 +121,7 @@ void Balloon::render() {
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// Añade la máscara del borde y los reflejos
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{
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auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
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sp->setSpriteClip(SIZE.at(4) * 2, 0, SIZE.at(4), SIZE.at(4));
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sp->setSpriteClip(WIDTH.at(4) * 2, 0, WIDTH.at(4), WIDTH.at(4));
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sp->render();
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}
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} else {
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