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@@ -90,19 +90,19 @@ void Instructions::updateSprites() {
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SDL_FRect src_rect = {0, 0, Item::WIDTH, Item::HEIGHT};
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// Disquito (desplazamiento 12/60 = 0.2s)
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.2f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.2F) / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[0]->setSpriteClip(src_rect);
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// Gavina (desplazamiento 9/60 = 0.15s)
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.15f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.15F) / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[1]->setSpriteClip(src_rect);
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// Pacmar (desplazamiento 6/60 = 0.1s)
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.1f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.1F) / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[2]->setSpriteClip(src_rect);
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// Time Stopper (desplazamiento 3/60 = 0.05s)
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.05f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.05F) / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[3]->setSpriteClip(src_rect);
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// Coffee (sin desplazamiento)
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@@ -255,11 +255,11 @@ void Instructions::checkInput() {
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}
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// Calcula el tiempo transcurrido desde el último frame
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float Instructions::calculateDeltaTime() {
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const Uint64 current_time = SDL_GetTicks();
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const float delta_time = static_cast<float>(current_time - last_time_) / 1000.0f; // Convertir ms a segundos
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last_time_ = current_time;
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return delta_time;
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auto Instructions::calculateDeltaTime() -> float {
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const Uint64 CURRENT_TIME = SDL_GetTicks();
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const float DELTA_TIME = static_cast<float>(CURRENT_TIME - last_time_) / 1000.0F; // Convertir ms a segundos
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last_time_ = CURRENT_TIME;
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return DELTA_TIME;
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}
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// Bucle para la pantalla de instrucciones
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@@ -268,10 +268,10 @@ void Instructions::run() {
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Audio::get()->playMusic("title.ogg");
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while (Section::name == Section::Name::INSTRUCTIONS) {
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const float delta_time = calculateDeltaTime();
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const float DELTA_TIME = calculateDeltaTime();
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checkInput();
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update(delta_time);
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update(DELTA_TIME);
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checkEvents(); // Tiene que ir antes del render
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render();
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}
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@@ -328,7 +328,7 @@ void Instructions::renderLines(SDL_Renderer* renderer, SDL_Texture* texture, con
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// Gestiona la textura con los graficos
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void Instructions::updateBackbuffer(float delta_time) {
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// Establece la ventana del backbuffer (convertir elapsed_time_ a equivalente de counter)
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float counter_equivalent = elapsed_time_ * 60.0f; // Convertir segundos a equivalente frame para UI
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float counter_equivalent = elapsed_time_ * 60.0F; // Convertir segundos a equivalente frame para UI
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view_.y = std::max(0.0F, param.game.height - counter_equivalent + 100);
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// Verifica si view_.y == 0 y gestiona el temporizador
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@@ -336,7 +336,7 @@ void Instructions::updateBackbuffer(float delta_time) {
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if (!start_delay_triggered_) {
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// Activa el temporizador si no ha sido activado
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start_delay_triggered_ = true;
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start_delay_timer_ = 0.0f;
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start_delay_timer_ = 0.0F;
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} else {
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start_delay_timer_ += delta_time;
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if (start_delay_timer_ >= START_DELAY_S) {
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