passant linters a vore si trobe variables sense inicialitzar
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@@ -5,6 +5,7 @@
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#include <algorithm> // Para clamp, max
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#include <cmath> // Para M_PI, cos, sin
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#include <utility>
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#include "moving_sprite.h" // Para MovingSprite
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#include "param.h" // Para Param, ParamBackground, param
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@@ -171,7 +172,7 @@ 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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@@ -187,11 +188,11 @@ void Background::setState(State new_state) {
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// Reinicia la progresión
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void Background::reset() {
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float old_progress = progress_;
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progress_ = 0.0f;
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progress_ = 0.0F;
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state_ = State::NORMAL;
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manual_mode_ = false;
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gradient_number_ = 0;
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transition_ = 0.0f;
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transition_ = 0.0F;
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sun_index_ = 0;
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moon_index_ = 0;
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@@ -208,7 +209,7 @@ void Background::setManualMode(bool manual) {
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// Establece callback para sincronización automática
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void Background::setProgressCallback(ProgressCallback callback) {
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progress_callback_ = callback;
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progress_callback_ = std::move(callback);
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}
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// Elimina el callback
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@@ -224,8 +225,8 @@ void Background::setCloudsSpeed(float value) {
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// Las nubes inferiores van a la mitad de velocidad que las superiores
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top_clouds_sprite_a_->setVelX(value);
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top_clouds_sprite_b_->setVelX(value);
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bottom_clouds_sprite_a_->setVelX(value / 2.0f);
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bottom_clouds_sprite_b_->setVelX(value / 2.0f);
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bottom_clouds_sprite_a_->setVelX(value / 2.0F);
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bottom_clouds_sprite_b_->setVelX(value / 2.0F);
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}
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// Establece el degradado de fondo
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@@ -262,19 +263,19 @@ void Background::updateProgression() {
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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 percent = gradient_number_float - static_cast<int>(gradient_number_float);
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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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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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sun_index_ = static_cast<size_t>(sun_progression * (sun_path_.size() - 1));
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const float SUN_PROGRESSION = std::min(progress_ / sun_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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moon_index_ = static_cast<size_t>(moon_progression * (moon_path_.size() - 1));
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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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updateCloudsSpeed();
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@@ -294,22 +295,22 @@ void Background::updateCloudsSpeed() {
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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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completion_factor = std::max(0.1f, completion_factor);
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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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// Aplicar velocidades diferentes para nubes superiores e inferiores
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const float top_clouds_speed = base_clouds_speed;
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const float bottom_clouds_speed = base_clouds_speed / 2.0f;
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const float TOP_CLOUDS_SPEED = base_clouds_speed;
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const float BOTTOM_CLOUDS_SPEED = base_clouds_speed / 2.0F;
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// Aplicar las velocidades a los sprites correspondientes
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top_clouds_sprite_a_->setVelX(top_clouds_speed);
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top_clouds_sprite_b_->setVelX(top_clouds_speed);
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bottom_clouds_sprite_a_->setVelX(bottom_clouds_speed);
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bottom_clouds_sprite_b_->setVelX(bottom_clouds_speed);
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top_clouds_sprite_a_->setVelX(TOP_CLOUDS_SPEED);
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top_clouds_sprite_b_->setVelX(TOP_CLOUDS_SPEED);
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bottom_clouds_sprite_a_->setVelX(BOTTOM_CLOUDS_SPEED);
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bottom_clouds_sprite_b_->setVelX(BOTTOM_CLOUDS_SPEED);
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// Guardar la velocidad principal
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clouds_speed_ = top_clouds_speed;
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clouds_speed_ = TOP_CLOUDS_SPEED;
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}
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// Actualiza las nubes
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@@ -501,9 +502,9 @@ void Background::createMoonPath() {
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constexpr double STEP = 0.01;
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const int NUM_STEPS = static_cast<int>((M_PI / 2) / STEP) + 1;
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constexpr float FREEZE_PERCENTAGE = 0.2f; // Porcentaje final del recorrido que se mantiene fijo
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constexpr float FREEZE_PERCENTAGE = 0.2F; // Porcentaje final del recorrido que se mantiene fijo
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const int FREEZE_START_INDEX = static_cast<int>(NUM_STEPS * (1.0f - FREEZE_PERCENTAGE));
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const int FREEZE_START_INDEX = static_cast<int>(NUM_STEPS * (1.0F - FREEZE_PERCENTAGE));
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for (int i = 0; i < NUM_STEPS; ++i) {
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double theta = i * STEP;
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