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@@ -61,7 +61,7 @@ auto AssetIntegrated::loadFile(const std::string& filename) -> std::vector<uint8
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return data;
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}
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auto AssetIntegrated::fileExists(const std::string& filename) const -> bool {
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auto AssetIntegrated::fileExists(const std::string& filename) -> bool {
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if (shouldUseResourcePack(filename) && resource_pack_enabled) {
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auto& loader = ResourceLoader::getInstance();
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@@ -13,10 +13,10 @@ class AssetIntegrated : public Asset {
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const std::string& resource_pack_path = "resources.pack");
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// Carga un archivo usando ResourceLoader como primera opción
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auto loadFile(const std::string& filename) -> std::vector<uint8_t>;
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static auto loadFile(const std::string& filename) -> std::vector<uint8_t>;
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// Verifica si un archivo existe (pack o filesystem)
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auto fileExists(const std::string& filename) const -> bool;
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static auto fileExists(const std::string& filename) -> bool;
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// Obtiene la ruta completa para archivos del sistema/config
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static auto getSystemPath(const std::string& filename) -> std::string;
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@@ -56,7 +56,7 @@ void PathSprite::render() {
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}
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// Determina el tipo de centrado basado en el tipo de path
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auto PathSprite::determineCenteringType(const Path& path, bool centered) const -> PathCentered {
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auto PathSprite::determineCenteringType(const Path& path, bool centered) -> PathCentered {
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if (!centered) {
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return PathCentered::NONE;
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}
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@@ -95,7 +95,7 @@ class PathSprite : public Sprite {
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void goToNextPathOrDie(); // Cambia de recorrido o finaliza
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// --- Métodos auxiliares para addPath ---
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[[nodiscard]] auto determineCenteringType(const Path& path, bool centered) const -> PathCentered; // Determina el tipo de centrado
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void centerPathOnX(Path& path, float offset); // Aplica centrado en el eje X
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void centerPathOnY(Path& path, float offset); // Aplica centrado en el eje Y
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[[nodiscard]] static auto determineCenteringType(const Path& path, bool centered) -> PathCentered; // Determina el tipo de centrado
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static void centerPathOnX(Path& path, float offset); // Aplica centrado en el eje X
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static void centerPathOnY(Path& path, float offset); // Aplica centrado en el eje Y
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};
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@@ -42,13 +42,13 @@ auto OpenGLShader::initGLExtensions() -> bool {
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)SDL_GL_GetProcAddress("glVertexAttribPointer");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)SDL_GL_GetProcAddress("glEnableVertexAttribArray");
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
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glUseProgram && glDeleteProgram && glGetUniformLocation && glUniform2f &&
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glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays &&
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glGenBuffers && glBindBuffer && glBufferData && glDeleteBuffers &&
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glVertexAttribPointer && glEnableVertexAttribArray;
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return (glCreateShader != nullptr) && (glShaderSource != nullptr) && (glCompileShader != nullptr) && (glGetShaderiv != nullptr) &&
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(glGetShaderInfoLog != nullptr) && (glDeleteShader != nullptr) && (glAttachShader != nullptr) && (glCreateProgram != nullptr) &&
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(glLinkProgram != nullptr) && (glValidateProgram != nullptr) && (glGetProgramiv != nullptr) && (glGetProgramInfoLog != nullptr) &&
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(glUseProgram != nullptr) && (glDeleteProgram != nullptr) && (glGetUniformLocation != nullptr) && (glUniform2f != nullptr) &&
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(glGenVertexArrays != nullptr) && (glBindVertexArray != nullptr) && (glDeleteVertexArrays != nullptr) &&
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(glGenBuffers != nullptr) && (glBindBuffer != nullptr) && (glBufferData != nullptr) && (glDeleteBuffers != nullptr) &&
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(glVertexAttribPointer != nullptr) && (glEnableVertexAttribArray != nullptr);
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}
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#endif
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@@ -432,7 +432,7 @@ void Credits::updateBlackRects(float delta_time) {
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static_cast<float>(param.game.game_area.center_y + 1));
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int bottom_steps_by_h = static_cast<int>(bottom_black_rect_.h) - prev_bottom_h;
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int bottom_steps_by_y = prev_bottom_y - static_cast<int>(bottom_black_rect_.y);
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int bottom_steps = std::max(0, std::max(bottom_steps_by_h, bottom_steps_by_y));
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int bottom_steps = std::max({0, bottom_steps_by_h, bottom_steps_by_y});
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int steps_done = top_delta + bottom_steps;
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if (steps_done > 0) {
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@@ -460,20 +460,20 @@ void Credits::updateBlackRects(float delta_time) {
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if (!horizontal_done_) {
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int prev_left_w = static_cast<int>(left_black_rect_.w);
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left_black_rect_.w = std::min(left_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED),
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static_cast<float>(param.game.game_area.center_x));
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param.game.game_area.center_x);
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int left_gain = static_cast<int>(left_black_rect_.w) - prev_left_w;
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int prev_right_x = static_cast<int>(right_black_rect_.x);
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right_black_rect_.w = right_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED);
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right_black_rect_.x = std::max(right_black_rect_.x - static_cast<float>(HORIZONTAL_SPEED),
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static_cast<float>(param.game.game_area.center_x));
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param.game.game_area.center_x);
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int right_move = prev_right_x - static_cast<int>(right_black_rect_.x);
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int steps_done = left_gain + right_move;
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if (steps_done > 0) {
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current_step_ = std::max(0.0f, current_step_ - static_cast<float>(steps_done));
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current_step_ = std::max(0.0F, current_step_ - static_cast<float>(steps_done));
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float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
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int vol_i = static_cast<int>(std::clamp(vol_f, 0.0f, static_cast<float>(initial_volume_)));
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int vol_i = static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_)));
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Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí
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}
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@@ -495,7 +495,9 @@ void Credits::updateBlackRects(float delta_time) {
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// Usar segundos puros en lugar de frames equivalentes
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if (counter_pre_fade_ >= PRE_FADE_DELAY_S) {
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if (fade_out_) fade_out_->activate();
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if (fade_out_) {
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fade_out_->activate();
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}
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} else {
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counter_pre_fade_ += delta_time;
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}
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@@ -680,7 +682,9 @@ void Credits::startCredits() {
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int pasos_right = (dx_right + (HORIZONTAL_SPEED - 1)) / HORIZONTAL_SPEED; // ceil
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total_steps_ = pasos_top + pasos_bottom + pasos_left + pasos_right;
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if (total_steps_ <= 0) total_steps_ = 1;
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if (total_steps_ <= 0) {
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total_steps_ = 1;
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}
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current_step_ = static_cast<float>(total_steps_);
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@@ -690,7 +694,9 @@ void Credits::startCredits() {
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initialized_ = true;
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// Asegurar volumen inicial consistente
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if (steps_ <= 0) steps_ = 1;
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if (steps_ <= 0) {
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steps_ = 1;
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}
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float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
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setVolume(static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_))));
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}
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@@ -711,8 +717,8 @@ void Credits::drawBorderRect() {
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SDL_Rect r;
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r.x = static_cast<int>(std::floor(border_rect_.x + 0.5F));
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r.y = static_cast<int>(std::floor(border_rect_.y + 0.5F));
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r.w = static_cast<int>(std::max(0.0f, std::floor(border_rect_.w + 0.5F)));
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r.h = static_cast<int>(std::max(0.0f, std::floor(border_rect_.h + 0.5F)));
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r.w = static_cast<int>(std::max(0.0F, std::floor(border_rect_.w + 0.5F)));
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r.h = static_cast<int>(std::max(0.0F, std::floor(border_rect_.h + 0.5F)));
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if (r.w > 0 && r.h > 0) {
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SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_);
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@@ -551,19 +551,18 @@ void Game::handleTabeHitEffects() {
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// Maneja la colisión entre bala y globos
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auto Game::checkBulletBalloonCollision(const std::shared_ptr<Bullet>& bullet) -> bool {
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for (auto& balloon : balloon_manager_->getBalloons()) {
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return std::ranges::any_of(balloon_manager_->getBalloons(), [this, &bullet](auto& balloon) {
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if (!balloon->isEnabled() || balloon->isInvulnerable()) {
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continue;
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return false;
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}
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if (!checkCollision(balloon->getCollider(), bullet->getCollider())) {
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continue;
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return false;
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}
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processBalloonHit(bullet, balloon);
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return true;
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}
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return false;
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});
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}
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// Procesa el impacto en un globo
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@@ -1966,8 +1965,10 @@ void Game::handleGameOverEvents() {
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void Game::buildPlayerDrawList(const Players& elements, Players& draw_list) {
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draw_list.clear();
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draw_list.reserve(elements.size());
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for (const auto& e : elements) draw_list.push_back(e); // copia el shared_ptr
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std::stable_sort(draw_list.begin(), draw_list.end(), [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) {
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for (const auto& e : elements) {
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draw_list.push_back(e); // copia el shared_ptr
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}
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std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) {
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return a->getZOrder() < b->getZOrder();
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});
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}
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@@ -1981,31 +1982,42 @@ void Game::updatePlayerDrawList(const Players& elements, Players& draw_list) {
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return;
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}
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// Dado que apuntan a los mismos elementos, basta ordenar por los z_order actuales.
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std::stable_sort(draw_list.begin(), draw_list.end(), [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) {
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std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) {
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return a->getZOrder() < b->getZOrder();
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});
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}
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// Dibuja en el orden definido por draw_list
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void Game::renderPlayerDrawList(const Players& draw_list) {
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for (const auto& e : draw_list) e->render();
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for (const auto& e : draw_list) {
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e->render();
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}
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}
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// Operaciones sobre z_order que mantienen la invariante y actualizan draw_list.
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auto Game::findPlayerIndex(const Players& elems, const std::shared_ptr<Player>& who) -> size_t {
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for (size_t i = 0; i < elems.size(); ++i)
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if (elems[i] == who) return static_cast<int>(i); // compara shared_ptr directamente
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for (size_t i = 0; i < elems.size(); ++i) {
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if (elems[i] == who) {
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return static_cast<int>(i); // compara shared_ptr directamente
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}
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}
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return -1;
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}
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void Game::sendPlayerToBack(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list) {
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int idx = findPlayerIndex(elements, who);
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if (idx < 0) return; // no encontrado
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if (idx < 0) {
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return; // no encontrado
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}
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const int OLD_Z = elements[idx]->getZOrder();
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if (OLD_Z <= 0) return;
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if (OLD_Z <= 0) {
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return;
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}
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for (auto& p : elements) {
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int z = p->getZOrder();
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if (z < OLD_Z) { p->setZOrder(z + 1); }
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if (z < OLD_Z) {
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p->setZOrder(z + 1);
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}
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}
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elements[idx]->setZOrder(0);
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updatePlayerDrawList(elements, draw_list);
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@@ -2013,13 +2025,19 @@ void Game::sendPlayerToBack(Players& elements, const std::shared_ptr<Player>& wh
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void Game::bringPlayerToFront(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list) {
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int idx = findPlayerIndex(elements, who);
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if (idx < 0) return; // no encontrado
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if (idx < 0) {
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return; // no encontrado
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}
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const int OLD_Z = elements[idx]->getZOrder();
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const int N = static_cast<int>(elements.size());
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if (OLD_Z >= N - 1) return;
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if (OLD_Z >= N - 1) {
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return;
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}
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for (auto& p : elements) {
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int z = p->getZOrder();
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if (z > OLD_Z) p->setZOrder(z - 1);
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if (z > OLD_Z) {
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p->setZOrder(z - 1);
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}
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}
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elements[idx]->setZOrder(N - 1);
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updatePlayerDrawList(elements, draw_list);
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@@ -336,9 +336,9 @@ class Game {
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void playSound(const std::string& name) const; // Reproduce un efecto de sonido específico
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// --- Gestion y dibujado de jugadores en z-order ---
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void buildPlayerDrawList(const Players& elements, Players& draw_list); // Construye el draw_list a partir del vector principal
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static void buildPlayerDrawList(const Players& elements, Players& draw_list); // Construye el draw_list a partir del vector principal
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void updatePlayerDrawList(const Players& elements, Players& draw_list); // Actualiza draw_list tras cambios en los z_order
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void renderPlayerDrawList(const Players& draw_list); // Dibuja en el orden definido
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static void renderPlayerDrawList(const Players& draw_list); // Dibuja en el orden definido
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static auto findPlayerIndex(const Players& elems, const std::shared_ptr<Player>& who) -> size_t;
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void sendPlayerToBack(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list); // Envia al jugador al fondo de la pantalla
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void bringPlayerToFront(Players& elements, const std::shared_ptr<Player>& who, Players& draw_list); // Envia al jugador al frente de la pantalla
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