renombrades extensions .h a .hpp

This commit is contained in:
2025-10-17 21:45:19 +02:00
parent 50ccb2ccc2
commit 46974ef2eb
144 changed files with 1758 additions and 1783 deletions

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@@ -1,22 +1,22 @@
#include "game_logo.h"
#include "game_logo.hpp"
#include <SDL3/SDL.h> // Para SDL_SetTextureScaleMode, SDL_FlipMode, SDL_ScaleMode
#include <algorithm> // Para max
#include "animated_sprite.h" // Para AnimatedSprite
#include "audio.h" // Para Audio
#include "color.h" // Para Color
#include "param.h" // Para Param, param, ParamGame, ParamTitle
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "smart_sprite.h" // Para SmartSprite
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "animated_sprite.hpp" // Para AnimatedSprite
#include "audio.hpp" // Para Audio
#include "color.hpp" // Para Color
#include "param.hpp" // Para Param, param, ParamGame, ParamTitle
#include "resource.hpp" // Para Resource
#include "screen.hpp" // Para Screen
#include "smart_sprite.hpp" // Para SmartSprite
#include "sprite.hpp" // Para Sprite
#include "texture.hpp" // Para Texture
constexpr int ZOOM_FACTOR = 5;
constexpr float FLASH_DELAY_S = 0.05f; // 3 frames → 0.05s
constexpr float FLASH_DURATION_S = 0.1f; // 6 frames → 0.1s (3 + 3)
constexpr float FLASH_DELAY_S = 0.05f; // 3 frames → 0.05s
constexpr float FLASH_DURATION_S = 0.1f; // 6 frames → 0.1s (3 + 3)
constexpr Color FLASH_COLOR = Color(0xFF, 0xFF, 0xFF); // Color blanco para el flash
// Constructor
@@ -193,10 +193,9 @@ void GameLogo::handleArcadeEditionShaking(float deltaTime) {
}
}
void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* secondary_sprite, float deltaTime) {
shake_.time_accumulator += deltaTime;
if (shake_.time_accumulator >= SHAKE_DELAY_S) {
shake_.time_accumulator -= SHAKE_DELAY_S;
const auto DISPLACEMENT = calculateShakeDisplacement();
@@ -211,9 +210,9 @@ void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* seco
void GameLogo::processArcadeEditionShake(float deltaTime) {
// Delay fijo en segundos (shake_.delay era frames, ahora usamos constante)
float delayTime = SHAKE_DELAY_S;
shake_.time_accumulator += deltaTime;
if (shake_.time_accumulator >= delayTime) {
shake_.time_accumulator -= delayTime;
const auto DISPLACEMENT = calculateShakeDisplacement();
@@ -255,7 +254,6 @@ void GameLogo::updateDustSprites(float deltaTime) {
void GameLogo::updatePostFinishedCounter(float deltaTime) {
if (coffee_crisis_status_ == Status::FINISHED &&
arcade_edition_status_ == Status::FINISHED) {
post_finished_timer_ += deltaTime;
}
}