eliminats metodes frame-based obsolets
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@@ -149,41 +149,6 @@ void Player::setInputEnteringName(Input::Action action) {
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name_entry_idle_time_accumulator_ = 0.0f;
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}
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// Mueve el jugador a la posición y animación que le corresponde
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void Player::move() {
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switch (playing_state_) {
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case State::PLAYING:
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handlePlayingMovement();
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break;
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case State::ROLLING:
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handleRollingMovement();
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break;
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case State::TITLE_ANIMATION:
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handleTitleAnimation();
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break;
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case State::CONTINUE_TIME_OUT:
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handleContinueTimeOut();
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break;
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case State::LEAVING_SCREEN:
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handleLeavingScreen();
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break;
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case State::ENTERING_SCREEN:
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handleEnteringScreen();
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break;
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case State::CREDITS:
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handleCreditsMovement();
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break;
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case State::WAITING:
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handleWaitingMovement();
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break;
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case State::RECOVER:
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handleRecoverMovement();
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break;
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default:
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break;
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}
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}
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// Fase 1: Sistema de movimiento time-based
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void Player::move(float deltaTime) {
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switch (playing_state_) {
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@@ -191,28 +156,28 @@ void Player::move(float deltaTime) {
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handlePlayingMovement(deltaTime);
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break;
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case State::ROLLING:
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handleRollingMovement(); // Usa MovingSprite que ya soporta deltaTime
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handleRollingMovement();
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break;
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case State::TITLE_ANIMATION:
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handleTitleAnimation(); // Sin cambios - usa solo animaciones
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handleTitleAnimation();
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break;
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case State::CONTINUE_TIME_OUT:
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handleContinueTimeOut(); // Sin cambios - usa MovingSprite que ya soporta deltaTime
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handleContinueTimeOut();
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break;
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case State::LEAVING_SCREEN:
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handleLeavingScreen(); // Sin cambios - usa MovingSprite que ya soporta deltaTime
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handleLeavingScreen();
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break;
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case State::ENTERING_SCREEN:
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handleEnteringScreen(); // Sin cambios - usa MovingSprite que ya soporta deltaTime
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handleEnteringScreen();
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break;
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case State::CREDITS:
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handleCreditsMovement(deltaTime); // Fase 4: Sistema de créditos time-based
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handleCreditsMovement(deltaTime);
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break;
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case State::WAITING:
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handleWaitingMovement(deltaTime); // Fase 4: Sistema de waiting time-based
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handleWaitingMovement(deltaTime);
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break;
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case State::RECOVER:
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handleRecoverMovement(); // Sin cambios - usa AnimatedSprite que ya soporta deltaTime
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handleRecoverMovement();
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break;
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default:
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break;
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@@ -548,47 +513,6 @@ auto Player::computeAnimation() const -> std::pair<std::string, SDL_FlipMode> {
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return {anim_name, flip_mode};
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}
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// Establece la animación correspondiente al estado (frame-based)
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void Player::setAnimation() {
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switch (playing_state_) {
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case State::PLAYING:
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case State::ENTERING_NAME_GAME_COMPLETED:
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case State::ENTERING_SCREEN:
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case State::LEAVING_SCREEN:
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case State::TITLE_ANIMATION:
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case State::CREDITS: {
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auto [animName, flipMode] = computeAnimation();
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player_sprite_->setCurrentAnimation(animName, false);
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player_sprite_->setFlip(flipMode);
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break;
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}
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case State::RECOVER:
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player_sprite_->setCurrentAnimation("recover");
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break;
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case State::WAITING:
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case State::GAME_OVER:
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player_sprite_->setCurrentAnimation("hello");
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break;
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case State::ROLLING:
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case State::CONTINUE_TIME_OUT:
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player_sprite_->setCurrentAnimation("rolling");
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break;
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case State::LYING_ON_THE_FLOOR_FOREVER:
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case State::ENTERING_NAME:
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case State::CONTINUE:
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player_sprite_->setCurrentAnimation("dizzy");
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break;
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case State::CELEBRATING:
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player_sprite_->setCurrentAnimation("celebration");
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break;
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default:
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break;
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}
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player_sprite_->update();
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power_sprite_->update();
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}
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// Fase 1: Establece la animación correspondiente al estado (time-based)
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void Player::setAnimation(float deltaTime) {
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switch (playing_state_) {
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