revisat intro.cpp, path_sprite i writer.cpp
This commit is contained in:
@@ -322,7 +322,7 @@ void Game::updateGameStateGameOver(float deltaTime) {
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updateBullets(deltaTime);
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updateItems(deltaTime);
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updateSmartSprites(deltaTime);
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updatePathSprites();
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updatePathSprites(deltaTime);
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updateTimeStopped(deltaTime);
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checkBulletCollision();
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cleanVectors();
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@@ -369,7 +369,7 @@ void Game::updateGameStateCompleted(float deltaTime) {
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updateBullets(deltaTime);
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updateItems(deltaTime);
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updateSmartSprites(deltaTime);
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updatePathSprites();
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updatePathSprites(deltaTime);
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cleanVectors();
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// Maneja eventos del juego completado
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@@ -813,9 +813,9 @@ void Game::renderSmartSprites() {
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}
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// Actualiza los PathSprites
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void Game::updatePathSprites() {
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void Game::updatePathSprites(float deltaTime) {
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for (auto &sprite : path_sprites_) {
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sprite->update();
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sprite->update(deltaTime);
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}
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}
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@@ -1754,7 +1754,7 @@ void Game::updateGameStatePlaying(float deltaTime) {
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updateItems(deltaTime);
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updateStage();
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updateSmartSprites(deltaTime);
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updatePathSprites();
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updatePathSprites(deltaTime);
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updateTimeStopped(deltaTime);
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updateHelper();
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checkBulletCollision();
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@@ -262,7 +262,7 @@ class Game {
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void freeSmartSprites(); // Libera memoria de sprites inteligentes
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// --- Sprites por ruta (pathsprites) ---
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void updatePathSprites(); // Actualiza sprites que siguen rutas predefinidas
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void updatePathSprites(float deltaTime); // Actualiza sprites que siguen rutas predefinidas
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void renderPathSprites(); // Renderiza sprites animados por ruta
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void freePathSprites(); // Libera memoria de sprites por ruta
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void initPaths(); // Inicializa rutas predefinidas para animaciones
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@@ -39,7 +39,7 @@ Intro::Intro()
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initTexts();
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// Configura el fondo
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tiled_bg_->setSpeed(0.3F);
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tiled_bg_->setSpeed(TILED_BG_SPEED);
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tiled_bg_->setColor(bg_color_);
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}
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@@ -191,7 +191,7 @@ void Intro::updateScene5() {
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// Acaba la ultima imagen
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if (card_sprites_.at(5)->hasFinished() && texts_.at(8)->hasFinished()) {
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state_ = State::POST;
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state_start_time_ = SDL_GetTicks();
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state_start_time_ = SDL_GetTicks() / 1000.0f;
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}
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}
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@@ -253,7 +253,7 @@ void Intro::render() {
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// Calcula el tiempo transcurrido desde el último frame
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float Intro::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_);
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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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@@ -338,13 +338,13 @@ void Intro::initSprites() {
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const float X_DEST = param.game.game_area.center_x - (CARD_WIDTH / 2);
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const float Y_DEST = param.game.game_area.first_quarter_y - (CARD_HEIGHT / 4);
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card_sprites_.at(0)->addPath(-CARD_WIDTH - CARD_OFFSET_MARGIN, X_DEST, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_NORMAL, easeInOutExpo, 0);
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card_sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_NORMAL, easeOutBounce, 0);
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card_sprites_.at(2)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_FAST, easeOutQuint, 0);
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card_sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_VERY_SLOW, easeInOutExpo, 0);
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card_sprites_.at(4)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_MEDIUM, easeOutElastic, 0);
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card_sprites_.at(0)->addPath(-CARD_WIDTH - CARD_OFFSET_MARGIN, X_DEST, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_NORMAL, easeInOutExpo, 0.0f);
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card_sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_NORMAL, easeOutBounce, 0.0f);
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card_sprites_.at(2)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_FAST, easeOutQuint, 0.0f);
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card_sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_VERY_SLOW, easeInOutExpo, 0.0f);
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card_sprites_.at(4)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_MEDIUM, easeOutElastic, 0.0f);
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card_sprites_.at(5)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG);
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card_sprites_.at(5)->addPath(X_DEST, -CARD_WIDTH, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_SHORT, easeInElastic, 0);
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card_sprites_.at(5)->addPath(X_DEST, -CARD_WIDTH, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_SHORT, easeInElastic, 0.0f);
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// Constantes
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const float DESP = SHADOW_OFFSET;
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@@ -389,13 +389,13 @@ void Intro::initSprites() {
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const float S_X_DEST = X_DEST + DESP;
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const float S_Y_DEST = Y_DEST + DESP;
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shadow_sprites_.at(0)->addPath(param.game.height + CARD_OFFSET_MARGIN, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_NORMAL, easeInOutExpo, 0);
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shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_NORMAL, easeOutBounce, 0);
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_FAST, easeOutQuint, 0);
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shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_VERY_SLOW, easeInOutExpo, 0);
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shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_MEDIUM, easeOutElastic, 0);
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shadow_sprites_.at(0)->addPath(param.game.height + CARD_OFFSET_MARGIN, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_NORMAL, easeInOutExpo, 0.0f);
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shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_NORMAL, easeOutBounce, 0.0f);
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_FAST, easeOutQuint, 0.0f);
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shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_VERY_SLOW, easeInOutExpo, 0.0f);
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shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_MEDIUM, easeOutElastic, 0.0f);
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shadow_sprites_.at(5)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG);
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shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SHORT, easeInElastic, 0);
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shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SHORT, easeInElastic, 0.0f);
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}
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// Inicializa los textos
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@@ -407,45 +407,45 @@ void Intro::initTexts() {
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writer->setPosY(param.game.height - param.intro.text_distance_from_bottom);
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writer->setKerning(TEXT_KERNING);
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writer->setEnabled(false);
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writer->setFinishedTimerMs(TEXT_DISPLAY_DURATION_MS);
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writer->setFinishedTimerS(TEXT_DISPLAY_DURATION_S);
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texts_.push_back(std::move(writer));
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}
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// Un dia qualsevol de l'any 2000
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texts_.at(0)->setCaption(Lang::getText("[INTRO] 1"));
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texts_.at(0)->setSpeed(TEXT_SPEED_NORMAL);
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texts_.at(0)->setSpeedS(TEXT_SPEED_NORMAL);
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// Tot esta tranquil a la UPV
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texts_.at(1)->setCaption(Lang::getText("[INTRO] 2"));
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texts_.at(1)->setSpeed(TEXT_SPEED_NORMAL);
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texts_.at(1)->setSpeedS(TEXT_SPEED_NORMAL);
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// Fins que un desaprensiu...
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texts_.at(2)->setCaption(Lang::getText("[INTRO] 3"));
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texts_.at(2)->setSpeed(TEXT_SPEED_FAST);
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texts_.at(2)->setSpeedS(TEXT_SPEED_FAST);
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// HEY! ME ANE A FERME UN CORTAET...
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texts_.at(3)->setCaption(Lang::getText("[INTRO] 4"));
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texts_.at(3)->setSpeed(TEXT_SPEED_NORMAL);
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texts_.at(3)->setSpeedS(TEXT_SPEED_NORMAL);
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// UAAAAAAAAAAAAA!!!
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texts_.at(4)->setCaption(Lang::getText("[INTRO] 5"));
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texts_.at(4)->setSpeed(TEXT_SPEED_VERY_SLOW);
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texts_.at(4)->setSpeedS(TEXT_SPEED_VERY_SLOW);
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// Espera un moment...
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texts_.at(5)->setCaption(Lang::getText("[INTRO] 6"));
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texts_.at(5)->setSpeed(TEXT_SPEED_VERY_FAST);
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texts_.at(5)->setSpeedS(TEXT_SPEED_VERY_FAST);
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// Si resulta que no tinc solt!
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texts_.at(6)->setCaption(Lang::getText("[INTRO] 7"));
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texts_.at(6)->setSpeed(TEXT_SPEED_SLOW);
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texts_.at(6)->setSpeedS(TEXT_SPEED_SLOW);
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// MERDA DE MAQUINA!
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texts_.at(7)->setCaption(Lang::getText("[INTRO] 8"));
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texts_.at(7)->setSpeed(TEXT_SPEED_MEDIUM_SLOW);
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texts_.at(7)->setSpeedS(TEXT_SPEED_MEDIUM_SLOW);
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// Blop... blop... blop...
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texts_.at(8)->setCaption(Lang::getText("[INTRO] 9"));
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texts_.at(8)->setSpeed(TEXT_SPEED_ULTRA_FAST);
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texts_.at(8)->setSpeedS(TEXT_SPEED_ULTRA_FAST);
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for (auto &text : texts_) {
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text->center(param.game.game_area.center_x);
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@@ -466,7 +466,7 @@ void Intro::updateSprites(float delta_time) {
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// Actualiza los textos
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void Intro::updateTexts(float delta_time) {
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for (auto &text : texts_) {
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text->update(delta_time);
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text->updateS(delta_time); // Usar updateS para delta_time en segundos
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}
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}
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@@ -485,12 +485,12 @@ void Intro::renderTexts() {
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// Actualiza el estado POST
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void Intro::updatePostState() {
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const Uint32 ELAPSED_TIME = SDL_GetTicks() - state_start_time_;
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const float ELAPSED_TIME = (SDL_GetTicks() / 1000.0f) - state_start_time_;
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switch (post_state_) {
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case PostState::STOP_BG:
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// EVENTO: Detiene el fondo después del tiempo especificado
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if (ELAPSED_TIME >= POST_BG_STOP_DELAY_MS) {
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if (ELAPSED_TIME >= POST_BG_STOP_DELAY_S) {
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tiled_bg_->stopGracefully();
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if (!bg_color_.IS_EQUAL_TO(param.title.bg_color)) {
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@@ -503,13 +503,13 @@ void Intro::updatePostState() {
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// Cambia de estado si el fondo se ha detenido y recuperado el color
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if (tiled_bg_->isStopped() && bg_color_.IS_EQUAL_TO(param.title.bg_color)) {
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post_state_ = PostState::END;
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state_start_time_ = SDL_GetTicks();
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state_start_time_ = SDL_GetTicks() / 1000.0f;
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}
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break;
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case PostState::END:
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// Finaliza la intro después del tiempo especificado
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if (ELAPSED_TIME >= POST_END_DELAY_MS) {
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if (ELAPSED_TIME >= POST_END_DELAY_S) {
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Audio::get()->stopMusic();
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Section::name = Section::Name::TITLE;
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Section::options = Section::Options::TITLE_1;
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@@ -37,34 +37,36 @@ class Intro {
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void run();
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private:
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// --- Constantes de tiempo (en milisegundos) ---
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static constexpr float TEXT_DISPLAY_DURATION_MS = 3000.0f; // Duración de visualización de texto (180 frames a 60fps)
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static constexpr Uint32 POST_BG_STOP_DELAY_MS = 1000; // Retraso antes de detener el fondo
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static constexpr Uint32 POST_END_DELAY_MS = 1000; // Retraso antes de finalizar intro
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// --- Constantes de tiempo (en segundos) ---
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static constexpr float TEXT_DISPLAY_DURATION_S = 3.0f; // Duración de visualización de texto (180 frames a 60fps)
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static constexpr float POST_BG_STOP_DELAY_S = 1.0f; // Retraso antes de detener el fondo
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static constexpr float POST_END_DELAY_S = 1.0f; // Retraso antes de finalizar intro
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// --- Constantes de layout ---
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static constexpr float CARD_BORDER_SIZE = 2.0f; // Tamaño del borde de tarjetas
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static constexpr float SHADOW_OFFSET = 8.0f; // Desplazamiento de sombra
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static constexpr float TILED_BG_SPEED = 18.0f; // Velocidad del fondo mosaico (pixels/segundo)
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static constexpr int TEXT_KERNING = -2; // Espaciado entre caracteres
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// --- Constantes de velocidades de texto ---
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static constexpr int TEXT_SPEED_NORMAL = 8; // Velocidad normal de escritura
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static constexpr int TEXT_SPEED_FAST = 12; // Velocidad rápida
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static constexpr int TEXT_SPEED_VERY_SLOW = 1; // Velocidad muy lenta (grito)
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static constexpr int TEXT_SPEED_VERY_FAST = 16; // Velocidad muy rápida
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static constexpr int TEXT_SPEED_SLOW = 2; // Velocidad lenta
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static constexpr int TEXT_SPEED_MEDIUM_SLOW = 3; // Velocidad medio-lenta
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static constexpr int TEXT_SPEED_ULTRA_FAST = 20; // Velocidad ultra rápida
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// --- Constantes de velocidades de texto (segundos entre caracteres) ---
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static constexpr float TEXT_SPEED_NORMAL = 0.133f; // Velocidad normal (8 frames * 16.67ms = 133ms)
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static constexpr float TEXT_SPEED_FAST = 0.2f; // Velocidad rápida (12 frames * 16.67ms = 200ms)
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static constexpr float TEXT_SPEED_VERY_SLOW = 0.0167f; // Velocidad muy lenta (1 frame * 16.67ms = 16.7ms)
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static constexpr float TEXT_SPEED_VERY_FAST = 0.267f; // Velocidad muy rápida (16 frames * 16.67ms = 267ms)
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static constexpr float TEXT_SPEED_SLOW = 0.033f; // Velocidad lenta (2 frames * 16.67ms = 33ms)
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static constexpr float TEXT_SPEED_MEDIUM_SLOW = 0.05f; // Velocidad medio-lenta (3 frames * 16.67ms = 50ms)
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static constexpr float TEXT_SPEED_ULTRA_FAST = 0.333f; // Velocidad ultra rápida (20 frames * 16.67ms = 333ms)
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// --- Constantes de animaciones de tarjetas (duraciones en ms) ---
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static constexpr int CARD_ANIM_DURATION_NORMAL = 100; // Duración estándar (100ms)
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static constexpr int CARD_ANIM_DURATION_FAST = 40; // Duración rápida (40ms)
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static constexpr int CARD_ANIM_DURATION_MEDIUM = 70; // Duración media (70ms)
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static constexpr int CARD_ANIM_DURATION_SHORT = 80; // Duración corta (80ms)
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static constexpr int CARD_ANIM_DURATION_SLOW = 250; // Duración lenta (250ms)
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static constexpr int CARD_ANIM_DURATION_VERY_SLOW = 300; // Duración muy lenta (300ms)
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static constexpr int CARD_ANIM_DELAY_LONG = 450; // Retraso largo antes de animación
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static constexpr float CARD_OFFSET_MARGIN = 10.0f; // Margen fuera de pantalla
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// --- Constantes de animaciones de tarjetas (duraciones en segundos) ---
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static constexpr float CARD_ANIM_DURATION_NORMAL = 100.0f / 60.0f; // ≈ 1.6667 s
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static constexpr float CARD_ANIM_DURATION_FAST = 40.0f / 60.0f; // ≈ 0.6667 s
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static constexpr float CARD_ANIM_DURATION_MEDIUM = 70.0f / 60.0f; // ≈ 1.1667 s
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static constexpr float CARD_ANIM_DURATION_SHORT = 80.0f / 60.0f; // ≈ 1.3333 s
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static constexpr float CARD_ANIM_DURATION_SLOW = 250.0f / 60.0f; // ≈ 4.1667 s
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static constexpr float CARD_ANIM_DURATION_VERY_SLOW = 300.0f / 60.0f; // ≈ 5.0000 s
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static constexpr float CARD_ANIM_DELAY_LONG = 0.45f; // Retraso largo antes de animación
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static constexpr float CARD_OFFSET_MARGIN = 10.0f; // Margen fuera de pantalla
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// --- Estados internos ---
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enum class State {
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@@ -88,7 +90,7 @@ class Intro {
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int scene_ = 0; // Indica qué escena está activa
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State state_ = State::SCENES; // Estado principal de la intro
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PostState post_state_ = PostState::STOP_BG; // Estado POST
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Uint32 state_start_time_; // Tiempo de inicio del estado actual
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float state_start_time_; // Tiempo de inicio del estado actual (segundos)
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Color bg_color_ = param.intro.bg_color; // Color de fondo
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// --- Métodos internos ---
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