revisat intro.cpp, path_sprite i writer.cpp
This commit is contained in:
@@ -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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