fix: la ultima tarjeta de la intro no tenia temps de repos
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@@ -42,7 +42,7 @@ Director::Director(int argc, std::span<char *> argv) {
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#elif _DEBUG
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Section::name = Section::Name::TITLE;
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Section::name = Section::Name::LOGO;
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Section::options = Section::Options::GAME_PLAY_1P;
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#else // NORMAL GAME
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Section::name = Section::Name::LOGO;
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@@ -343,7 +343,7 @@ void Intro::initSprites() {
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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(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG_S);
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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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@@ -394,7 +394,7 @@ void Intro::initSprites() {
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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(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG_S);
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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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@@ -65,8 +65,8 @@ class Intro {
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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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static constexpr float CARD_ANIM_DELAY_LONG_S = 7.5F; // 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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@@ -91,10 +91,7 @@ void Title::update(float deltaTime) {
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updateFade();
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updateState(deltaTime);
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updateStartPrompt(deltaTime);
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for (auto& player : players_) {
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player->update(deltaTime);
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}
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updatePlayers(deltaTime);
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}
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// Calcula el tiempo transcurrido desde el último frame
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@@ -569,6 +566,13 @@ void Title::initPlayers() {
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}
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}
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// Actualiza los jugadores
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void Title::updatePlayers(float deltaTime) {
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for (auto& player : players_) {
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player->update(deltaTime);
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}
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}
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// Renderiza los jugadores
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void Title::renderPlayers() {
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for (auto const& player : players_) {
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@@ -125,7 +125,7 @@ class Title {
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// --- Gestión de jugadores ---
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void initPlayers(); // Inicializa los jugadores
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void updatePlayers(); // Actualiza los jugadores
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void updatePlayers(float deltaTime); // Actualiza los jugadores
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void renderPlayers(); // Renderiza los jugadores
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auto getPlayer(Player::Id id) -> std::shared_ptr<Player>; // Obtiene un jugador a partir de su "id"
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