Treballant en el zoom del titol s'ha arreglat el rebot dels globos i ara mola mes, o aixo pense
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@@ -106,6 +106,7 @@ void Balloon::render()
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SDL_Point p = {24, 24};
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SDL_Point p = {24, 24};
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sprite_->setRotatingCenter(&p);
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sprite_->setRotatingCenter(&p);
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sprite_->render();
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sprite_->render();
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// Añade la máscara del borde y los reflejos
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// Añade la máscara del borde y los reflejos
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auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
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auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
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sp->setSpriteClip(BALLOON_SIZE[4], 0, BALLOON_SIZE[4], BALLOON_SIZE[4]);
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sp->setSpriteClip(BALLOON_SIZE[4], 0, BALLOON_SIZE[4], BALLOON_SIZE[4]);
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@@ -123,18 +124,8 @@ void Balloon::render()
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}
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}
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else
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else
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{
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{
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if (bouncing_.enabled)
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// Renderizado normal
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{
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sprite_->render();
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// Renderizado con efecto de bouncing
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sprite_->setPos(x_ + bouncing_.despX, y_ + bouncing_.despY);
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sprite_->render();
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// sprite_->setPos(x_ - bouncing_.despX, y_ - bouncing_.despY);
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}
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else
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{
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// Renderizado normal
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sprite_->render();
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}
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}
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}
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}
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}
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}
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}
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@@ -388,12 +379,10 @@ void Balloon::updateBounce()
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zoomSprite();
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zoomSprite();
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const auto spriteClip = sprite_->getSpriteClip();
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bouncing_.despX = spriteClip.w * (1.0f - bouncing_.zoomW);
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bouncing_.despY = spriteClip.h * (1.0f - bouncing_.zoomH);
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if (++bouncing_.counter / bouncing_.speed >= MAX_BOUNCE)
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if (++bouncing_.counter / bouncing_.speed >= MAX_BOUNCE)
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{
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disableBounce();
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disableBounce();
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}
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}
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}
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}
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}
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@@ -190,8 +190,16 @@ void Texture::render(int x, int y, SDL_Rect *clip, float zoomW, float zoomH, dou
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renderQuad.h = clip->h;
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renderQuad.h = clip->h;
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}
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}
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renderQuad.w = renderQuad.w * zoomW;
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// Calcula el zoom y las coordenadas
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renderQuad.h = renderQuad.h * zoomH;
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if (zoomH != 1.0f || zoomW != 1.0f)
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{
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renderQuad.x = renderQuad.x + (renderQuad.w / 2);
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renderQuad.y = renderQuad.y + (renderQuad.h / 2);
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renderQuad.w = renderQuad.w * zoomW;
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renderQuad.h = renderQuad.h * zoomH;
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renderQuad.x = renderQuad.x - (renderQuad.w / 2);
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renderQuad.y = renderQuad.y - (renderQuad.h / 2);
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}
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// Renderiza a pantalla
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// Renderiza a pantalla
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SDL_RenderCopyEx(renderer_, texture_, clip, &renderQuad, angle, center, flip);
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SDL_RenderCopyEx(renderer_, texture_, clip, &renderQuad, angle, center, flip);
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