magic numbers: moving_sprite.cpp i game_logo.cpp
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@@ -53,9 +53,9 @@ void GameLogo::init() {
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coffee_sprite_->setWidth(coffee_texture_->getWidth());
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coffee_sprite_->setHeight(coffee_texture_->getHeight());
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coffee_sprite_->setVelX(0.0F);
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coffee_sprite_->setVelY(2.5F);
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coffee_sprite_->setVelY(COFFEE_VEL_Y);
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coffee_sprite_->setAccelX(0.0F);
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coffee_sprite_->setAccelY(0.1F);
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coffee_sprite_->setAccelY(COFFEE_ACCEL_Y);
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coffee_sprite_->setSpriteClip(0, 0, coffee_texture_->getWidth(), coffee_texture_->getHeight());
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coffee_sprite_->setEnabled(true);
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coffee_sprite_->setFinishedCounter(0);
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@@ -63,34 +63,34 @@ void GameLogo::init() {
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coffee_sprite_->setDestY(y_ - coffee_texture_->getHeight());
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// Inicializa el bitmap de 'Crisis'
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crisis_sprite_->setPosX(XP + 15);
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crisis_sprite_->setPosX(XP + CRISIS_OFFSET_X);
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crisis_sprite_->setPosY(y_ + DESP);
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crisis_sprite_->setWidth(crisis_texture_->getWidth());
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crisis_sprite_->setHeight(crisis_texture_->getHeight());
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crisis_sprite_->setVelX(0.0F);
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crisis_sprite_->setVelY(-2.5F);
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crisis_sprite_->setVelY(CRISIS_VEL_Y);
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crisis_sprite_->setAccelX(0.0F);
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crisis_sprite_->setAccelY(-0.1F);
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crisis_sprite_->setAccelY(CRISIS_ACCEL_Y);
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crisis_sprite_->setSpriteClip(0, 0, crisis_texture_->getWidth(), crisis_texture_->getHeight());
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crisis_sprite_->setEnabled(true);
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crisis_sprite_->setFinishedCounter(0);
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crisis_sprite_->setDestX(XP + 15);
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crisis_sprite_->setDestX(XP + CRISIS_OFFSET_X);
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crisis_sprite_->setDestY(y_);
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// Inicializa el bitmap de 'DustRight'
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dust_right_sprite_->resetAnimation();
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dust_right_sprite_->setPosX(coffee_sprite_->getPosX() + coffee_sprite_->getWidth());
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dust_right_sprite_->setPosY(y_);
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dust_right_sprite_->setWidth(16);
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dust_right_sprite_->setHeight(16);
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dust_right_sprite_->setWidth(DUST_SIZE);
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dust_right_sprite_->setHeight(DUST_SIZE);
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dust_right_sprite_->setFlip(SDL_FLIP_HORIZONTAL);
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// Inicializa el bitmap de 'DustLeft'
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dust_left_sprite_->resetAnimation();
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dust_left_sprite_->setPosX(coffee_sprite_->getPosX() - 16);
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dust_left_sprite_->setPosX(coffee_sprite_->getPosX() - DUST_SIZE);
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dust_left_sprite_->setPosY(y_);
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dust_left_sprite_->setWidth(16);
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dust_left_sprite_->setHeight(16);
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dust_left_sprite_->setWidth(DUST_SIZE);
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dust_left_sprite_->setHeight(DUST_SIZE);
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// Inicializa el bitmap de 'Arcade Edition'
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arcade_edition_sprite_->setZoom(zoom_);
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@@ -174,8 +174,8 @@ void GameLogo::handleCoffeeCrisisFinished(float deltaTime) {
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}
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void GameLogo::handleArcadeEditionMoving(float deltaTime) {
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// Convertir 0.1F * ZOOM_FACTOR por frame a por milisegundo (asumiendo 60fps)
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zoom_ -= (0.1F * ZOOM_FACTOR) * deltaTime / (1000.0F / 60.0F);
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// DeltaTime puro: decremento por milisegundo
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zoom_ -= (ZOOM_DECREMENT_PER_MS * ZOOM_FACTOR) * deltaTime;
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arcade_edition_sprite_->setZoom(zoom_);
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if (zoom_ <= 1.0F) {
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@@ -200,15 +200,15 @@ void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* seco
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const auto DISPLACEMENT = calculateShakeDisplacement();
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primary_sprite->setPosX(shake_.origin + DISPLACEMENT);
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if (secondary_sprite != nullptr) {
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secondary_sprite->setPosX(shake_.origin + DISPLACEMENT + 15);
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secondary_sprite->setPosX(shake_.origin + DISPLACEMENT + CRISIS_OFFSET_X);
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}
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shake_.remaining--;
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}
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}
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void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* secondary_sprite, float deltaTime) {
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// Convertir delay (frames) a tiempo: delay frames = delay * (1000ms/60fps)
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float delayTime = static_cast<float>(shake_.delay) * (1000.0f / 60.0f);
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// Delay fijo en milisegundos (shake_.delay era frames, ahora usamos constante)
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float delayTime = SHAKE_DELAY_MS;
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shake_.time_accumulator += deltaTime;
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@@ -217,15 +217,15 @@ void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* seco
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const auto DISPLACEMENT = calculateShakeDisplacement();
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primary_sprite->setPosX(shake_.origin + DISPLACEMENT);
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if (secondary_sprite != nullptr) {
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secondary_sprite->setPosX(shake_.origin + DISPLACEMENT + 15);
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secondary_sprite->setPosX(shake_.origin + DISPLACEMENT + CRISIS_OFFSET_X);
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}
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shake_.remaining--;
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}
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}
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void GameLogo::processArcadeEditionShake(float deltaTime) {
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// Convertir delay (frames) a tiempo: delay frames = delay * (1000ms/60fps)
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float delayTime = static_cast<float>(shake_.delay) * (1000.0f / 60.0f);
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// Delay fijo en milisegundos (shake_.delay era frames, ahora usamos constante)
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float delayTime = SHAKE_DELAY_MS;
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shake_.time_accumulator += deltaTime;
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@@ -243,7 +243,7 @@ auto GameLogo::calculateShakeDisplacement() const -> int {
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void GameLogo::finishCoffeeCrisisShaking() {
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coffee_sprite_->setPosX(shake_.origin);
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crisis_sprite_->setPosX(shake_.origin + 15);
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crisis_sprite_->setPosX(shake_.origin + CRISIS_OFFSET_X);
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coffee_crisis_status_ = Status::FINISHED;
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arcade_edition_status_ = Status::MOVING;
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}
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@@ -272,8 +272,8 @@ void GameLogo::updatePostFinishedCounter(float deltaTime) {
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arcade_edition_status_ == Status::FINISHED &&
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post_finished_counter_ > 0) {
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// Convertir 1 frame a tiempo: 1 frame = 1000ms/60fps = 16.67ms
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float frameTime = 1000.0f / 60.0f;
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// Tiempo entre decrementos del counter
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float frameTime = POST_FINISHED_FRAME_TIME;
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post_finished_time_accumulator_ += deltaTime;
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