corregida la llista de inicialització en clang-format
creat Balloon::Config per a inicialitzar globos
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@@ -35,7 +35,12 @@ constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner";
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// Constructor
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Credits::Credits()
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: balloon_manager_(std::make_unique<BalloonManager>(nullptr)), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))), canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
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: balloon_manager_(std::make_unique<BalloonManager>(nullptr)),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))),
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canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
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if (text_texture_ == nullptr) {
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throw std::runtime_error("Failed to create SDL texture for text.");
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}
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@@ -49,7 +49,18 @@
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// Constructor
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Game::Game(Player::Id player_id, int current_stage, bool demo)
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: renderer_(Screen::get()->getRenderer()), screen_(Screen::get()), input_(Input::get()), canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)), pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })), stage_manager_(std::make_unique<StageManager>()), balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())), background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), tabe_(std::make_unique<Tabe>()), hit_(Hit(Resource::get()->getTexture("hit.png"))) {
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: renderer_(Screen::get()->getRenderer()),
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screen_(Screen::get()),
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input_(Input::get()),
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canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
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pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })),
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stage_manager_(std::make_unique<StageManager>()),
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balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
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background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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tabe_(std::make_unique<Tabe>()),
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hit_(Hit(Resource::get()->getTexture("hit.png"))) {
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// Pasa variables
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demo_.enabled = demo;
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@@ -254,8 +254,8 @@ class Game {
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// --- Sistema de globos y enemigos ---
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void handleBalloonDestruction(std::shared_ptr<Balloon> balloon, const std::shared_ptr<Player> &player); // Procesa destrucción de globo
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void handleTabeHitEffects(); // Gestiona efectos al golpear a Tabe
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void checkAndUpdateBalloonSpeed(); // Ajusta velocidad de globos según progreso
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void handleTabeHitEffects(); // Gestiona efectos al golpear a Tabe
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void checkAndUpdateBalloonSpeed(); // Ajusta velocidad de globos según progreso
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// --- Gestión de fases y progresión ---
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void updateStage(); // Verifica y actualiza cambio de fase
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@@ -29,7 +29,14 @@
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// Constructor
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HiScoreTable::HiScoreTable()
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: renderer_(Screen::get()->getRenderer()), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), fade_(std::make_unique<Fade>()), background_(std::make_unique<Background>()), ticks_(0), view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}), fade_mode_(Fade::Mode::IN), background_fade_color_(Color(0, 0, 0)) {
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: renderer_(Screen::get()->getRenderer()),
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backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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fade_(std::make_unique<Fade>()),
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background_(std::make_unique<Background>()),
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ticks_(0),
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view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}),
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fade_mode_(Fade::Mode::IN),
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background_fade_color_(Color(0, 0, 0)) {
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// Inicializa el resto
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Section::name = Section::Name::HI_SCORE_TABLE;
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SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
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@@ -26,7 +26,12 @@
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// Constructor
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Instructions::Instructions()
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: renderer_(Screen::get()->getRenderer()), texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), text_(Resource::get()->getText("smb2")), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)), fade_(std::make_unique<Fade>()) {
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: renderer_(Screen::get()->getRenderer()),
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texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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text_(Resource::get()->getText("smb2")),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)),
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fade_(std::make_unique<Fade>()) {
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// Configura las texturas
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SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
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@@ -34,7 +34,9 @@ struct Line { // Almacena información de línea animada
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// Constructor de Line
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Line(int y, float x, int direction)
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: y(y), x(x), direction(direction) {}
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: y(y),
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x(x),
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direction(direction) {}
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};
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// Clase Instructions
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@@ -37,7 +37,13 @@ class Texture;
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// Constructor
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Title::Title()
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: text_(Resource::get()->getText("smb2_grad")), fade_(std::make_unique<Fade>()), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)), game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)), mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))), state_(TitleState::LOGO_ANIMATING), num_controllers_(Input::get()->getNumGamepads()) {
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: text_(Resource::get()->getText("smb2_grad")),
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fade_(std::make_unique<Fade>()),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)),
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game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
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mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
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state_(TitleState::LOGO_ANIMATING),
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num_controllers_(Input::get()->getNumGamepads()) {
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// Configura objetos
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tiled_bg_->setColor(param.title.bg_color);
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game_logo_->enable();
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