magic numbers: intro.cpp
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@@ -286,7 +286,7 @@ void Intro::initSprites() {
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// Constantes
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constexpr int TOTAL_SPRITES = TEXTURE_LIST.size();
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const float BORDER = 2.0F;
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const float BORDER = CARD_BORDER_SIZE;
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auto texture = Resource::get()->getTexture(TEXTURE_LIST.front());
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const float CARD_WIDTH = texture->getWidth() + (BORDER * 2);
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@@ -338,16 +338,16 @@ 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 - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
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card_sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeOutBounce, 0);
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card_sprites_.at(2)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
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card_sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 300, easeInOutExpo, 0);
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card_sprites_.at(4)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0);
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card_sprites_.at(5)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 250, easeOutQuad, 450);
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card_sprites_.at(5)->addPath(X_DEST, -CARD_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 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);
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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(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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// Constantes
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const float DESP = 8;
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const float DESP = SHADOW_OFFSET;
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const float SHADOW_SPRITE_WIDTH = CARD_WIDTH;
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const float SHADOW_SPRITE_HEIGHT = CARD_HEIGHT;
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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 + 10, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0);
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shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeOutBounce, 0);
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0);
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shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 300, easeInOutExpo, 0);
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shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 70, easeOutElastic, 0);
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shadow_sprites_.at(5)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 250, easeOutQuad, 450);
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shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, 80, easeInElastic, 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);
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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(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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}
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// Inicializa los textos
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@@ -405,47 +405,47 @@ void Intro::initTexts() {
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auto writer = std::make_unique<Writer>(Resource::get()->getText("04b_25_metal"));
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writer->setPosX(0);
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writer->setPosY(param.game.height - param.intro.text_distance_from_bottom);
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writer->setKerning(-2);
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writer->setKerning(TEXT_KERNING);
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writer->setEnabled(false);
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writer->setFinishedCounter(180);
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writer->setFinishedTimerMs(TEXT_DISPLAY_DURATION_MS);
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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(8);
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texts_.at(0)->setSpeed(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(8);
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texts_.at(1)->setSpeed(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(12);
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texts_.at(2)->setSpeed(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(8);
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texts_.at(3)->setSpeed(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(1);
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texts_.at(4)->setSpeed(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(16);
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texts_.at(5)->setSpeed(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(2);
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texts_.at(6)->setSpeed(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(3);
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texts_.at(7)->setSpeed(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(20);
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texts_.at(8)->setSpeed(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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@@ -489,8 +489,8 @@ void Intro::updatePostState() {
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switch (post_state_) {
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case PostState::STOP_BG:
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// EVENTO: Detiene el fondo después de 1 segundo
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if (ELAPSED_TIME >= 1000) {
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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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tiled_bg_->stopGracefully();
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if (!bg_color_.IS_EQUAL_TO(param.title.bg_color)) {
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@@ -508,8 +508,8 @@ void Intro::updatePostState() {
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break;
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case PostState::END:
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// Finaliza la intro después de 1 segundo
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if (ELAPSED_TIME >= 1000) {
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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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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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