delta-time: balloon.cpp
delta-time: balloon_manager.cpp delta-time: credits.cpp
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@@ -62,7 +62,7 @@ void BalloonManager::init() {
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explosions_->addTexture(3, explosions_textures_.at(3), explosions_animations_.at(3));
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}
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// Actualiza
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// Actualiza (frame-based)
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void BalloonManager::update() {
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for (const auto &balloon : balloons_) {
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balloon->update();
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@@ -71,6 +71,15 @@ void BalloonManager::update() {
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explosions_->update();
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}
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// Actualiza (time-based)
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void BalloonManager::update(float deltaTime) {
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for (const auto &balloon : balloons_) {
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balloon->update(deltaTime);
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}
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updateBalloonDeployCounter(deltaTime);
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explosions_->update(); // Explosions aún no migrado a deltaTime
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}
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// Renderiza los objetos
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void BalloonManager::render() {
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for (auto &balloon : balloons_) {
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@@ -162,13 +171,23 @@ void BalloonManager::freeBalloons() {
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balloons_.erase(result.begin(), balloons_.end());
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}
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// Actualiza la variable enemyDeployCounter
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// Actualiza la variable enemyDeployCounter (frame-based)
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void BalloonManager::updateBalloonDeployCounter() {
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if (balloon_deploy_counter_ > 0) {
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--balloon_deploy_counter_;
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}
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}
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// Actualiza la variable enemyDeployCounter (time-based)
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void BalloonManager::updateBalloonDeployCounter(float deltaTime) {
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if (balloon_deploy_counter_ > 0) {
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// Convertir deltaTime (milisegundos) a factor de frame (asumiendo 60fps)
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float frameFactor = deltaTime / (1000.0f / 60.0f);
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balloon_deploy_counter_ -= frameFactor;
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if (balloon_deploy_counter_ < 0) balloon_deploy_counter_ = 0;
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}
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}
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// Indica si se puede crear una powerball
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auto BalloonManager::canPowerBallBeCreated() -> bool { return (!power_ball_enabled_) && (calculateScreenPower() > Balloon::POWERBALL_SCREENPOWER_MINIMUM) && (power_ball_counter_ == 0); }
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