magic numbers: game.cpp
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@@ -328,16 +328,17 @@ void Game::updateGameStateGameOver(float deltaTime) {
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checkBulletCollision();
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cleanVectors();
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if (game_over_counter_ > 0) {
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if (game_over_counter_ >= GAME_OVER_DURATION_MS) {
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if (game_over_timer_ > 0) {
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if (game_over_timer_ >= GAME_OVER_DURATION_MS) {
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
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Audio::get()->fadeOutMusic(1000);
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balloon_manager_->setBouncingSounds(true);
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}
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game_over_counter_--;
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game_over_timer_ -= deltaTime; // Decremento time-based
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if (game_over_counter_ == 150) {
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constexpr float FADE_TRIGGER_MS = 150.0f * (1000.0f / 60.0f); // 150 frames = 2500ms
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if (game_over_timer_ <= FADE_TRIGGER_MS && !fade_out_->isEnabled()) {
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fade_out_->activate();
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}
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}
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@@ -2043,7 +2044,7 @@ void Game::handleGameCompletedEvents() {
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// Maneja eventos de game over usando flag para trigger único
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void Game::handleGameOverEvents() {
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static bool game_over_triggered = false;
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if (!game_over_triggered && game_over_counter_ >= GAME_OVER_DURATION_MS) {
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if (!game_over_triggered && game_over_timer_ >= GAME_OVER_DURATION_MS) {
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
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Audio::get()->fadeOutMusic(1000);
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balloon_manager_->setBouncingSounds(true);
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