arreglant balloon.cpp per a deltaTime pur
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@@ -1546,21 +1546,21 @@ void Game::initDifficultyVars() {
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// Variables relacionadas con la dificultad
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switch (difficulty_) {
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case Difficulty::Code::EASY: {
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balloon_manager_->setDefaultBalloonSpeed(Balloon::SPEED.at(0));
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balloon_manager_->setDefaultBalloonSpeed(Balloon::GAME_TEMPO.at(0));
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difficulty_score_multiplier_ = 0.5F;
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scoreboard_->setColor(param.scoreboard.easy_color);
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break;
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}
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case Difficulty::Code::NORMAL: {
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balloon_manager_->setDefaultBalloonSpeed(Balloon::SPEED.at(0));
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balloon_manager_->setDefaultBalloonSpeed(Balloon::GAME_TEMPO.at(0));
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difficulty_score_multiplier_ = 1.0F;
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scoreboard_->setColor(param.scoreboard.normal_color);
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break;
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}
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case Difficulty::Code::HARD: {
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balloon_manager_->setDefaultBalloonSpeed(Balloon::SPEED.at(4));
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balloon_manager_->setDefaultBalloonSpeed(Balloon::GAME_TEMPO.at(4));
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difficulty_score_multiplier_ = 1.5F;
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scoreboard_->setColor(param.scoreboard.hard_color);
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break;
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@@ -1813,9 +1813,9 @@ void Game::checkAndUpdateBalloonSpeed() {
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for (size_t i = 0; i < std::size(THRESHOLDS); ++i) {
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// Si la velocidad actual del globo es la correspondiente al umbral "i" y el porcentaje de progreso ha superado ese umbral
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if (balloon_manager_->getBalloonSpeed() == Balloon::SPEED.at(i) && PERCENT > THRESHOLDS.at(i)) {
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if (balloon_manager_->getBalloonSpeed() == Balloon::GAME_TEMPO.at(i) && PERCENT > THRESHOLDS.at(i)) {
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// Sube la velocidad al siguiente nivel (i + 1)
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balloon_manager_->setBalloonSpeed(Balloon::SPEED.at(i + 1));
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balloon_manager_->setBalloonSpeed(Balloon::GAME_TEMPO.at(i + 1));
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return;
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}
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}
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