ja s'ha liat la cosa per no fer pull, ostia
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@@ -11,7 +11,7 @@
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#include <string> // Para allocator, char_traits, operator==, string, operator<=>, basic_string, stoi, getline
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#include "asset.h" // Para Asset
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#include "balloon.h" // Para BALLOON_SIZE, BalloonSize, BalloonType, BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
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#include "balloon.h" // Para Balloon::SIZE, Balloon::Size, Balloon::Type, Balloon::VELX_NEGATIVE, Balloon::VELX_POSITIVE
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#include "param.h" // Para Param, ParamGame, param
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#include "utils.h" // Para Zone, BLOCK
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@@ -20,18 +20,18 @@ void BalloonFormations::initFormations() {
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const int DEFAULT_POS_Y = param.game.play_area.rect.h - BALLOON_SPAWN_HEIGHT;
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const int X4_0 = param.game.play_area.rect.x;
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const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(3);
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const int X4_100 = param.game.play_area.rect.w - Balloon::SIZE.at(3);
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const int X3_0 = param.game.play_area.rect.x;
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const int X3_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(2);
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const int X3_100 = param.game.play_area.rect.w - Balloon::SIZE.at(2);
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const int X2_0 = param.game.play_area.rect.x;
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const int X2_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(1);
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const int X2_100 = param.game.play_area.rect.w - Balloon::SIZE.at(1);
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const int X1_0 = param.game.play_area.rect.x;
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const int X1_50 = param.game.play_area.center_x - (BALLOON_SIZE.at(0) / 2);
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const int X1_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(0);
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const int X1_50 = param.game.play_area.center_x - (Balloon::SIZE.at(0) / 2);
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const int X1_100 = param.game.play_area.rect.w - Balloon::SIZE.at(0);
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// Variables calculadas para posiciones especiales
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const int QUARTER1_X4 = param.game.play_area.first_quarter_x - (BALLOON_SIZE.at(3) / 2);
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const int QUARTER3_X4 = param.game.play_area.third_quarter_x - (BALLOON_SIZE.at(3) / 2);
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const int QUARTER1_X4 = param.game.play_area.first_quarter_x - (Balloon::SIZE.at(3) / 2);
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const int QUARTER3_X4 = param.game.play_area.third_quarter_x - (Balloon::SIZE.at(3) / 2);
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// Mapa de variables para reemplazar en el archivo
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std::map<std::string, float> variables = {
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@@ -47,12 +47,12 @@ void BalloonFormations::initFormations() {
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{"QUARTER1_X4", QUARTER1_X4},
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{"QUARTER3_X4", QUARTER3_X4},
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{"DEFAULT_POS_Y", DEFAULT_POS_Y},
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{"BALLOON_SIZE_0", BALLOON_SIZE.at(0)},
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{"BALLOON_SIZE_1", BALLOON_SIZE.at(1)},
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{"BALLOON_SIZE_2", BALLOON_SIZE.at(2)},
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{"BALLOON_SIZE_3", BALLOON_SIZE.at(3)},
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{"RIGHT", BALLOON_VELX_POSITIVE},
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{"LEFT", BALLOON_VELX_NEGATIVE}};
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{"BALLOON_SIZE_0", Balloon::SIZE.at(0)},
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{"BALLOON_SIZE_1", Balloon::SIZE.at(1)},
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{"BALLOON_SIZE_2", Balloon::SIZE.at(2)},
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{"BALLOON_SIZE_3", Balloon::SIZE.at(3)},
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{"RIGHT", Balloon::VELX_POSITIVE},
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{"LEFT", Balloon::VELX_NEGATIVE}};
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balloon_formation_.reserve(NUMBER_OF_BALLOON_FORMATIONS);
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@@ -111,8 +111,10 @@ auto BalloonFormations::loadFormationsFromFile(const std::string& filename, cons
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// Crear variantes flotantes (formaciones 50-99)
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createFloaterVariants();
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#ifdef _DEBUG
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// Añadir formación de prueba
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addTestFormation();
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#endif
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file.close();
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return true;
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@@ -138,21 +140,21 @@ auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map
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int y = evaluateExpression(tokens.at(2), variables);
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float vel_x = evaluateExpression(tokens.at(3), variables);
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BalloonType type = (tokens.at(4) == "BALLOON") ? BalloonType::BALLOON : BalloonType::FLOATER;
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Balloon::Type type = (tokens.at(4) == "BALLOON") ? Balloon::Type::BALLOON : Balloon::Type::FLOATER;
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BalloonSize size;
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if (tokens.at(5) == "SIZE_0") {
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size = BalloonSize::SIZE_0;
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desp = desp * (BALLOON_SIZE.at(0) + 1);
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} else if (tokens.at(5) == "SIZE_1") {
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size = BalloonSize::SIZE_1;
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desp = desp * (BALLOON_SIZE.at(1) + 1);
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} else if (tokens.at(5) == "SIZE_2") {
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size = BalloonSize::SIZE_2;
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desp = desp * (BALLOON_SIZE.at(2) + 1);
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} else if (tokens.at(5) == "SIZE_3") {
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size = BalloonSize::SIZE_3;
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desp = desp * (BALLOON_SIZE.at(3) + 1);
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Balloon::Size size;
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if (tokens.at(5) == "SMALL") {
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size = Balloon::Size::SMALL;
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desp = desp * (Balloon::SIZE.at(0) + 1);
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} else if (tokens.at(5) == "MEDIUM") {
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size = Balloon::Size::MEDIUM;
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desp = desp * (Balloon::SIZE.at(1) + 1);
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} else if (tokens.at(5) == "LARGE") {
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size = Balloon::Size::LARGE;
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desp = desp * (Balloon::SIZE.at(2) + 1);
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} else if (tokens.at(5) == "EXTRALARGE") {
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size = Balloon::Size::EXTRALARGE;
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desp = desp * (Balloon::SIZE.at(3) + 1);
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} else {
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return std::nullopt;
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}
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@@ -230,36 +232,36 @@ void BalloonFormations::createFloaterVariants() {
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for (int i = 0; i < balloon_formation_.at(k).number_of_balloons; i++) {
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const auto& original = balloon_formation_.at(k).init.at(i);
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floater_params.emplace_back(
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original.x, original.y, original.vel_x, BalloonType::FLOATER, original.size, original.creation_counter);
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original.x, original.y, original.vel_x, Balloon::Type::FLOATER, original.size, original.creation_counter);
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}
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balloon_formation_.at(k + 50) = BalloonFormationUnit(
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balloon_formation_.at(k).number_of_balloons, floater_params);
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}
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}
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#ifdef _DEBUG
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void BalloonFormations::addTestFormation() {
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std::vector<BalloonFormationParams> test_params = {
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{10, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE_0, 200},
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{50, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE_1, 200},
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{90, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE_2, 200},
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{140, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE_3, 200}};
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{10, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::SMALL, 200},
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{50, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::MEDIUM, 200},
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{90, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::LARGE, 200},
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{140, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::EXTRALARGE, 200}};
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balloon_formation_.at(99) = BalloonFormationUnit(4, test_params);
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}
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#endif
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void BalloonFormations::loadDefaultFormations() {
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// Código de fallback con algunas formaciones básicas hardcodeadas
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// para que el juego funcione aunque falle la carga del archivo
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const int DEFAULT_POS_Y = param.game.play_area.rect.h - BALLOON_SPAWN_HEIGHT;
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const int X4_0 = param.game.play_area.rect.x;
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const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(3);
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const int X4_100 = param.game.play_area.rect.w - Balloon::SIZE.at(3);
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// Formación básica #00
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std::vector<BalloonFormationParams> basic_formation = {
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BalloonFormationParams(X4_0, DEFAULT_POS_Y, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE_3, CREATION_TIME),
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BalloonFormationParams(X4_100, DEFAULT_POS_Y, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE_3, CREATION_TIME)};
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BalloonFormationParams(X4_0, DEFAULT_POS_Y, Balloon::VELX_POSITIVE, Balloon::Type::BALLOON, Balloon::Size::EXTRALARGE, CREATION_TIME),
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BalloonFormationParams(X4_100, DEFAULT_POS_Y, Balloon::VELX_NEGATIVE, Balloon::Type::BALLOON, Balloon::Size::EXTRALARGE, CREATION_TIME)};
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balloon_formation_.emplace_back(2, basic_formation);
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}
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