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Author SHA1 Message Date
228968c728 claude: mogut initBalloonFormations() a un fitxer extern 2025-07-20 20:21:14 +02:00
f6228ae0c1 iwyu
clang-format
2025-07-20 19:33:06 +02:00
35 changed files with 725 additions and 388 deletions

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@@ -9,4 +9,11 @@ AllowShortFunctionsOnASingleLine: All
AlignOperands: false
AlignAfterOpenBracket: DontAlign
BinPackArguments: false
BinPackParameters: false
BinPackParameters: false
SortIncludes: CaseSensitive
IncludeBlocks: Merge
IncludeCategories:
- Regex: '.*'
Priority: 1
SortPriority: -1

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@@ -0,0 +1,277 @@
# Archivo de configuración de formaciones de globos
# Formato por línea: x, y, vel_x, tipo, tamaño, tiempo_creacion
# Variables disponibles:
# X1_0, X1_50, X1_100, X2_0, X2_100, X3_0, X3_100, X4_0, X4_100
# QUARTER1_X4, QUARTER3_X4, Y_BASE
# BALLOON_SIZE_0, BALLOON_SIZE_1, BALLOON_SIZE_2, BALLOON_SIZE_3
# VEL_POSITIVE, VEL_NEGATIVE
formation: 0
# Dos enemigos BALLOON4 uno a cada extremo
X4_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300
X4_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300
formation: 1
# Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
QUARTER1_X4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300
QUARTER3_X4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300
formation: 2
# Cuatro enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 290
X2_0 + (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 280
X2_0 + (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 270
formation: 3
# Cuatro enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 290
X2_100 - (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 280
X2_100 - (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 270
formation: 4
# Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + BALLOON_SIZE_2 * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
formation: 5
# Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - BALLOON_SIZE_2 * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
formation: 6
# Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
formation: 7
# Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
formation: 8
# Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
X1_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300
X1_0 + BALLOON_SIZE_0 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 290
X1_0 + (BALLOON_SIZE_0 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280
X1_0 + (BALLOON_SIZE_0 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270
X1_0 + (BALLOON_SIZE_0 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260
X1_0 + (BALLOON_SIZE_0 + 1) * 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250
formation: 9
# Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
X1_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300
X1_100 - BALLOON_SIZE_0 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 290
X1_100 - (BALLOON_SIZE_0 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280
X1_100 - (BALLOON_SIZE_0 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270
X1_100 - (BALLOON_SIZE_0 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260
X1_100 - (BALLOON_SIZE_0 + 1) * 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250
formation: 10
# Tres enemigos BALLOON4 seguidos desde la izquierda. Hacia la derecha
X4_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300
X4_0 + BALLOON_SIZE_3 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 285
X4_0 + (BALLOON_SIZE_3 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 270
formation: 11
# Tres enemigos BALLOON4 seguidos desde la derecha. Hacia la izquierda
X4_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300
X4_100 - BALLOON_SIZE_3 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 285
X4_100 - (BALLOON_SIZE_3 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 270
formation: 12
# Seis enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 290
X2_0 + (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 280
X2_0 + (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 270
X2_0 + (BALLOON_SIZE_1 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 260
X2_0 + (BALLOON_SIZE_1 + 1) * 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 250
formation: 13
# Seis enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 290
X2_100 - (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 280
X2_100 - (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 270
X2_100 - (BALLOON_SIZE_1 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 260
X2_100 - (BALLOON_SIZE_1 + 1) * 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 250
formation: 14
# Cinco enemigos BALLOON3. Hacia la derecha. Separados
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + BALLOON_SIZE_2 * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + BALLOON_SIZE_2 * 6, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270
X3_0 + BALLOON_SIZE_2 * 8, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260
formation: 15
# Cinco enemigos BALLOON3. Hacia la izquierda. Separados
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - BALLOON_SIZE_2 * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - BALLOON_SIZE_2 * 6, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270
X3_100 - BALLOON_SIZE_2 * 8, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260
formation: 16
# Cinco enemigos BALLOON3. Hacia la derecha. Juntos
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + (BALLOON_SIZE_2 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270
X3_0 + (BALLOON_SIZE_2 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260
formation: 17
# Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - (BALLOON_SIZE_2 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270
X3_100 - (BALLOON_SIZE_2 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260
formation: 18
# Doce enemigos BALLOON1. Hacia la derecha. Juntos
X1_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300
X1_0 + BALLOON_SIZE_0 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 290
X1_0 + (BALLOON_SIZE_0 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280
X1_0 + (BALLOON_SIZE_0 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270
X1_0 + (BALLOON_SIZE_0 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260
X1_0 + (BALLOON_SIZE_0 + 1) * 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250
X1_0 + (BALLOON_SIZE_0 + 1) * 6, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 240
X1_0 + (BALLOON_SIZE_0 + 1) * 7, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 230
X1_0 + (BALLOON_SIZE_0 + 1) * 8, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 220
X1_0 + (BALLOON_SIZE_0 + 1) * 9, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 210
X1_0 + (BALLOON_SIZE_0 + 1) * 10, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 200
X1_0 + (BALLOON_SIZE_0 + 1) * 11, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 190
formation: 19
# Doce enemigos BALLOON1. Hacia la izquierda. Juntos
X1_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300
X1_100 - BALLOON_SIZE_0 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 290
X1_100 - (BALLOON_SIZE_0 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280
X1_100 - (BALLOON_SIZE_0 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270
X1_100 - (BALLOON_SIZE_0 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260
X1_100 - (BALLOON_SIZE_0 + 1) * 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250
X1_100 - (BALLOON_SIZE_0 + 1) * 6, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 240
X1_100 - (BALLOON_SIZE_0 + 1) * 7, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 230
X1_100 - (BALLOON_SIZE_0 + 1) * 8, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 220
X1_100 - (BALLOON_SIZE_0 + 1) * 9, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 210
X1_100 - (BALLOON_SIZE_0 + 1) * 10, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 200
X1_100 - (BALLOON_SIZE_0 + 1) * 11, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 190
formation: 20
# Cuatro enemigos BALLOON4 seguidos desde la izquierda/derecha. Simétricos
X4_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300
X4_0 + BALLOON_SIZE_3 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300
X4_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300
X4_100 - BALLOON_SIZE_3 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300
formation: 21
# Diez enemigos BALLOON2 uno detrás del otro. Izquierda/derecha. Simétricos
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 297
X2_0 + (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 294
X2_0 + (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 291
X2_0 + (BALLOON_SIZE_1 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 288
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 297
X2_100 - (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 294
X2_100 - (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 291
X2_100 - (BALLOON_SIZE_1 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 288
formation: 22
# Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simétricos
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + BALLOON_SIZE_2 * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + BALLOON_SIZE_2 * 6, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270
X3_0 + BALLOON_SIZE_2 * 8, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - BALLOON_SIZE_2 * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - BALLOON_SIZE_2 * 6, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270
X3_100 - BALLOON_SIZE_2 * 8, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260
formation: 23
# Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simétricos
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + (BALLOON_SIZE_2 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270
X3_0 + (BALLOON_SIZE_2 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - (BALLOON_SIZE_2 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270
X3_100 - (BALLOON_SIZE_2 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260
formation: 24
# Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simétricos
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 305
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 310
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 315
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 320
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 325
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 330
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 335
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 340
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 345
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 350
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 355
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 305
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 310
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 315
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 320
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 325
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 330
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 335
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 340
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 345
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 350
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 355
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 360
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 360
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 365
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 365
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 370
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 370
formation: 25
# Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simétricos
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 295
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 290
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 285
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 275
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 265
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 255
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 245
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 295
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 290
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 285
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 275
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 265
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 255
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 245
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 240
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 240
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 235
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 235
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 230
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 230

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@@ -16,5 +16,11 @@ cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
# 🛠️ Ejecutar IWYU con fix_includes.py
echo "🚀 Ejecutando IWYU..."
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers --dry_run
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers
# 🧹 Reemplazar // for por // Para en líneas de #include
echo "✍️ Corrigiendo comentarios en includes..."
find "$BASE_DIR" -type f \( -name "*.cpp" -o -name "*.h" \) -exec \
sed -i '/^#include .*\/\/ for/s/\/\/ for/\/\/ Para/' {} +
echo "✅ Script completado."

26
linux_utils/run_iwyu_dry_run.sh Executable file
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@@ -0,0 +1,26 @@
#!/bin/bash
# 🏁 Ruta base del proyecto
BASE_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition"
# 📁 Ruta al build
BUILD_DIR="$BASE_DIR/build"
# 📄 Archivo de mapping personalizado
MAPPING_FILE="$BASE_DIR/linux_utils/sdl3_mapping.imp"
# 📦 Generar compile_commands.json
echo "🔧 Generando compile_commands.json..."
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
# 🛠️ Ejecutar IWYU con fix_includes.py
echo "🚀 Ejecutando IWYU..."
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers --dry_run
# 🧹 Reemplazar // for por // Para en líneas de #include
echo "✍️ Corrigiendo comentarios en includes..."
find "$BASE_DIR" -type f \( -name "*.cpp" -o -name "*.h" \) -exec \
sed -i '/^#include .*\/\/ for/s/\/\/ for/\/\/ Para/' {} +
echo "✅ Script completado."

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@@ -1,10 +1,12 @@
#include "asset.h"
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError, SDL_LogWarn
#include <algorithm> // Para find_if, max
#include <fstream> // Para basic_ifstream, ifstream
#include <string> // Para allocator, string, char_traits, operator+
#include <algorithm> // Para max
#include <fstream> // Para basic_ifstream, ifstream
#include <functional> // Para identity
#include <ranges> // Para __find_if_fn, find_if
#include <string> // Para allocator, string, operator==, operator+, char_traits, basic_string
#include "utils.h" // Para getFileName

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@@ -1,11 +1,10 @@
#define _USE_MATH_DEFINES
#include "background.h"
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_FRect, SDL_Creat...
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetRenderTarget, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_TextureAccess, SDL_FPoint
#include <algorithm> // Para clamp, max
#include <cmath> // Para cos, sin, M_PI
#include <string> // Para basic_string
#include <cmath> // Para M_PI, cos, sin
#include "moving_sprite.h" // Para MovingSprite
#include "param.h" // Para Param, ParamBackground, param

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@@ -1,333 +1,256 @@
#include "asset.h"
#include "balloon.h" // Para BalloonType, BalloonSize, BALLOON_SIZE, BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include "balloon_formations.h"
#include "balloon.h" // Para BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include "param.h" // Para param
#include "utils.h" // Para ParamGame, Param, Zone, BLOCK
#include "param.h" // Para Param, ParamGame, param
#include "utils.h" // Para Zone, BLOCK
#include <array> // Para array
#include <fstream>
#include <map>
#include <sstream>
#include <string>
void BalloonFormations::initBalloonFormations() {
constexpr int Y4 = -BLOCK;
// Calcular posiciones base
constexpr int Y_BASE = -BLOCK;
const int X4_0 = param.game.play_area.rect.x;
const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE[3];
constexpr int Y3 = -BLOCK;
const int X3_0 = param.game.play_area.rect.x;
const int X3_100 = param.game.play_area.rect.w - BALLOON_SIZE[2];
constexpr int Y2 = -BLOCK;
const int X2_0 = param.game.play_area.rect.x;
const int X2_100 = param.game.play_area.rect.w - BALLOON_SIZE[1];
constexpr int Y1 = -BLOCK;
const int X1_0 = param.game.play_area.rect.x;
const int X1_50 = param.game.play_area.center_x - (BALLOON_SIZE[0] / 2);
const int X1_100 = param.game.play_area.rect.w - BALLOON_SIZE[0];
// Variables calculadas para posiciones especiales
const int QUARTER1_X4 = param.game.play_area.first_quarter_x - (BALLOON_SIZE[3] / 2);
const int QUARTER3_X4 = param.game.play_area.third_quarter_x - (BALLOON_SIZE[3] / 2);
// Mapa de variables para reemplazar en el archivo
std::map<std::string, int> variables = {
{"X1_0", X1_0},
{"X1_50", X1_50},
{"X1_100", X1_100},
{"X2_0", X2_0},
{"X2_100", X2_100},
{"X3_0", X3_0},
{"X3_100", X3_100},
{"X4_0", X4_0},
{"X4_100", X4_100},
{"QUARTER1_X4", QUARTER1_X4},
{"QUARTER3_X4", QUARTER3_X4},
{"Y_BASE", Y_BASE},
{"BALLOON_SIZE_0", BALLOON_SIZE[0]},
{"BALLOON_SIZE_1", BALLOON_SIZE[1]},
{"BALLOON_SIZE_2", BALLOON_SIZE[2]},
{"BALLOON_SIZE_3", BALLOON_SIZE[3]},
{"VEL_POSITIVE", BALLOON_VELX_POSITIVE},
{"VEL_NEGATIVE", BALLOON_VELX_NEGATIVE}};
balloon_formation_.reserve(NUMBER_OF_BALLOON_FORMATIONS);
constexpr int CREATION_TIME = 300;
if (!loadFormationsFromFile(Asset::get()->get("balloon_formations.txt"), variables)) {
// Fallback: cargar formaciones por defecto si falla la carga del archivo
loadDefaultFormations();
}
}
// #00 - Dos enemigos BALLOON4 uno a cada extremo
{
std::vector<BalloonFormationParams> init_params = {
BalloonFormationParams(X4_0, Y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME),
BalloonFormationParams(X4_100, Y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME)};
balloon_formation_.emplace_back(2, init_params);
auto BalloonFormations::loadFormationsFromFile(const std::string& filename, const std::map<std::string, int>& variables) -> bool {
std::ifstream file(filename);
if (!file.is_open()) {
return false;
}
// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
{
std::vector<BalloonFormationParams> init_params = {
BalloonFormationParams(param.game.play_area.first_quarter_x - (BALLOON_SIZE[3] / 2), Y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME),
BalloonFormationParams(param.game.play_area.third_quarter_x - (BALLOON_SIZE[3] / 2), Y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME)};
balloon_formation_.emplace_back(2, init_params);
}
std::string line;
int current_formation = -1;
std::vector<BalloonFormationParams> current_params;
// #02 - Cuatro enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 4; ++i) {
init_params.emplace_back(X2_0 + (i * (BALLOON_SIZE[1] + 1)), Y2, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (10 * i));
while (std::getline(file, line)) {
// Eliminar espacios en blanco al inicio y final
line = trim(line);
// Saltar líneas vacías y comentarios
if (line.empty() || line[0] == '#') {
continue;
}
balloon_formation_.emplace_back(4, init_params);
}
// #03 - Cuatro enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 4; ++i) {
init_params.emplace_back(X2_100 - (i * (BALLOON_SIZE[1] + 1)), Y2, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (10 * i));
// Verificar si es una nueva formación
if (line.substr(0, 10) == "formation:") {
// Guardar formación anterior si existe
if (current_formation >= 0 && !current_params.empty()) {
balloon_formation_.emplace_back(current_params.size(), current_params);
}
// Iniciar nueva formación
current_formation = std::stoi(line.substr(10));
current_params.clear();
continue;
}
balloon_formation_.emplace_back(4, init_params);
}
// #04 - Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i) {
init_params.emplace_back(X3_0 + (i * (BALLOON_SIZE[2] * 2)), Y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #05 - Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i) {
init_params.emplace_back(X3_100 - (i * (BALLOON_SIZE[2] * 2)), Y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #06 - Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i) {
init_params.emplace_back(X3_0 + (i * (BALLOON_SIZE[2] + 1)), Y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #07 - Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i) {
init_params.emplace_back(X3_100 - (i * (BALLOON_SIZE[2] + 1)), Y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #08 - Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 6; ++i) {
init_params.emplace_back(X1_0 + (i * (BALLOON_SIZE[0] + 1)), Y1, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(6, init_params);
}
// #09 - Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 6; ++i) {
init_params.emplace_back(X1_100 - (i * (BALLOON_SIZE[0] + 1)), Y1, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(6, init_params);
}
// #10 - Tres enemigos BALLOON4 seguidos desde la izquierda. Hacia la derecha
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i) {
init_params.emplace_back(X4_0 + (i * (BALLOON_SIZE[3] + 1)), Y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME - (15 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #11 - Tres enemigos BALLOON4 seguidos desde la derecha. Hacia la izquierda
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i) {
init_params.emplace_back(X4_100 - (i * (BALLOON_SIZE[3] + 1)), Y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME - (15 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #12 - Seis enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 6; ++i) {
init_params.emplace_back(X2_0 + (i * (BALLOON_SIZE[1] + 1)), Y2, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(6, init_params);
}
// #13 - Seis enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 6; ++i) {
init_params.emplace_back(X2_100 - (i * (BALLOON_SIZE[1] + 1)), Y2, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(6, init_params);
}
// #14 - Cinco enemigos BALLOON3. Hacia la derecha. Separados
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 5; ++i) {
init_params.emplace_back(X3_0 + (i * (BALLOON_SIZE[2] * 2)), Y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(5, init_params);
}
// #15 - Cinco enemigos BALLOON3. Hacia la izquierda. Separados
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 5; ++i) {
init_params.emplace_back(X3_100 - (i * (BALLOON_SIZE[2] * 2)), Y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(5, init_params);
}
// #16 - Cinco enemigos BALLOON3. Hacia la derecha. Juntos
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 5; ++i) {
init_params.emplace_back(X3_0 + (i * (BALLOON_SIZE[2] + 1)), Y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(5, init_params);
}
// #17 - Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 5; ++i) {
init_params.emplace_back(X3_100 - (i * (BALLOON_SIZE[2] + 1)), Y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(5, init_params);
}
// #18 - Doce enemigos BALLOON1. Hacia la derecha. Juntos
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 12; ++i) {
init_params.emplace_back(X1_0 + (i * (BALLOON_SIZE[0] + 1)), Y1, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(12, init_params);
}
// #19 - Doce enemigos BALLOON1. Hacia la izquierda. Juntos
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 12; ++i) {
init_params.emplace_back(X1_100 - (i * (BALLOON_SIZE[0] + 1)), Y1, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(12, init_params);
}
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int HALF = 4 / 2;
for (int i = 0; i < 4; ++i) {
if (i < HALF) {
init_params.emplace_back(X4_0 + (i * (BALLOON_SIZE[3] + 1)), Y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME + (0 * i));
} else {
init_params.emplace_back(X4_100 - ((i - HALF) * (BALLOON_SIZE[3] + 1)), Y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME + (0 * i));
// Procesar línea de parámetros de balloon
if (current_formation >= 0) {
auto params = parseBalloonLine(line, variables);
if (params.has_value()) {
current_params.push_back(params.value());
}
}
balloon_formation_.emplace_back(4, init_params);
}
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int HALF = 4 / 2;
for (int i = 0; i < 4; ++i) {
if (i < HALF) {
init_params.emplace_back(X4_0 + (i * (BALLOON_SIZE[3] + 1)), Y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME + (0 * i));
} else {
init_params.emplace_back(X4_100 - ((i - HALF) * (BALLOON_SIZE[3] + 1)), Y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME + (0 * i));
// Guardar última formación
if (current_formation >= 0 && !current_params.empty()) {
balloon_formation_.emplace_back(current_params.size(), current_params);
}
// Crear variantes flotantes (formaciones 50-99)
createFloaterVariants();
// Añadir formación de prueba
addTestFormation();
file.close();
return true;
}
auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map<std::string, int>& variables) -> std::optional<BalloonFormationParams> {
std::istringstream iss(line);
std::string token;
std::vector<std::string> tokens;
// Dividir por comas
while (std::getline(iss, token, ',')) {
tokens.push_back(trim(token));
}
if (tokens.size() != 6) {
return std::nullopt;
}
try {
int x = evaluateExpression(tokens[0], variables);
int y = evaluateExpression(tokens[1], variables);
int vel_x = evaluateExpression(tokens[2], variables);
BalloonType type = (tokens[3] == "BALLOON") ? BalloonType::BALLOON : BalloonType::FLOATER;
BalloonSize size;
if (tokens[4] == "SIZE1") {
size = BalloonSize::SIZE1;
} else if (tokens[4] == "SIZE2") {
size = BalloonSize::SIZE2;
} else if (tokens[4] == "SIZE3") {
size = BalloonSize::SIZE3;
} else if (tokens[4] == "SIZE4") {
size = BalloonSize::SIZE4;
} else {
return std::nullopt;
}
int creation_time = evaluateExpression(tokens[5], variables);
return BalloonFormationParams(x, y, vel_x, type, size, creation_time);
} catch (const std::exception&) {
return std::nullopt;
}
}
auto BalloonFormations::evaluateExpression(const std::string& expr, const std::map<std::string, int>& variables) -> int {
std::string trimmed_expr = trim(expr);
// Si es un número directo
if ((std::isdigit(trimmed_expr[0]) != 0) || (trimmed_expr[0] == '-' && trimmed_expr.length() > 1)) {
return std::stoi(trimmed_expr);
}
// Si es una variable simple
if (variables.find(trimmed_expr) != variables.end()) {
return variables.at(trimmed_expr);
}
// Evaluación de expresiones simples (suma, resta, multiplicación)
return evaluateSimpleExpression(trimmed_expr, variables);
}
auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const std::map<std::string, int>& variables) -> int {
// Buscar operadores (+, -, *, /)
for (size_t i = 1; i < expr.length(); ++i) {
char op = expr[i];
if (op == '+' || op == '-' || op == '*' || op == '/') {
std::string left = trim(expr.substr(0, i));
std::string right = trim(expr.substr(i + 1));
int left_val = evaluateExpression(left, variables);
int right_val = evaluateExpression(right, variables);
switch (op) {
case '+':
return left_val + right_val;
case '-':
return left_val - right_val;
case '*':
return left_val * right_val;
case '/':
return right_val != 0 ? left_val / right_val : 0;
}
}
balloon_formation_.emplace_back(4, init_params);
}
// #21 - Diez enemigos BALLOON2 uno detrás del otro. Izquierda/derecha. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int HALF = 10 / 2;
for (int i = 0; i < 10; ++i) {
if (i < HALF) {
init_params.emplace_back(X2_0 + (i * (BALLOON_SIZE[1] + 1)), Y2, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (3 * i));
} else {
init_params.emplace_back(X2_100 - ((i - HALF) * (BALLOON_SIZE[1] + 1)), Y2, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (3 * (i - HALF)));
}
}
balloon_formation_.emplace_back(10, init_params);
}
// Si no se encuentra operador, intentar como variable o número
return variables.find(expr) != variables.end() ? variables.at(expr) : std::stoi(expr);
}
// #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int HALF = 10 / 2;
for (int i = 0; i < 10; ++i) {
if (i < HALF) {
init_params.emplace_back(X3_0 + (i * (BALLOON_SIZE[2] * 2)), Y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
} else {
init_params.emplace_back(X3_100 - ((i - HALF) * (BALLOON_SIZE[2] * 2)), Y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * (i - HALF)));
}
}
balloon_formation_.emplace_back(10, init_params);
auto BalloonFormations::trim(const std::string& str) -> std::string {
size_t start = str.find_first_not_of(" \t\r\n");
if (start == std::string::npos) {
return "";
}
size_t end = str.find_last_not_of(" \t\r\n");
return str.substr(start, end - start + 1);
}
// #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int HALF = 10 / 2;
for (int i = 0; i < 10; ++i) {
if (i < HALF) {
init_params.emplace_back(X3_0 + (i * (BALLOON_SIZE[2] + 1)), Y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
} else {
init_params.emplace_back(X3_100 - ((i - HALF) * (BALLOON_SIZE[2] + 1)), Y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * (i - HALF)));
}
}
balloon_formation_.emplace_back(10, init_params);
}
// #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int HALF = 30 / 2;
for (int i = 0; i < 30; ++i) {
if (i < HALF) {
init_params.emplace_back(X1_50, Y1, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME + (5 * i));
} else {
init_params.emplace_back(X1_50, Y1, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME + (5 * (i - HALF)));
}
}
balloon_formation_.emplace_back(30, init_params);
}
// #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int HALF = 30 / 2;
for (int i = 0; i < 30; ++i) {
if (i < HALF) {
init_params.emplace_back(X1_50 + 20, Y1, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (5 * i));
} else {
init_params.emplace_back(X1_50 - 20, Y1, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (5 * (i - HALF)));
}
}
balloon_formation_.emplace_back(30, init_params);
}
// Reservar espacio para el vector
void BalloonFormations::createFloaterVariants() {
balloon_formation_.resize(100);
// Crea las mismas formaciones pero con hexágonos a partir de la posición 50 del vector
for (int k = 0; k < 50; k++) {
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < balloon_formation_.at(k).number_of_balloons; i++) {
init_params.emplace_back(
balloon_formation_.at(k).init.at(i).x,
balloon_formation_.at(k).init.at(i).y,
balloon_formation_.at(k).init.at(i).vel_x,
BalloonType::FLOATER,
balloon_formation_.at(k).init.at(i).size,
balloon_formation_.at(k).init.at(i).creation_counter);
// Crear variantes flotantes de las primeras 50 formaciones
for (size_t k = 0; k < 50 && k < balloon_formation_.size(); k++) {
std::vector<BalloonFormationParams> floater_params;
floater_params.reserve(balloon_formation_[k].number_of_balloons);
for (int i = 0; i < balloon_formation_[k].number_of_balloons; i++) {
const auto& original = balloon_formation_[k].init[i];
floater_params.emplace_back(
original.x, original.y, original.vel_x, BalloonType::FLOATER, original.size, original.creation_counter);
}
balloon_formation_.at(k + 50) = BalloonFormationUnit(balloon_formation_.at(k).number_of_balloons, init_params);
balloon_formation_[k + 50] = BalloonFormationUnit(
balloon_formation_[k].number_of_balloons, floater_params);
}
}
// TEST
void BalloonFormations::addTestFormation() {
std::vector<BalloonFormationParams> test_params = {
{10, Y1, 0, BalloonType::FLOATER, BalloonSize::SIZE1, 200},
{50, Y1, 0, BalloonType::FLOATER, BalloonSize::SIZE2, 200},
{90, Y1, 0, BalloonType::FLOATER, BalloonSize::SIZE3, 200},
{140, Y1, 0, BalloonType::FLOATER, BalloonSize::SIZE4, 200}};
{10, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE1, 200},
{50, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE2, 200},
{90, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE3, 200},
{140, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE4, 200}};
balloon_formation_.at(99) = BalloonFormationUnit(4, test_params);
balloon_formation_[99] = BalloonFormationUnit(4, test_params);
}
void BalloonFormations::loadDefaultFormations() {
// Código de fallback con algunas formaciones básicas hardcodeadas
// para que el juego funcione aunque falle la carga del archivo
const int Y_BASE = -BLOCK;
const int X4_0 = param.game.play_area.rect.x;
const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE[3];
constexpr int CREATION_TIME = 300;
// Formación básica #00
std::vector<BalloonFormationParams> basic_formation = {
BalloonFormationParams(X4_0, Y_BASE, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME),
BalloonFormationParams(X4_100, Y_BASE, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME)};
balloon_formation_.emplace_back(2, basic_formation);
}
// Inicializa los conjuntos de formaciones
@@ -337,41 +260,131 @@ void BalloonFormations::initBalloonFormationPools() {
// Set #0
balloon_formation_pool_.at(0) = {
&balloon_formation_.at(0), &balloon_formation_.at(1), &balloon_formation_.at(2), &balloon_formation_.at(3), &balloon_formation_.at(4), &balloon_formation_.at(5), &balloon_formation_.at(6), &balloon_formation_.at(7), &balloon_formation_.at(8), &balloon_formation_.at(9)};
&balloon_formation_.at(0),
&balloon_formation_.at(1),
&balloon_formation_.at(2),
&balloon_formation_.at(3),
&balloon_formation_.at(4),
&balloon_formation_.at(5),
&balloon_formation_.at(6),
&balloon_formation_.at(7),
&balloon_formation_.at(8),
&balloon_formation_.at(9)};
// Set #1
balloon_formation_pool_.at(1) = {
&balloon_formation_.at(10), &balloon_formation_.at(11), &balloon_formation_.at(12), &balloon_formation_.at(13), &balloon_formation_.at(14), &balloon_formation_.at(15), &balloon_formation_.at(16), &balloon_formation_.at(17), &balloon_formation_.at(18), &balloon_formation_.at(19)};
&balloon_formation_.at(10),
&balloon_formation_.at(11),
&balloon_formation_.at(12),
&balloon_formation_.at(13),
&balloon_formation_.at(14),
&balloon_formation_.at(15),
&balloon_formation_.at(16),
&balloon_formation_.at(17),
&balloon_formation_.at(18),
&balloon_formation_.at(19)};
// Set #2
balloon_formation_pool_.at(2) = {
&balloon_formation_.at(0), &balloon_formation_.at(1), &balloon_formation_.at(2), &balloon_formation_.at(3), &balloon_formation_.at(4), &balloon_formation_.at(55), &balloon_formation_.at(56), &balloon_formation_.at(57), &balloon_formation_.at(58), &balloon_formation_.at(59)};
&balloon_formation_.at(0),
&balloon_formation_.at(1),
&balloon_formation_.at(2),
&balloon_formation_.at(3),
&balloon_formation_.at(4),
&balloon_formation_.at(55),
&balloon_formation_.at(56),
&balloon_formation_.at(57),
&balloon_formation_.at(58),
&balloon_formation_.at(59)};
// Set #3
balloon_formation_pool_.at(3) = {
&balloon_formation_.at(50), &balloon_formation_.at(51), &balloon_formation_.at(52), &balloon_formation_.at(53), &balloon_formation_.at(54), &balloon_formation_.at(5), &balloon_formation_.at(6), &balloon_formation_.at(7), &balloon_formation_.at(8), &balloon_formation_.at(9)};
&balloon_formation_.at(50),
&balloon_formation_.at(51),
&balloon_formation_.at(52),
&balloon_formation_.at(53),
&balloon_formation_.at(54),
&balloon_formation_.at(5),
&balloon_formation_.at(6),
&balloon_formation_.at(7),
&balloon_formation_.at(8),
&balloon_formation_.at(9)};
// Set #4
balloon_formation_pool_.at(4) = {
&balloon_formation_.at(60), &balloon_formation_.at(61), &balloon_formation_.at(62), &balloon_formation_.at(63), &balloon_formation_.at(64), &balloon_formation_.at(65), &balloon_formation_.at(66), &balloon_formation_.at(67), &balloon_formation_.at(68), &balloon_formation_.at(69)};
&balloon_formation_.at(60),
&balloon_formation_.at(61),
&balloon_formation_.at(62),
&balloon_formation_.at(63),
&balloon_formation_.at(64),
&balloon_formation_.at(65),
&balloon_formation_.at(66),
&balloon_formation_.at(67),
&balloon_formation_.at(68),
&balloon_formation_.at(69)};
// Set #5
balloon_formation_pool_.at(5) = {
&balloon_formation_.at(10), &balloon_formation_.at(61), &balloon_formation_.at(12), &balloon_formation_.at(63), &balloon_formation_.at(14), &balloon_formation_.at(65), &balloon_formation_.at(16), &balloon_formation_.at(67), &balloon_formation_.at(18), &balloon_formation_.at(69)};
&balloon_formation_.at(10),
&balloon_formation_.at(61),
&balloon_formation_.at(12),
&balloon_formation_.at(63),
&balloon_formation_.at(14),
&balloon_formation_.at(65),
&balloon_formation_.at(16),
&balloon_formation_.at(67),
&balloon_formation_.at(18),
&balloon_formation_.at(69)};
// Set #6
balloon_formation_pool_.at(6) = {
&balloon_formation_.at(60), &balloon_formation_.at(11), &balloon_formation_.at(62), &balloon_formation_.at(13), &balloon_formation_.at(64), &balloon_formation_.at(15), &balloon_formation_.at(66), &balloon_formation_.at(17), &balloon_formation_.at(68), &balloon_formation_.at(19)};
&balloon_formation_.at(60),
&balloon_formation_.at(11),
&balloon_formation_.at(62),
&balloon_formation_.at(13),
&balloon_formation_.at(64),
&balloon_formation_.at(15),
&balloon_formation_.at(66),
&balloon_formation_.at(17),
&balloon_formation_.at(68),
&balloon_formation_.at(19)};
// Set #7
balloon_formation_pool_.at(7) = {
&balloon_formation_.at(20), &balloon_formation_.at(21), &balloon_formation_.at(22), &balloon_formation_.at(23), &balloon_formation_.at(24), &balloon_formation_.at(65), &balloon_formation_.at(66), &balloon_formation_.at(67), &balloon_formation_.at(68), &balloon_formation_.at(69)};
&balloon_formation_.at(20),
&balloon_formation_.at(21),
&balloon_formation_.at(22),
&balloon_formation_.at(23),
&balloon_formation_.at(24),
&balloon_formation_.at(65),
&balloon_formation_.at(66),
&balloon_formation_.at(67),
&balloon_formation_.at(68),
&balloon_formation_.at(69)};
// Set #8
balloon_formation_pool_.at(8) = {
&balloon_formation_.at(70), &balloon_formation_.at(71), &balloon_formation_.at(72), &balloon_formation_.at(73), &balloon_formation_.at(74), &balloon_formation_.at(15), &balloon_formation_.at(16), &balloon_formation_.at(17), &balloon_formation_.at(18), &balloon_formation_.at(19)};
&balloon_formation_.at(70),
&balloon_formation_.at(71),
&balloon_formation_.at(72),
&balloon_formation_.at(73),
&balloon_formation_.at(74),
&balloon_formation_.at(15),
&balloon_formation_.at(16),
&balloon_formation_.at(17),
&balloon_formation_.at(18),
&balloon_formation_.at(19)};
// Set #9
balloon_formation_pool_.at(9) = {
&balloon_formation_.at(20), &balloon_formation_.at(21), &balloon_formation_.at(22), &balloon_formation_.at(23), &balloon_formation_.at(24), &balloon_formation_.at(70), &balloon_formation_.at(71), &balloon_formation_.at(72), &balloon_formation_.at(73), &balloon_formation_.at(74)};
&balloon_formation_.at(20),
&balloon_formation_.at(21),
&balloon_formation_.at(22),
&balloon_formation_.at(23),
&balloon_formation_.at(24),
&balloon_formation_.at(70),
&balloon_formation_.at(71),
&balloon_formation_.at(72),
&balloon_formation_.at(73),
&balloon_formation_.at(74)};
}

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@@ -1,8 +1,12 @@
#pragma once
#include <vector>
#include "balloon.h" // Para BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include <fstream>
#include <map>
#include <optional>
#include <sstream>
#include <string>
#include <vector>
// --- Constantes de configuración ---
constexpr int NUMBER_OF_BALLOON_FORMATIONS = 100;
@@ -32,14 +36,14 @@ struct BalloonFormationUnit {
std::vector<BalloonFormationParams> init; // Vector con todas las inicializaciones de los globos de la formación
// Constructor con parámetros
BalloonFormationUnit(int num_balloons, const std::vector<BalloonFormationParams> &init_params)
BalloonFormationUnit(int num_balloons, const std::vector<BalloonFormationParams>& init_params)
: number_of_balloons(num_balloons), init(init_params) {}
// Constructor por defecto
BalloonFormationUnit() : number_of_balloons(0) {}
};
using BalloonFormationPool = std::vector<const BalloonFormationUnit *>;
using BalloonFormationPool = std::vector<const BalloonFormationUnit*>;
// --- Clase BalloonFormations ---
class BalloonFormations {
@@ -52,9 +56,9 @@ class BalloonFormations {
~BalloonFormations() = default;
// --- Getters ---
auto getPool(int pool) -> const BalloonFormationPool & { return balloon_formation_pool_.at(pool); }
auto getSet(int pool, int set) -> const BalloonFormationUnit & { return *balloon_formation_pool_.at(pool).at(set); }
[[nodiscard]] auto getSet(int set) const -> const BalloonFormationUnit & { return balloon_formation_.at(set); }
auto getPool(int pool) -> const BalloonFormationPool& { return balloon_formation_pool_.at(pool); }
auto getSet(int pool, int set) -> const BalloonFormationUnit& { return *balloon_formation_pool_.at(pool).at(set); }
[[nodiscard]] auto getSet(int set) const -> const BalloonFormationUnit& { return balloon_formation_.at(set); }
private:
// --- Datos ---
@@ -62,6 +66,14 @@ class BalloonFormations {
std::vector<BalloonFormationPool> balloon_formation_pool_; // Conjuntos de formaciones enemigas
// --- Métodos internos de inicialización ---
void initBalloonFormations();
void initBalloonFormationPools();
void initBalloonFormations(); // Inicializa la lista principal de formaciones de globos disponibles
void initBalloonFormationPools(); // Prepara las estructuras de agrupamiento o reutilización de formaciones (pools)
auto loadFormationsFromFile(const std::string& filename, const std::map<std::string, int>& variables) -> bool; // Carga las formaciones desde un archivo, evaluando variables dinámicas
auto parseBalloonLine(const std::string& line, const std::map<std::string, int>& variables) -> std::optional<BalloonFormationParams>; // Parsea una línea individual del archivo y genera parámetros de formación
auto evaluateExpression(const std::string& expr, const std::map<std::string, int>& variables) -> int; // Evalúa expresiones matemáticas con variables definidas (complejas)
auto evaluateSimpleExpression(const std::string& expr, const std::map<std::string, int>& variables) -> int; // Evalúa expresiones más sencillas (sin paréntesis o operadores avanzados)
static auto trim(const std::string& str) -> std::string; // Elimina espacios en blanco al inicio y fin de una cadena
void createFloaterVariants(); // Genera variantes de globos flotantes según configuración o aleatoriedad
void addTestFormation(); // Añade una formación de prueba para debug o validación en tiempo de desarrollo
void loadDefaultFormations(); // Carga las formaciones por defecto incluidas en el juego si no hay archivo externo
};

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@@ -2,11 +2,12 @@
#include <SDL3/SDL.h> // Para SDL_FRect
#include <array> // Para array
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include "balloon.h" // Para BALLOON_SPEED, Balloon
#include "balloon.h" // Para BALLOON_SPEED, Balloon, BalloonSize (ptr only), BalloonType (ptr only)
#include "balloon_formations.h" // Para BalloonFormations
#include "explosions.h" // Para Explosions
#include "param.h" // Para Param, ParamGame, param

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@@ -3,6 +3,7 @@
#include <SDL3/SDL.h> // Para Uint8
#include <memory> // Para unique_ptr
#include <string> // Para string
#include "animated_sprite.h" // Para AnimatedSprite
#include "utils.h" // Para Circle

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@@ -1,10 +1,11 @@
#include "define_buttons.h"
#include <ranges>
#include <algorithm> // Para max, __all_of_fn, all_of
#include <functional> // Para identity
#include "input.h" // Para Input, InputAction
#include "lang.h" // Para getText
#include "options.h" // Para OptionsController, Options, options
#include "options.h" // Para GamepadOptions, controllers
#include "param.h" // Para Param, param, ParamGame, ParamTitle
#include "resource.h" // Para Resource
#include "text.h" // Para Text

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@@ -258,6 +258,7 @@ void Director::setFileList() {
Asset::get()->add(PREFIX + "/data/config/demo1.bin", AssetType::DEMODATA);
Asset::get()->add(PREFIX + "/data/config/demo2.bin", AssetType::DEMODATA);
Asset::get()->add(PREFIX + "/data/config/gamecontrollerdb.txt", AssetType::DATA);
Asset::get()->add(PREFIX + "/data/config/balloon_formations.txt", AssetType::DATA);
// Musicas
Asset::get()->add(PREFIX + "/data/music/intro.ogg", AssetType::MUSIC);

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@@ -14,7 +14,7 @@ class Director {
~Director();
// --- Bucle principal ---
auto run() -> int;
static auto run() -> int;
private:
// --- Variables internas ---

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@@ -1,7 +1,6 @@
#include "gif.h"
#include <SDL3/SDL.h> // Para SDL_LogError, SDL_LogCategory, SDL_LogInfo
#include <cstring> // Para memcpy, size_t
#include <stdexcept> // Para runtime_error
#include <string> // Para char_traits, operator==, basic_string, string

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@@ -2,7 +2,6 @@
#include <SDL3/SDL.h> // Para SDL_GL_GetProcAddress, SDL_LogError
#include <stdint.h> // Para uintptr_t
#include <cstring> // Para strncmp
#include <stdexcept> // Para runtime_error
#include <vector> // Para vector

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@@ -1,7 +1,6 @@
#pragma once
#include <SDL3/SDL.h> // Para SDL_Texture, SDL_Window
#include <string> // Para basic_string, string
namespace shader {

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@@ -1,9 +1,8 @@
#include "game_logo.h"
#include <SDL3/SDL.h> // Para SDL_SetTextureScaleMode, SDL_FlipMode
#include <SDL3/SDL.h> // Para SDL_SetTextureScaleMode, SDL_FlipMode, SDL_ScaleMode
#include <algorithm> // Para max
#include <string> // Para basic_string
#include "animated_sprite.h" // Para AnimatedSprite
#include "audio.h" // Para Audio

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@@ -192,15 +192,13 @@ auto Item::getCoffeeMachineSpawn(int player_x, int item_width, int area_width, i
if (can_spawn_right) {
// Solo lado derecho disponible
return rand() % (RIGHT_BOUND - exclude_right) + exclude_right;
} else {
// No hay espacio suficiente lejos del jugador
// Por ahora, intentar spawn en el extremo más lejano posible
int distance_to_left = abs(player_x - LEFT_BOUND);
int distance_to_right = abs(RIGHT_BOUND - player_x);
} // No hay espacio suficiente lejos del jugador
// Por ahora, intentar spawn en el extremo más lejano posible
int distance_to_left = abs(player_x - LEFT_BOUND);
int distance_to_right = abs(RIGHT_BOUND - player_x);
if (distance_to_left > distance_to_right) {
return LEFT_BOUND;
}
return RIGHT_BOUND - item_width;
if (distance_to_left > distance_to_right) {
return LEFT_BOUND;
}
return RIGHT_BOUND - item_width;
}

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@@ -8,6 +8,7 @@ Actualizando a la versión "Arcade Edition" en 08/05/2024
*/
#include <memory> // Para make_unique, unique_ptr
#include <span> // Para span
#include "director.h" // Para Director

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@@ -58,7 +58,7 @@ void Notifier::update() {
auto Notifier::shouldProcessNotification(int index) const -> bool {
// Si la notificación anterior está "saliendo", no hagas nada
return !(index > 0 && notifications_[index - 1].state == NotificationStatus::RISING);
return index <= 0 || notifications_[index - 1].state != NotificationStatus::RISING;
}
void Notifier::processNotification(int index) {

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@@ -1,7 +1,6 @@
// IWYU pragma: no_include <bits/std_abs.h>
#include "path_sprite.h"
#include <cmath> // Para abs
#include <functional> // Para function
#include <utility> // Para move

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@@ -1,10 +1,11 @@
#include "scoreboard.h"
#include <SDL3/SDL.h> // Para SDL_DestroyTexture, SDL_SetRenderDrawColor
#include <SDL3/SDL.h> // Para SDL_DestroyTexture, SDL_SetRenderDrawColor, SDL_SetRenderTarget, SDL_CreateTexture, SDL_GetRenderTarget, SDL_GetTicks, SDL_RenderClear, SDL_RenderLine, SDL_RenderTexture, SDL_SetTextureBlendMode, SDL_FRect, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_Texture, SDL_TextureAccess
#include <cmath> // Para roundf
#include <iomanip> // Para operator<<, setfill, setw
#include <sstream> // Para basic_ostringstream, basic_ostream, basic_os...
#include <algorithm> // Para max
#include <cmath> // Para roundf
#include <iomanip> // Para operator<<, setfill, setw
#include <sstream> // Para basic_ostream, basic_ostringstream, basic_ostream::operator<<, ostringstream
#include "enter_name.h" // Para NAME_SIZE
#include "lang.h" // Para getText

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@@ -1,15 +1,14 @@
// IWYU pragma: no_include <bits/std_abs.h>
#include "credits.h"
#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_RenderTexture
#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_RenderTexture, SDL_SetRenderTarget, SDL_SetRenderDrawColor, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetTicks, SDL_GetRenderTarget, SDL_PixelFormat, SDL_PollEvent, SDL_RenderClear, SDL_RenderRect, SDL_SetTextureBlendMode, SDL_TextureAccess, SDL_BLENDMODE_BLEND, SDL_Event
#include <algorithm> // Para max, min, clamp
#include <array> // Para array
#include <cmath> // Para abs
#include <stdexcept> // Para runtime_error
#include <string> // Para basic_string, string
#include <string_view>
#include <vector> // Para vector
#include <algorithm> // Para max, min, clamp
#include <array> // Para array
#include <stdexcept> // Para runtime_error
#include <string> // Para basic_string, string
#include <string_view> // Para string_view
#include <vector> // Para vector
#include "audio.h" // Para Audio
#include "balloon_manager.h" // Para BalloonManager
@@ -28,7 +27,7 @@
#include "texture.h" // Para Texture
#include "tiled_bg.h" // Para TiledBG, TiledBGMode
#include "ui/service_menu.h" // Para ServiceMenu
#include "utils.h" // Para Color, Zone, SHADOW_TEXT_COLOR, NO_TEXT...
#include "utils.h" // Para Zone, SHADOW_TEXT_COLOR, NO_TEXT_COLOR, Color
// Textos
constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner";

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@@ -6,27 +6,24 @@
#include <string> // Para string
#include <vector> // Para vector
#include "bullet.h" // Para Bullet, BulletType (ptr only)
#include "item.h" // Para Item, ItemType (ptr only)
#include "manage_hiscore_table.h" // Para HiScoreEntry
#include "options.h" // Para SettingsOptions, settings, DifficultyCode (ptr only)
#include "path_sprite.h" // Para PathSprite, Path
#include "player.h" // Para Player
#include "smart_sprite.h" // Para SmartSprite
#include "utils.h" // Para Demo
class Background;
class Balloon;
class BalloonManager;
class Bullet;
class Fade;
class Input;
class Item;
class PathSprite;
class Scoreboard;
class Screen;
class SmartSprite;
class Tabe;
class Texture;
enum class BulletType : Uint8;
enum class ItemType;
struct Path;
// Modo demo
constexpr bool GAME_MODE_DEMO_OFF = false;

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@@ -6,14 +6,13 @@
#include <string> // Para string
#include <vector> // Para vector
#include "utils.h" // Para Color
#include "path_sprite.h" // Para Path, PathSprite (ptr only)
#include "utils.h" // Para Color
class Background;
class Fade;
class PathSprite;
class Sprite;
enum class FadeMode : Uint8;
struct Path;
/*
Esta clase gestiona un estado del programa. Se encarga de mostrar la tabla con las puntuaciones

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@@ -5,8 +5,9 @@
#include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector
#include "sprite.h" // Para Sprite
class Fade;
class Sprite;
class Text;
class Texture;
class TiledBG;

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@@ -1,11 +1,12 @@
#include "intro.h"
#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_SetRenderDrawColor, SDL...
#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_SetRenderDrawColor, SDL_FRect, SDL_RenderFillRect, SDL_GetRenderTarget, SDL_RenderClear, SDL_RenderRect, SDL_SetRenderTarget, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_PollEvent, SDL_RenderTexture, SDL_TextureAccess, SDLK_A, SDLK_C, SDLK_D, SDLK_F, SDLK_S, SDLK_V, SDLK_X, SDLK_Z, SDL_Event, SDL_EventType, Uint32
#include <algorithm> // Para max
#include <array> // Para array
#include <functional> // Para function
#include <iostream> // Para basic_ostream, basic_ostream::operator<<
#include <string> // Para basic_string, char_traits, string
#include <iostream> // Para basic_ostream, basic_ostream::operator<<, operator<<, cout, endl, hex
#include <string> // Para char_traits, basic_string, string
#include <utility> // Para move
#include "audio.h" // Para Audio
@@ -13,7 +14,7 @@
#include "global_inputs.h" // Para check
#include "input.h" // Para Input
#include "lang.h" // Para getText
#include "param.h" // Para Param, param, ParamGame, ParamIntro, Para...
#include "param.h" // Para Param, param, ParamGame, ParamIntro, ParamTitle
#include "path_sprite.h" // Para PathSprite, PathType
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
@@ -21,7 +22,7 @@
#include "text.h" // Para Text
#include "texture.h" // Para Texture
#include "tiled_bg.h" // Para TiledBG, TiledBGMode
#include "utils.h" // Para Color, Zone, easeInOutExpo, easeInElastic
#include "utils.h" // Para Color, Zone, easeInOutExpo, easeInElastic, easeOutBounce, easeOutElastic, easeOutQuad, easeOutQuint
#include "writer.h" // Para Writer
#ifdef DEBUG

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@@ -1,9 +1,9 @@
#include "logo.h"
#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_PollEvent, SDL_Event
#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_PollEvent, SDL_Event, SDL_FRect
#include <string> // Para basic_string
#include <utility> // Para move
#include <algorithm> // Para max
#include <utility> // Para move
#include "audio.h" // Para Audio
#include "global_events.h" // Para check

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@@ -2,12 +2,13 @@
#include <SDL3/SDL.h> // Para SDL_FPoint, Uint64
#include <memory> // Para shared_ptr, unique_ptr
#include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector
class Sprite;
#include "sprite.h" // Para Sprite
#include "utils.h" // Para Color
class Texture;
struct Color;
/*
Esta clase gestiona un estado del programa. Se encarga de dibujar por pantalla el

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@@ -4,10 +4,8 @@
#include <SDL3/SDL.h> // Para SDL_FlipMode, SDL_GetTicks
#include <algorithm> // Para max
#include <array>
#include <cmath> // Para abs
#include <cstdlib> // Para rand, abs
#include <string> // Para basic_string
#include <array> // Para array
#include <cstdlib> // Para rand, abs
#include "audio.h" // Para Audio
#include "param.h" // Para Param, ParamGame, param

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@@ -1,12 +1,11 @@
#include "tiled_bg.h"
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_CreateTexture, SDL_De...
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_FRect, SDL_GetRenderTarget, SDL_RenderTexture, SDL_PixelFormat, SDL_TextureAccess
#include <cmath> // Para sin
#include <cstdlib> // Para rand
#include <memory> // Para unique_ptr, make_unique
#include <numbers>
#include <string> // Para basic_string
#include <memory> // Para allocator, unique_ptr, make_unique
#include <numbers> // Para pi
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen

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@@ -1,8 +1,7 @@
#include "menu_renderer.h"
#include <algorithm> // Para max
#include <string> // Para basic_string
#include <utility> // Para pair, move
#include <algorithm> // Para max
#include <utility> // Para pair, move
#include "menu_option.h" // Para MenuOption
#include "param.h" // Para Param, param, ParamServiceMenu, ParamGame

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@@ -1,7 +1,6 @@
#pragma once
#include <SDL3/SDL.h> // Para SDL_FRect, Uint32
#include <array>
#include <cstddef> // Para size_t
#include <memory> // Para shared_ptr, unique_ptr

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@@ -1,10 +1,12 @@
#include "ui/service_menu.h"
#include <algorithm> // Para max
#include "audio.h" // Para Audio
#include "lang.h" // Para getText, getCodeFromName, getNameFromCode
#include "menu_option.h" // Para MenuOption, BoolOption, ActionOption, Int...
#include "menu_option.h" // Para MenuOption, BoolOption, ActionOption, IntOption, FolderOption, ListOption
#include "menu_renderer.h" // Para MenuRenderer
#include "options.h" // Para PendingChanges, VideoOptions, pending_cha...
#include "options.h" // Para PendingChanges, VideoOptions, pending_changes, video, AudioOptions, SettingsOptions, audio, checkPendingChanges, settings, WindowOptions, getDifficultyCodeFromName, getDifficultyNameFromCode, window, MusicOptions, SoundOptions
#include "param.h" // Para Param, param, ParamGame, ParamServiceMenu
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen

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@@ -1,12 +1,13 @@
#pragma once
#include <SDL3/SDL.h> // Para Uint8, SDL_FRect, SDL_FPoint, SDL_Renderer
#include <SDL3/SDL.h> // Para Uint8, SDL_FRect, SDL_FPoint, SDL_Renderer
#include <bits/std_abs.h> // Para abs
#include <algorithm> // Para max, min
#include <array> // Para array
#include <cctype> // Para isxdigit
#include <cstdint> // Para int32_t
#include <cstdlib> // Para abs, size_t
#include <cstdlib> // Para size_t, abs
#include <stdexcept> // Para invalid_argument
#include <string> // Para string, basic_string, stoi
#include <vector> // Para vector