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@@ -23,7 +23,7 @@
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// Constructor
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Ending2::Ending2()
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: delta_timer_(std::make_unique<DeltaTimer>()),
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state_{EndingState::PRE_CREDITS, STATE_PRE_CREDITS_DURATION} {
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state_{.state = EndingState::PRE_CREDITS, .duration = STATE_PRE_CREDITS_DURATION} {
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// Establece la escena
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SceneManager::current = SceneManager::Scene::ENDING2;
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SceneManager::options = SceneManager::Options::NONE;
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@@ -576,7 +576,7 @@ void Game::checkEndGameCheevos() {
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// Inicializa al jugador
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void Game::initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room) {
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std::string player_animations = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.yaml" : "player.yaml";
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const Player::Data PLAYER{spawn_point, player_animations, std::move(room)};
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const Player::Data PLAYER{.spawn_data = spawn_point, .animations_path = player_animations, .room = std::move(room)};
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player_ = std::make_shared<Player>(PLAYER);
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}
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@@ -41,7 +41,7 @@ class Game {
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struct DemoData {
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float time_accumulator{0.0F}; // Acumulador de tiempo para el modo demo
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int room_index{0}; // Índice para el vector de habitaciones
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std::vector<std::string> rooms{}; // Listado con los mapas de la demo
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std::vector<std::string> rooms; // Listado con los mapas de la demo
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};
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// --- Métodos ---
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@@ -76,20 +76,20 @@ void Logo::updateJAILGAMES(float delta_time) {
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}
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// Calcular el progreso de la animación (0.0 a 1.0)
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const float progress = std::clamp(state_time_ / JAILGAMES_SLIDE_DURATION, 0.0F, 1.0F);
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const float PROGRESS = std::clamp(state_time_ / JAILGAMES_SLIDE_DURATION, 0.0F, 1.0F);
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// Aplicar función de suavizado seleccionada aleatoriamente (permite overshoot para efecto de rebote)
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// La posición final exacta se garantiza en updateState() antes de transicionar
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const float eased_progress = easing_function_(progress);
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const float EASED_PROGRESS = easing_function_(PROGRESS);
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// Actualizar cada línea del sprite JAILGAMES interpolando con easing
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for (size_t i = 0; i < jailgames_sprite_.size(); ++i) {
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// Interpolar entre posición inicial y destino usando el progreso suavizado
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const float initial_x = static_cast<float>(jailgames_initial_x_[i]);
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const float dest_x = static_cast<float>(JAILGAMES_DEST_X);
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const float new_x = initial_x + (dest_x - initial_x) * eased_progress;
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const auto INITIAL_X = static_cast<float>(jailgames_initial_x_[i]);
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const auto DEST_X = static_cast<float>(JAILGAMES_DEST_X);
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const float NEW_X = INITIAL_X + ((DEST_X - INITIAL_X) * EASED_PROGRESS);
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jailgames_sprite_[i]->setX(new_x);
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jailgames_sprite_[i]->setX(NEW_X);
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}
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}
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@@ -275,10 +275,10 @@ void Logo::initSprites() {
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// Calcular posición inicial (alternando entre derecha e izquierda)
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constexpr int LINE_OFFSET = 6;
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const int initial_x = (i % 2 == 0) ? (256 + (i * LINE_OFFSET)) : (static_cast<int>(-WIDTH) - (i * LINE_OFFSET));
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jailgames_initial_x_.push_back(initial_x);
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const int INITIAL_X = (i % 2 == 0) ? (256 + (i * LINE_OFFSET)) : (static_cast<int>(-WIDTH) - (i * LINE_OFFSET));
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jailgames_initial_x_.push_back(INITIAL_X);
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jailgames_sprite_.at(i)->setX(initial_x);
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jailgames_sprite_.at(i)->setX(INITIAL_X);
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jailgames_sprite_.at(i)->setY(83 + i);
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}
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}
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