posat orden en defaults i defines
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@@ -2,54 +2,50 @@
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#include <SDL3/SDL.h>
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#include <string>
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#include "utils/utils.hpp"
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// Textos
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namespace Texts {
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constexpr const char* WINDOW_CAPTION = "JailDoctor's Dilemma";
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constexpr const char* TEXT_COPYRIGHT = "@2022 JailDesigner";
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// Velocidad del juego
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constexpr Uint32 GAME_SPEED = 15;
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constexpr const char* COPYRIGHT = "@2022 JailDesigner";
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constexpr const char* VERSION = "1.10"; // Versión por defecto
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} // namespace Texts
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// Tamaño de bloque
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constexpr int TILE_SIZE = 8;
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constexpr int HALF_TILE = TILE_SIZE / 2;
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namespace Tile {
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constexpr int SIZE = 8;
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constexpr int HALF_SIZE = SIZE / 2;
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} // namespace Tile
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// Tamaño de la pantalla virtual
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constexpr int GAMECANVAS_WIDTH = 256;
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constexpr int GAMECANVAS_HEIGHT = 192;
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namespace PlayArea {
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constexpr int TOP = (0 * Tile::SIZE);
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constexpr int BOTTOM = (16 * Tile::SIZE);
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constexpr int LEFT = (0 * Tile::SIZE);
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constexpr int RIGHT = (32 * Tile::SIZE);
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constexpr int WIDTH = RIGHT - LEFT;
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constexpr int HEIGHT = BOTTOM - TOP;
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constexpr int CENTER_X = LEFT + (WIDTH / 2);
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constexpr int CENTER_FIRST_QUARTER_X = (WIDTH / 4);
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constexpr int CENTER_THIRD_QUARTER_X = (WIDTH / 4) * 3;
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constexpr int CENTER_Y = TOP + (HEIGHT / 2);
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constexpr int FIRST_QUARTER_Y = HEIGHT / 4;
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constexpr int THIRD_QUARTER_Y = (HEIGHT / 4) * 3;
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} // namespace PlayArea
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// Zona de juego
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constexpr int PLAY_AREA_TOP = (0 * TILE_SIZE);
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constexpr int PLAY_AREA_BOTTOM = (16 * TILE_SIZE);
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constexpr int PLAY_AREA_LEFT = (0 * TILE_SIZE);
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constexpr int PLAY_AREA_RIGHT = (32 * TILE_SIZE);
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constexpr int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
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constexpr int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
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constexpr int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
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constexpr int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
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constexpr int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
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constexpr int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
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constexpr int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
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constexpr int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
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namespace GameCanvas {
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constexpr int WIDTH = 256;
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constexpr int HEIGHT = 192;
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constexpr int CENTER_X = WIDTH / 2;
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constexpr int FIRST_QUARTER_X = WIDTH / 4;
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constexpr int THIRD_QUARTER_X = (WIDTH / 4) * 3;
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constexpr int CENTER_Y = HEIGHT / 2;
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constexpr int FIRST_QUARTER_Y = HEIGHT / 4;
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constexpr int THIRD_QUARTER_Y = (HEIGHT / 4) * 3;
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} // namespace GameCanvas
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// Anclajes de pantalla
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constexpr int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
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constexpr int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
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constexpr int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
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constexpr int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
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constexpr int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
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constexpr int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
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namespace Collision {
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constexpr int NONE = -1;
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} // namespace Collision
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namespace Collision
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{
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constexpr int NONE = -1;
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}
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namespace Flip
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{
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constexpr SDL_FlipMode LEFT = SDL_FLIP_HORIZONTAL;
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constexpr SDL_FlipMode RIGHT = SDL_FLIP_NONE;
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}
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namespace Flip {
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constexpr SDL_FlipMode LEFT = SDL_FLIP_HORIZONTAL;
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constexpr SDL_FlipMode RIGHT = SDL_FLIP_NONE;
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} // namespace Flip
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