refactor(player): Simplificar structs y agregar inicialización en clase
- Eliminar constructores parametrizados redundantes de SpawnData y Data structs - Agregar inicialización en declaración para collider_box_, jumping_sound_, falling_sound_ - Renombrar parámetro de transitionToState() para consistencia (value → state) - Actualizar game.cpp para usar aggregate initialization de Player::Data - Refactorizar sistema de estados del jugador con métodos por estado Archivos modificados: - source/game/entities/player.hpp: Simplificación de structs e inicialización - source/game/entities/player.cpp: Refactoring del sistema de estados - source/game/scenes/game.cpp: Actualización de construcción del Player 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -39,10 +39,10 @@ Game::Game(Mode mode)
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mode_(mode),
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#ifdef _DEBUG
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current_room_("03.room"),
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spawn_data_(Player::SpawnData(25 * TILE_SIZE, 13 * TILE_SIZE, 0, 0, 0, Player::State::STANDING, SDL_FLIP_HORIZONTAL))
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spawn_data_(Player::SpawnData(25 * TILE_SIZE, 13 * TILE_SIZE, 0, 0, 0, Player::State::ON_GROUND, SDL_FLIP_HORIZONTAL))
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#else
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current_room_("03.room"),
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spawn_data_(Player::SpawnData(25 * TILE_SIZE, 13 * TILE_SIZE, 0, 0, 0, Player::State::STANDING, SDL_FLIP_HORIZONTAL))
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spawn_data_(Player::SpawnData(25 * TILE_SIZE, 13 * TILE_SIZE, 0, 0, 0, Player::State::ON_GROUND, SDL_FLIP_HORIZONTAL))
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#endif
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{
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// Crea objetos e inicializa variables
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@@ -572,9 +572,8 @@ 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_texture = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.gif" : "player.gif";
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std::string player_animations = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.ani" : "player.ani";
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const Player::Data PLAYER(spawn_point, player_texture, player_animations, std::move(room));
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const Player::Data PLAYER{spawn_point, player_animations, std::move(room)};
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player_ = std::make_shared<Player>(PLAYER);
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}
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