fix: claus en una línia i nullptr explícit
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@@ -51,7 +51,7 @@ void Audio::update() {
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JA_Update();
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// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
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if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
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if (instance != nullptr && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
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instance->music_.state = MusicState::STOPPED;
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}
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}
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@@ -65,10 +65,10 @@ void Audio::playMusic(const std::string& name, const int loop, const int crossfa
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return;
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}
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if (!music_enabled_) return;
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if (!music_enabled_) { return; }
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auto* resource = AudioResource::getMusic(name);
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if (resource == nullptr) return;
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if (resource == nullptr) { return; }
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if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
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JA_CrossfadeMusic(resource, crossfade_ms, loop);
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@@ -86,7 +86,7 @@ void Audio::playMusic(const std::string& name, const int loop, const int crossfa
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// Reproduce la música por puntero (con crossfade opcional)
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void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
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if (!music_enabled_ || music == nullptr) return;
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if (!music_enabled_ || music == nullptr) { return; }
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if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
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JA_CrossfadeMusic(music, crossfade_ms, loop);
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@@ -406,10 +406,10 @@ void Input::update() { // NOLINT(readability-convert-member-functions-to-static
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// JUMP accepta qualsevol dels 4 botons frontals (South/East/North/West)
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if (action == Action::JUMP) {
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is_down_now = is_down_now ||
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(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_SOUTH) != 0) ||
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(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_EAST) != 0) ||
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(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_NORTH) != 0) ||
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(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_WEST) != 0);
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SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_SOUTH) ||
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SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_EAST) ||
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SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_NORTH) ||
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SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_WEST);
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}
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// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
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@@ -88,7 +88,7 @@ namespace Resource {
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// Carga assets hasta agotar el presupuesto de tiempo o completar todas las etapas.
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// Devuelve true cuando ya no queda nada por cargar.
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auto Cache::loadStep(int budget_ms) -> bool {
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if (stage_ == LoadStage::DONE) return true;
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if (stage_ == LoadStage::DONE) { return true; }
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const Uint64 start_ns = SDL_GetTicksNS();
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const Uint64 budget_ns = static_cast<Uint64>(budget_ms) * 1'000'000ULL;
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@@ -221,7 +221,7 @@ namespace Resource {
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break;
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}
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if ((SDL_GetTicksNS() - start_ns) >= budget_ns) break;
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if ((SDL_GetTicksNS() - start_ns) >= budget_ns) { break; }
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}
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return stage_ == LoadStage::DONE;
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@@ -553,21 +553,21 @@ namespace Resource {
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std::cout << "\n>> SOUND FILES" << '\n';
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auto list = List::get()->getListByType(List::Type::SOUND);
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sounds_.clear();
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for (size_t i = 0; i < list.size(); ++i) loadOneSound(i);
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for (size_t i = 0; i < list.size(); ++i) { loadOneSound(i); }
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}
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void Cache::loadMusics() {
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std::cout << "\n>> MUSIC FILES" << '\n';
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auto list = List::get()->getListByType(List::Type::MUSIC);
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musics_.clear();
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for (size_t i = 0; i < list.size(); ++i) loadOneMusic(i);
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for (size_t i = 0; i < list.size(); ++i) { loadOneMusic(i); }
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}
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void Cache::loadSurfaces() {
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std::cout << "\n>> SURFACES" << '\n';
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auto list = List::get()->getListByType(List::Type::BITMAP);
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surfaces_.clear();
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for (size_t i = 0; i < list.size(); ++i) loadOneSurface(i);
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for (size_t i = 0; i < list.size(); ++i) { loadOneSurface(i); }
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finalizeSurfaces();
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}
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@@ -575,35 +575,35 @@ namespace Resource {
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std::cout << "\n>> PALETTES" << '\n';
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auto list = List::get()->getListByType(List::Type::PALETTE);
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palettes_.clear();
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for (size_t i = 0; i < list.size(); ++i) loadOnePalette(i);
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for (size_t i = 0; i < list.size(); ++i) { loadOnePalette(i); }
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}
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void Cache::loadTextFiles() {
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std::cout << "\n>> TEXT FILES" << '\n';
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auto list = List::get()->getListByType(List::Type::FONT);
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text_files_.clear();
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for (size_t i = 0; i < list.size(); ++i) loadOneTextFile(i);
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for (size_t i = 0; i < list.size(); ++i) { loadOneTextFile(i); }
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}
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void Cache::loadAnimations() {
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std::cout << "\n>> ANIMATIONS" << '\n';
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auto list = List::get()->getListByType(List::Type::ANIMATION);
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animations_.clear();
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for (size_t i = 0; i < list.size(); ++i) loadOneAnimation(i);
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for (size_t i = 0; i < list.size(); ++i) { loadOneAnimation(i); }
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}
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void Cache::loadRooms() {
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std::cout << "\n>> ROOMS" << '\n';
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auto list = List::get()->getListByType(List::Type::ROOM);
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rooms_.clear();
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for (size_t i = 0; i < list.size(); ++i) loadOneRoom(i);
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for (size_t i = 0; i < list.size(); ++i) { loadOneRoom(i); }
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}
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void Cache::createText() {
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std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n';
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texts_.clear();
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const auto& infos = getTextObjectInfos();
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for (size_t i = 0; i < infos.size(); ++i) createOneText(i);
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for (size_t i = 0; i < infos.size(); ++i) { createOneText(i); }
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}
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// Vacía el vector de sonidos
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