afegits estats a la clase Game
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@@ -54,6 +54,7 @@ Game::Game(Mode mode)
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total_items_ = getTotalItems();
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createRoomNameTexture();
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game_backbuffer_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height);
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changeRoom(current_room_);
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Cheevos::get()->enable(!Options::cheats.enabled()); // Deshabilita los logros si hay trucos activados
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@@ -191,11 +192,11 @@ void Game::updateFadeToEnding(float delta_time) {
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scoreboard_->update(delta_time);
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keepMusicPlaying();
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// Aplica el fade progresivo
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// Aplica el fade progresivo al BACKBUFFER (no al renderer de pantalla)
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fade_accumulator_ += delta_time;
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if (fade_accumulator_ >= FADE_STEP_INTERVAL) {
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fade_accumulator_ = 0.0F;
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if (Screen::get()->getRendererSurface()->fadeSubPalette()) {
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if (game_backbuffer_surface_->fadeSubPalette()) {
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// Fade completado, transicionar a POST_FADE
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transitionToState(State::POST_FADE_ENDING);
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}
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@@ -222,6 +223,22 @@ void Game::transitionToState(State new_state) {
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// Pinta los objetos en pantalla
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void Game::render() {
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// Dispatch por estado
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switch (state_) {
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case State::PLAYING:
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renderPlaying();
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break;
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case State::FADE_TO_ENDING:
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renderFadeToEnding();
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break;
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case State::POST_FADE_ENDING:
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renderPostFadeEnding();
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break;
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}
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}
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// Renderiza el juego en estado PLAYING (directo a pantalla)
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void Game::renderPlaying() {
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// Prepara para dibujar el frame
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Screen::get()->start();
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@@ -245,6 +262,39 @@ void Game::render() {
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Screen::get()->render();
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}
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// Renderiza el juego en estado FADE_TO_ENDING (via backbuffer)
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void Game::renderFadeToEnding() {
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// 1. Guardar renderer actual
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auto previous_renderer = Screen::get()->getRendererSurface();
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// 2. Cambiar target a backbuffer
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Screen::get()->setRendererSurface(game_backbuffer_surface_);
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// 3. Renderizar todo a backbuffer
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game_backbuffer_surface_->clear(static_cast<Uint8>(PaletteColor::BLACK));
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room_->renderMap();
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room_->renderEnemies();
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room_->renderItems();
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player_->render(); // Player congelado pero visible
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renderRoomName();
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scoreboard_->render();
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// 4. Restaurar renderer original
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Screen::get()->setRendererSurface(previous_renderer);
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// 5. Preparar pantalla y volcar backbuffer (fade YA aplicado en update)
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Screen::get()->start();
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game_backbuffer_surface_->render();
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Screen::get()->render();
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}
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// Renderiza el juego en estado POST_FADE_ENDING (pantalla negra)
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void Game::renderPostFadeEnding() {
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Screen::get()->start();
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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Screen::get()->render();
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}
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#ifdef _DEBUG
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// Pasa la información de debug
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void Game::updateDebugInfo() {
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