Lint: rename de helpers file-static y constexpr locales
Tanda local de identifier-naming: ningún símbolo cross-file, todo contenido en su propio TU. De paso traduce los catalán/spanish a inglés allá donde aplica. - shape_renderer.cpp: apply_3d_rotation → apply3dRotation, transform_point → transformPoint, perspective_factor → PERSPECTIVE_FACTOR (constexpr). - debris_manager.cpp: transform_point → transformPoint (otro file-static con el mismo nombre, no comparte símbolo con shape_renderer). - logo_scene.cpp: calcular_progress_letra → computeLetterProgress. - vector_text.cpp: char_width/char_height → BASE_CHAR_WIDTH/BASE_CHAR_HEIGHT (el sufijo BASE_ evita el conflicto con la macro CHAR_WIDTH de Windows headers que clang-tidy detectó). - floating_score_manager.cpp::draw: constexpr scale/spacing → SCALE/SPACING. - game_scene.cpp::dibuixar_missatge_stage: escala_base/spacing → BASE_SCALE/SPACING (constexpr locales). - game_scene.cpp::dibuixar_continue: constexpr spacing → SPACING. - game_scene.cpp en stepGameOver: constexpr scale/spacing → SCALE/SPACING. - ship_animator.cpp::actualizar_exiting: constexpr Vec2 punt_fuga → VANISHING_POINT. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -233,12 +233,12 @@ void ShipAnimator::actualitzar_exiting(TitleShip& ship, float delta_time) {
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float eased_progress = Easing::ease_in_quad(progress);
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// Vec2 de fuga (centro del starfield)
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constexpr Vec2 punt_fuga{.x = VANISHING_POINT_X, .y = VANISHING_POINT_Y};
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constexpr Vec2 VANISHING_POINT{.x = VANISHING_POINT_X, .y = VANISHING_POINT_Y};
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// Lerp posición hacia el point de fuga (preservar posición inicial actual)
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// Nota: initial_position conté la posición on estava cuando es va activar EXITING
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ship.current_position.x = Easing::lerp(ship.initial_position.x, punt_fuga.x, eased_progress);
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ship.current_position.y = Easing::lerp(ship.initial_position.y, punt_fuga.y, eased_progress);
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ship.current_position.x = Easing::lerp(ship.initial_position.x, VANISHING_POINT.x, eased_progress);
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ship.current_position.y = Easing::lerp(ship.initial_position.y, VANISHING_POINT.y, eased_progress);
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// Escala redueix a 0 (simula Z → infinit)
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ship.current_scale = ship.target_scale * (1.0F - eased_progress);
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