tune(enemy): big_pentagon orb circular, firework petit per hit, sense wounded chain
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@@ -51,14 +51,17 @@ namespace Systems::EnemyEvents {
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piece_scale);
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}
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void doCreateFireworks(Systems::Collision::Context& ctx, const Enemy& enemy) {
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// Helper compartit per CREATE_FIREWORKS i CREATE_FIREWORKS_SMALL:
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// mateixa crida a spawn(), només canvien n_points, initial_speed i
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// glow_color segons el "tamany" del burst (mort vs feedback per hit).
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void spawnFireworksForEnemy(Systems::Collision::Context& ctx, const Enemy& enemy, int n_points, float initial_speed, SDL_Color glow_color) {
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ctx.firework_manager.spawn(enemy.getCenter(),
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Defaults::FX::Firework::DEFAULT_COLOR,
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Defaults::FX::Firework::SPEED,
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Defaults::FX::Firework::N_POINTS,
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initial_speed,
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n_points,
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Defaults::FX::Firework::INITIAL_BRIGHTNESS,
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/*glow=*/true,
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enemy.getConfig().colors.wounded);
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glow_color);
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}
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void doApplyImpulse(Enemy& enemy, const Bullet* bullet) {
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@@ -123,7 +126,14 @@ namespace Systems::EnemyEvents {
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spawnDebrisForEnemy(ctx, enemy, bullet, Defaults::Enemies::Debris::PARTIAL_PIECE_SCALE);
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break;
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case EnemyActionType::CREATE_FIREWORKS:
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doCreateFireworks(ctx, enemy);
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// Burst de mort: glow amb el color wounded (daurat) per
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// marcar la mort com a esdeveniment "calent".
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spawnFireworksForEnemy(ctx, enemy, Defaults::FX::Firework::N_POINTS, Defaults::FX::Firework::SPEED, enemy.getConfig().colors.wounded);
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break;
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case EnemyActionType::CREATE_FIREWORKS_SMALL:
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// Burst d'impacte: glow amb el color de l'enemic, perquè
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// l'espurna llegisca com a "tros del propi cos saltant".
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spawnFireworksForEnemy(ctx, enemy, Defaults::Enemies::Fireworks::SMALL_N_POINTS, Defaults::Enemies::Fireworks::SMALL_SPEED, enemy.getConfig().colors.normal);
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break;
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case EnemyActionType::APPLY_IMPULSE:
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if (!will_die) {
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