refactor: renombra jugador*/zona/radi/MARGE/origen/letra residuals a anglès
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@@ -61,7 +61,7 @@ namespace Effects {
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}
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}
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void FireworkManager::spawn(const Vec2& origen,
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void FireworkManager::spawn(const Vec2& origin,
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SDL_Color color,
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float initial_speed,
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int n_points,
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@@ -74,7 +74,7 @@ namespace Effects {
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// Notificar als subscriptors (playfield pulses, etc.).
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if (spawn_callback_) {
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spawn_callback_(origen);
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spawn_callback_(origin);
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}
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const float ANGLE_STEP = 2.0F * Defaults::Math::PI / static_cast<float>(n_points);
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@@ -94,7 +94,7 @@ namespace Effects {
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const float SPEED =
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initial_speed + (randSigned() * Defaults::FX::Firework::SPEED_VARIATION);
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fw->head = origen;
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fw->head = origin;
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fw->velocity = {.x = std::cos(ANGLE) * SPEED, .y = std::sin(ANGLE) * SPEED};
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fw->acceleration = Defaults::FX::Firework::FRICTION;
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@@ -21,7 +21,7 @@ namespace Effects {
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class FireworkManager {
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public:
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// Notificació opcional cada vegada que es genera un burst.
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using SpawnCallback = std::function<void(Vec2 origen)>;
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using SpawnCallback = std::function<void(Vec2 origin)>;
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explicit FireworkManager(Rendering::Renderer* renderer);
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@@ -37,7 +37,7 @@ namespace Effects {
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// initial_brightness: 0..1.
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// glow: si true, cada partícula es renderitza amb halo neon.
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// glow_color: color del halo. Si alpha==0, agafa el color de la línia.
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void spawn(const Vec2& origen,
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void spawn(const Vec2& origin,
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SDL_Color color = Defaults::FX::Firework::DEFAULT_COLOR,
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float initial_speed = Defaults::FX::Firework::SPEED,
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int n_points = Defaults::FX::Firework::N_POINTS,
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