refactor: renombra jugador*/zona/radi/MARGE/origen/letra residuals a anglès
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@@ -22,16 +22,16 @@ using Option = SceneContext::Option;
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// Helper: calcular el progrés individual de una letter
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// en función del progrés global (efecte seqüencial)
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static auto computeLetterProgress(size_t letra_index, size_t num_letras, float global_progress, float threshold) -> float {
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if (num_letras == 0) {
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static auto computeLetterProgress(size_t letter_index, size_t num_letters, float global_progress, float threshold) -> float {
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if (num_letters == 0) {
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return 1.0F;
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}
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// Calcular time per letter
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float duration_per_letra = 1.0F / static_cast<float>(num_letras);
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float step = threshold * duration_per_letra;
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float start = static_cast<float>(letra_index) * step;
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float end = start + duration_per_letra;
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float duration_per_letter = 1.0F / static_cast<float>(num_letters);
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float step = threshold * duration_per_letter;
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float start = static_cast<float>(letter_index) * step;
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float end = start + duration_per_letter;
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// Interpolar progrés
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if (global_progress < start) {
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@@ -179,7 +179,7 @@ void LogoScene::changeState(AnimationState nou_estat) {
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}
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auto LogoScene::allLettersComplete() const -> bool {
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// Cuando global_progress = 1.0, todas las lletres tenen letra_progress = 1.0
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// Cuando global_progress = 1.0, todas las lletres tenen letter_progress = 1.0
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return temps_current_state_ >= DURATION_ZOOM;
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}
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@@ -231,14 +231,14 @@ void LogoScene::update(float delta_time) {
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for (size_t i = 0; i < letters_.size() && i < sound_played_.size(); i++) {
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if (!sound_played_[i]) {
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float letra_progress = computeLetterProgress(
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float letter_progress = computeLetterProgress(
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i,
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letters_.size(),
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global_progress,
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LETTER_THRESHOLD);
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// Reproduir so cuando la letter comença a aparèixer (progress > 0)
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if (letra_progress > 0.0F) {
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if (letter_progress > 0.0F) {
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Audio::get()->playSound(Defaults::Sound::LOGO, Audio::Group::GAME);
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sound_played_[i] = true;
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}
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@@ -294,28 +294,28 @@ void LogoScene::draw() {
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? std::min(temps_current_state_ / DURATION_ZOOM, 1.0F)
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: 1.0F; // POST: mantenir al 100%
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const Vec2 ORIGEN_ZOOM = {.x = ORIGEN_ZOOM_X, .y = ORIGEN_ZOOM_Y};
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const Vec2 ZOOM_ORIGIN = {.x = ZOOM_ORIGIN_X, .y = ZOOM_ORIGIN_Y};
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for (size_t i = 0; i < letters_.size(); i++) {
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const auto& letter = letters_[i];
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float letra_progress = computeLetterProgress(
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float letter_progress = computeLetterProgress(
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i,
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letters_.size(),
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global_progress,
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LETTER_THRESHOLD);
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if (letra_progress <= 0.0F) {
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if (letter_progress <= 0.0F) {
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continue;
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}
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Vec2 pos_actual;
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pos_actual.x =
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ORIGEN_ZOOM.x + ((letter.position.x - ORIGEN_ZOOM.x) * letra_progress);
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ZOOM_ORIGIN.x + ((letter.position.x - ZOOM_ORIGIN.x) * letter_progress);
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pos_actual.y =
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ORIGEN_ZOOM.y + ((letter.position.y - ORIGEN_ZOOM.y) * letra_progress);
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ZOOM_ORIGIN.y + ((letter.position.y - ZOOM_ORIGIN.y) * letter_progress);
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float t = letra_progress;
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float t = letter_progress;
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float ease_factor = 1.0F - ((1.0F - t) * (1.0F - t));
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float current_scale =
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INITIAL_SCALE + ((FINAL_SCALE - INITIAL_SCALE) * ease_factor);
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