tweak(titol): ORNI ATTACK en cian (ombra color estrelles), naus blanques, JAILGAMES menys brillant i PULSA START una mica més amunt
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@@ -105,7 +105,7 @@ namespace Defaults::Title {
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namespace Layout {
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// Posicions verticals (anclatges des del TOP de pantalla lógica, 0.0-1.0)
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constexpr float LOGO_POS = 0.20F; // Logo "ORNI"
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constexpr float PRESS_START_POS = 0.75F; // "PRESS START TO PLAY"
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constexpr float PRESS_START_POS = 0.72F; // "PRESS START TO PLAY" (una mica més amunt)
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constexpr float COPYRIGHT1_POS = 0.90F; // Primera línia copyright
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// Separacions relatives (proporció respecte Game::HEIGHT = 480px)
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@@ -116,6 +116,7 @@ namespace Defaults::Title {
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constexpr float LOGO_SCALE = 0.6F; // Escala "ORNI ATTACK!"
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constexpr float PRESS_START_SCALE = 1.0F; // Escala "PRESS START TO PLAY"
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constexpr float COPYRIGHT_SCALE = 0.5F; // Escala copyright
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constexpr float JAILGAMES_BRIGHTNESS = 0.8F; // Logo JAILGAMES una mica menys brillant
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constexpr float COPYRIGHT_BRIGHTNESS = 0.55F; // Mateix cian que JAILGAMES, però menys brillant
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constexpr float JAILGAMES_SCALE = 0.25F; // Escala del logo JAILGAMES pequeño sobre el copyright
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@@ -158,11 +159,11 @@ namespace Defaults::Title {
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// alpha = 255 (sentinela "color vàlid") fa que el pipeline ignori
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// el color global de l'oscil·lador per a aquesta crida.
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namespace Colors {
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constexpr SDL_Color LOGO_MAIN = {.r = 80, .g = 240, .b = 255, .a = 255}; // Cian elèctric
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constexpr SDL_Color LOGO_SHADOW = {.r = 255, .g = 60, .b = 180, .a = 255}; // Magenta neon (offset)
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constexpr SDL_Color SHIP_P1 = {.r = 255, .g = 100, .b = 200, .a = 255}; // Rosa hot
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constexpr SDL_Color SHIP_P2 = {.r = 160, .g = 120, .b = 255, .a = 255}; // Violeta elèctric
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constexpr SDL_Color STARFIELD = {.r = 200, .g = 220, .b = 255, .a = 255}; // Blanc-blau gel
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constexpr SDL_Color LOGO_MAIN = {.r = 0, .g = 255, .b = 255, .a = 255}; // Cian pur
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constexpr SDL_Color LOGO_SHADOW = STARFIELD; // Color de l'starfield (offset)
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constexpr SDL_Color SHIP_P1 = {.r = 255, .g = 255, .b = 255, .a = 255}; // Blanc
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constexpr SDL_Color SHIP_P2 = {.r = 255, .g = 255, .b = 255, .a = 255}; // Blanc
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constexpr SDL_Color PRESS_START = {.r = 255, .g = 255, .b = 255, .a = 255}; // Blanc
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constexpr SDL_Color JAILGAMES_LOGO = {.r = 0, .g = 255, .b = 255, .a = 255}; // Cian pur
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constexpr SDL_Color COPYRIGHT = {.r = 0, .g = 255, .b = 255, .a = 255}; // Mateix cian (el brillo es baixa al render: COPYRIGHT_BRIGHTNESS)
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@@ -287,7 +287,7 @@ void TitleScene::dibuixarPeuTitol(float spacing) const {
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.x = SCREEN_CENTRE_X + (JAILGAMES_S * (letter.position.x - SCREEN_CENTRE_X)),
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.y = SCREEN_CENTRE_Y + (JAILGAMES_S * (letter.position.y - SCREEN_CENTRE_Y)),
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};
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Rendering::renderShape(sdl_.getRenderer(), letter.shape, POS, 0.0F, JAILGAMES_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::JAILGAMES_LOGO);
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Rendering::renderShape(sdl_.getRenderer(), letter.shape, POS, 0.0F, JAILGAMES_RENDER_SCALE, 1.0F, Defaults::Title::Layout::JAILGAMES_BRIGHTNESS, Defaults::Title::Colors::JAILGAMES_LOGO);
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}
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std::string copyright = Project::COPYRIGHT;
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for (char& c : copyright) {
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