refactor(shapes): reorganitzar data/shapes en subcarpetes per categoria (enemy/bullet/ship/effect)
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@@ -33,9 +33,9 @@ namespace Effects {
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TrailManager::TrailManager(Rendering::Renderer* renderer)
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: renderer_(renderer),
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star_shape_(Graphics::ShapeLoader::load("star.shp")) {
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star_shape_(Graphics::ShapeLoader::load("effect/starfield.shp")) {
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if (!star_shape_ || !star_shape_->isValid()) {
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std::cerr << "[TrailManager] Warning: no s'ha pogut load star.shp\n";
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std::cerr << "[TrailManager] Warning: no s'ha pogut load effect/starfield.shp\n";
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}
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for (auto& particle : pool_) {
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particle.active = false;
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