refactor(shapes): reorganitzar data/shapes en subcarpetes per categoria (enemy/bullet/ship/effect)
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@@ -26,7 +26,7 @@ Ship::Ship(Rendering::Renderer* renderer, PlayerConfig config, const char* shape
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config_(std::move(config)) {
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brightness_ = Defaults::Brightness::NAU;
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// El shape pot venir del YAML o ser overridden (ex: P2 amb "ship2.shp").
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// El shape pot venir del YAML o ser overridden (ex: P2 amb "ship/wedge.shp").
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const std::string SHAPE_PATH = (shape_override != nullptr) ? shape_override : config_.shape.path;
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shape_ = Graphics::ShapeLoader::load(SHAPE_PATH);
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if (!shape_ || !shape_->isValid()) {
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