refactor(defaults): centralitza init hud, tips, hit timer, line thickness i debug overlay
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@@ -31,8 +31,8 @@ namespace Systems::InitHud {
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auto computeShipPosition(float progress, const Vec2& final_position) -> Vec2 {
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const float EASED = Easing::easeOutQuad(progress);
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const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
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// Y inicial: 50 px bajo la zona de juego.
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const float Y_INI = zone.y + zone.h + 50.0F;
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// Y inicial: bajo la zona de juego (sale desde fuera).
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const float Y_INI = zone.y + zone.h + Defaults::Hud::InitAnim::SHIP_SPAWN_Y_OFFSET;
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const float Y_ANIM = Y_INI + ((final_position.y - Y_INI) * EASED);
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return Vec2{.x = final_position.x, .y = Y_ANIM};
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}
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@@ -47,8 +47,8 @@ namespace Systems::InitHud {
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const int Y2 = static_cast<int>(zone.y + zone.h);
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const int CX = (X1 + X2) / 2;
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constexpr float PHASE_1_END = 0.33F;
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constexpr float PHASE_2_END = 0.66F;
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constexpr float PHASE_1_END = Defaults::Hud::InitAnim::BORDER_PHASE_1_END;
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constexpr float PHASE_2_END = Defaults::Hud::InitAnim::BORDER_PHASE_2_END;
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// Fase 1: línea superior crece desde el centro hacia los lados.
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if (EASED > 0.0F) {
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