refactor(scenes): renombra identificadors valencians de logo/title a anglès
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@@ -48,12 +48,12 @@ class TitleScene final : public Scene {
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BLACK_SCREEN,
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};
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struct LetraLogo {
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struct LogoLetter {
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std::shared_ptr<Graphics::Shape> shape;
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Vec2 position;
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float ancho;
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float altura;
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float offset_centre;
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float center_offset;
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};
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SDLManager& sdl_;
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@@ -77,22 +77,22 @@ class TitleScene final : public Scene {
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void triggerFlash(Vec2 pos);
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void updateFlashes(float delta_time);
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void drawFlashes();
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TitleState estat_actual_{TitleState::STARFIELD_FADE_IN};
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TitleState current_state_{TitleState::STARFIELD_FADE_IN};
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float temps_acumulat_{0.0F};
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std::vector<LetraLogo> lletres_orni_;
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std::vector<LetraLogo> lletres_attack_;
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float y_attack_dinamica_{0.0F};
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std::vector<LogoLetter> letters_orni_;
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std::vector<LogoLetter> letters_attack_;
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float dynamic_attack_y_{0.0F};
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std::vector<LetraLogo> lletres_jailgames_;
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std::vector<LogoLetter> letters_jailgames_;
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float temps_animacio_{0.0F};
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std::vector<Vec2> posicions_originals_orni_;
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std::vector<Vec2> posicions_originals_attack_;
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float animation_time_{0.0F};
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std::vector<Vec2> original_positions_orni_;
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std::vector<Vec2> original_positions_attack_;
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float temps_estat_main_{0.0F};
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bool animacio_activa_{false};
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float factor_lerp_{0.0F};
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float state_time_main_{0.0F};
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bool animation_active_{false};
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float lerp_factor_{0.0F};
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// Progresos de la intro coreografiada al state MAIN.
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float intro_logo_progress_{0.0F};
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@@ -102,12 +102,12 @@ class TitleScene final : public Scene {
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bool ships_intro_launched_{false};
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static constexpr float BRIGHTNESS_STARFIELD = 1.2F;
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static constexpr float DURACIO_FADE_IN = 3.0F;
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static constexpr float DURACIO_INIT = 4.0F;
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static constexpr float DURACIO_TRANSITION = 2.5F;
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static constexpr float ESPAI_ENTRE_LLETRES = 10.0F;
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static constexpr float DURATION_FADE_IN = 3.0F;
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static constexpr float DURATION_INIT = 4.0F;
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static constexpr float DURATION_TRANSITION = 2.5F;
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static constexpr float LETTER_SPACING = 10.0F;
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static constexpr float BLINK_FREQUENCY = 3.0F;
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static constexpr float DURACIO_BLACK_SCREEN = 2.0F;
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static constexpr float DURATION_BLACK_SCREEN = 2.0F;
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static constexpr int MUSIC_FADE = 1500;
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static constexpr float ORBIT_AMPLITUDE_X = 4.0F;
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@@ -121,7 +121,7 @@ class TitleScene final : public Scene {
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static constexpr float SHADOW_OFFSET_X = 2.0F;
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static constexpr float SHADOW_OFFSET_Y = 2.0F;
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static constexpr float DURACIO_LERP = 2.0F;
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static constexpr float DURATION_LERP = 2.0F;
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// Càmera 3D: FOV vertical en radians.
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static constexpr float CAMERA_FOV_Y_RAD = 1.0472F; // 60°
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