refactor(defaults): renombra VELOCITAT/CANVI_ANGLE/MAX_BALES a anglès
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@@ -60,14 +60,14 @@ namespace Systems::Collision {
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enemy.destroy();
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constexpr float VELOCITAT_EXPLOSIO = 80.0F; // px/s (explosión suave)
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constexpr float SPEED_EXPLOSIO = 80.0F; // px/s (explosión suave)
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const Vec2 INHERITED_VEL = ENEMY_VEL * Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
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ctx.debris_manager.explode(
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SHAPE,
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ENEMY_POS,
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0.0F, // angle (rotación interna del enemy)
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1.0F, // escala
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VELOCITAT_EXPLOSIO,
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SPEED_EXPLOSIO,
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BRIGHTNESS,
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INHERITED_VEL,
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0.0F, // sense herència angular: evita que els 5 trossos curvin en bloc
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@@ -297,7 +297,7 @@ namespace Systems::Collision {
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}
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void desactivateOutOfBoundsBullets(
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BALES) * 2>& bullets,
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets,
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Effects::DebrisManager& debris_manager) {
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float min_x;
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float max_x;
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@@ -32,7 +32,7 @@ namespace Systems::Collision {
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struct Context {
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std::array<Ship, 2>& ships;
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std::array<Enemy, Defaults::Entities::MAX_ORNIS>& enemies;
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BALES) * 2>& bullets;
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets;
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std::array<float, 2>& hit_timer_per_player;
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std::array<int, 2>& score_per_player;
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std::array<int, 2>& lives_per_player;
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@@ -74,7 +74,7 @@ namespace Systems::Collision {
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// (8 fragments de l'octàgon) i el so HIT. Cal cridar-la després de detectAll()
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// perquè una bala que el mateix frame xoca i alhora surt es comptabilitzi com a impacte.
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void desactivateOutOfBoundsBullets(
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BALES) * 2>& bullets,
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std::array<Bullet, static_cast<std::size_t>(Defaults::Entities::MAX_BULLETS) * 2>& bullets,
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Effects::DebrisManager& debris_manager);
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} // namespace Systems::Collision
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