From 8c251d224646f2fa44facf37f156811205cf2436 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Wed, 20 May 2026 09:46:38 +0200 Subject: [PATCH 1/3] =?UTF-8?q?Title=20screen:=20copyright=20=C3=BAnico=20?= =?UTF-8?q?+=20logo=20JAILGAMES=20encima?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Sustituye las dos líneas de copyright (Pascal original 1999 + port 2025) por una sola línea "© 2026 JAILDESIGNER" centrada en la posición de la antigua primera línea. Encima, en el espacio liberado, se muestra el logo vectorial JAILGAMES en pequeño (escala 0.25, las mismas letras que usa LogoScene). Cambios: - CMakeLists.txt: PROJECT_COPYRIGHT pasa a "© 2026 JailDesigner". Eliminadas las variables intermedias PROJECT_COPYRIGHT_ORIGINAL y PROJECT_COPYRIGHT_PORT (ya no se referenciaban en otro sitio). - project.h.in: fuera Project::COPYRIGHT_ORIGINAL y Project::COPYRIGHT_PORT. - Defaults::Title::Layout: nuevas constantes JAILGAMES_SCALE (0.25) y JAILGAMES_COPYRIGHT_GAP (1.5% de la altura lógica) para el espaciado. - TitleScene: nuevo helper inicialitzarJailgames() que carga las 9 letras y las posiciona centradas justo encima de la línea de copyright. El bloque del pie del título sale del draw() a un dibuixarPeuTitol() para mantener la complejidad cognitiva por debajo del umbral del linter. Co-Authored-By: Claude Opus 4.7 (1M context) --- CMakeLists.txt | 4 +- source/core/defaults.hpp | 4 + source/game/scenes/title_scene.cpp | 127 ++++++++++++++++++++++------- source/game/scenes/title_scene.hpp | 7 +- source/project.h.in | 2 - 5 files changed, 108 insertions(+), 36 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index bdb14ab..d499baf 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -3,9 +3,7 @@ project(orni VERSION 0.7.2 LANGUAGES CXX) # Info del projecte (font de veritat per a project.h) set(PROJECT_LONG_NAME "Orni Attack") -set(PROJECT_COPYRIGHT_ORIGINAL "© 1999 Visente i Sergi") -set(PROJECT_COPYRIGHT_PORT "© 2025 JailDesigner") -set(PROJECT_COPYRIGHT "${PROJECT_COPYRIGHT_ORIGINAL}, ${PROJECT_COPYRIGHT_PORT}") +set(PROJECT_COPYRIGHT "© 2026 JailDesigner") if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES) set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) diff --git a/source/core/defaults.hpp b/source/core/defaults.hpp index da5552a..4a29379 100644 --- a/source/core/defaults.hpp +++ b/source/core/defaults.hpp @@ -508,6 +508,10 @@ constexpr float COPYRIGHT_LINE_SPACING = 0.0F; // Entre línies copyright (5px) constexpr float LOGO_SCALE = 0.6F; // Escala "ORNI ATTACK!" constexpr float PRESS_START_SCALE = 1.0F; // Escala "PRESS START TO PLAY" constexpr float COPYRIGHT_SCALE = 0.5F; // Escala copyright +constexpr float JAILGAMES_SCALE = 0.25F; // Escala del logo JAILGAMES pequeño sobre el copyright + +// Separación entre el logo JAILGAMES y la línea de copyright (proporción de Game::HEIGHT). +constexpr float JAILGAMES_COPYRIGHT_GAP = 0.015F; // Espaiat entre caràcters (usado per VectorText) constexpr float TEXT_SPACING = 2.0F; diff --git a/source/game/scenes/title_scene.cpp b/source/game/scenes/title_scene.cpp index af8006c..17e24ea 100644 --- a/source/game/scenes/title_scene.cpp +++ b/source/game/scenes/title_scene.cpp @@ -91,6 +91,9 @@ TitleScene::TitleScene(SDLManager& sdl, SceneContext& context) // Inicialitzar lletres del título "ORNI ATTACK!" inicialitzar_titol(); + // Logo JAILGAMES pequeño sobre el copyright inferior. + inicialitzarJailgames(); + // Iniciar música de título si no está sonant if (Audio::getMusicState() != Audio::MusicState::PLAYING) { Audio::get()->playMusic("title.ogg"); @@ -254,6 +257,99 @@ void TitleScene::inicialitzar_titol() { std::cout << "[TitleScene] Animación: Posicions originals guardades\n"; } +void TitleScene::inicialitzarJailgames() { + using namespace Graphics; + + // Mismas letras que la LogoScene, mismo orden (J-A-I-L-G-A-M-E-S). + const std::vector FITXERS = { + "logo/letra_j.shp", + "logo/letra_a.shp", + "logo/letra_i.shp", + "logo/letra_l.shp", + "logo/letra_g.shp", + "logo/letra_a.shp", + "logo/letra_m.shp", + "logo/letra_e.shp", + "logo/letra_s.shp"}; + + constexpr float SCALE = Defaults::Title::Layout::JAILGAMES_SCALE; + + // Pas 1: carregar formes i calcular amplada/altura escalades. + float ancho_total = 0.0F; + float altura_max = 0.0F; + + for (const auto& file : FITXERS) { + auto shape = ShapeLoader::load(file); + if (!shape || !shape->isValid()) { + std::cerr << "[TitleScene] Error carregant " << file << '\n'; + continue; + } + + float min_x = FLT_MAX; + float max_x = -FLT_MAX; + float min_y = FLT_MAX; + float max_y = -FLT_MAX; + for (const auto& prim : shape->get_primitives()) { + for (const auto& point : prim.points) { + min_x = std::min(min_x, point.x); + max_x = std::max(max_x, point.x); + min_y = std::min(min_y, point.y); + max_y = std::max(max_y, point.y); + } + } + const float ANCHO = (max_x - min_x) * SCALE; + const float ALTURA = (max_y - min_y) * SCALE; + const float OFFSET_CENTRE = (shape->getCenter().x - min_x) * SCALE; + + lletres_jailgames_.push_back({shape, {.x = 0.0F, .y = 0.0F}, + ANCHO, ALTURA, OFFSET_CENTRE}); + + ancho_total += ANCHO; + altura_max = std::max(altura_max, ALTURA); + } + + // Espaiat entre lletres (proporcional a la escala, para que no quede pegado). + constexpr float ESPAI_JAILGAMES = ESPAI_ENTRE_LLETRES * SCALE; + if (!lletres_jailgames_.empty()) { + ancho_total += ESPAI_JAILGAMES * static_cast(lletres_jailgames_.size() - 1); + } + + // Pas 2: centrar horizontalmente y colocar JUST encima de la línea de copyright. + const float Y_COPYRIGHT = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS; + const float GAP = Defaults::Game::HEIGHT * Defaults::Title::Layout::JAILGAMES_COPYRIGHT_GAP; + const float Y_CENTRE = Y_COPYRIGHT - GAP - (altura_max / 2.0F); + const float X_INICIAL = (Defaults::Game::WIDTH - ancho_total) / 2.0F; + + float x_actual = X_INICIAL; + for (auto& lletra : lletres_jailgames_) { + lletra.position.x = x_actual + lletra.offset_centre; + lletra.position.y = Y_CENTRE; + x_actual += lletra.ancho + ESPAI_JAILGAMES; + } +} + +void TitleScene::dibuixarPeuTitol(float spacing) const { + // Logo JAILGAMES pequeño sobre el copyright. + for (const auto& lletra : lletres_jailgames_) { + Rendering::render_shape(sdl_.getRenderer(), lletra.shape, + lletra.position, 0.0F, + Defaults::Title::Layout::JAILGAMES_SCALE, + 1.0F); + } + + // Copyright en una sola línea, centrado, en mayúsculas. + std::string copyright = Project::COPYRIGHT; + for (char& c : copyright) { + if (c >= 'a' && c <= 'z') { + c = static_cast(c - 32); + } + } + const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS; + const float CENTRE_X = Defaults::Game::WIDTH / 2.0F; + text_.renderCentered(copyright, {.x = CENTRE_X, .y = Y_COPY}, + Defaults::Title::Layout::COPYRIGHT_SCALE, spacing); +} + auto TitleScene::isFinished() const -> bool { return context_.nextScene() != SceneType::TITLE; } @@ -604,36 +700,7 @@ void TitleScene::draw() { text_.renderCentered(main_text, {.x = centre_x, .y = centre_y}, escala_main, spacing); } - // === Copyright a la part inferior (centrat horitzontalment, dues línies) === - const float escala_copy = Defaults::Title::Layout::COPYRIGHT_SCALE; - const float copy_height = text_.get_text_height(escala_copy); - const float line_spacing = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT_LINE_SPACING; - - // Línea 1: Original (© 1999 Visente i Sergi) - std::string copyright_original = Project::COPYRIGHT_ORIGINAL; - for (char& c : copyright_original) { - if (c >= 'a' && c <= 'z') { - c = c - 32; // Uppercase - } - } - - // Línea 2: Port (© 2025 jaildesigner) - std::string copyright_port = Project::COPYRIGHT_PORT; - for (char& c : copyright_port) { - if (c >= 'a' && c <= 'z') { - c = c - 32; // Uppercase - } - } - - // Calcular posicions (anclatge des del top + separació) - float y_line1 = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS; - float y_line2 = y_line1 + copy_height + line_spacing; // Línea 2 debajo de línea 1 - - // Renderizar línees centrades - float centre_x = Defaults::Game::WIDTH / 2.0F; - - text_.renderCentered(copyright_original, {.x = centre_x, .y = y_line1}, escala_copy, spacing); - text_.renderCentered(copyright_port, {.x = centre_x, .y = y_line2}, escala_copy, spacing); + dibuixarPeuTitol(spacing); } } diff --git a/source/game/scenes/title_scene.hpp b/source/game/scenes/title_scene.hpp index 826da38..29cafa4 100644 --- a/source/game/scenes/title_scene.hpp +++ b/source/game/scenes/title_scene.hpp @@ -70,6 +70,9 @@ class TitleScene final : public Scene { std::vector lletres_attack_; // Lletres de "ATTACK!" (línia 2) float y_attack_dinamica_; // Posición Y calculada dinàmicament per "ATTACK!" + // Logo "JAILGAMES" pequeño sobre el copyright (esquinas inferiores del título). + std::vector lletres_jailgames_; + // Estat de animación del logo float temps_animacio_; // Temps acumulat per animación orbital std::vector posicions_originals_orni_; // Posicions originals de "ORNI" @@ -111,5 +114,7 @@ class TitleScene final : public Scene { void actualitzar_animacio_logo(float delta_time); // Actualitza l'animación orbital del logo auto checkSkipButtonPressed() -> bool; auto checkStartGameButtonPressed() -> bool; - void inicialitzar_titol(); // Carrega i posiciona las lletres del título + void inicialitzar_titol(); // Carrega i posiciona las lletres del título + void inicialitzarJailgames(); // Carrega i posiciona el logo JAILGAMES pequeño + void dibuixarPeuTitol(float spacing) const; // Logo JAILGAMES + línia de copyright }; diff --git a/source/project.h.in b/source/project.h.in index a336301..34941db 100644 --- a/source/project.h.in +++ b/source/project.h.in @@ -5,7 +5,5 @@ constexpr const char* NAME = "@PROJECT_NAME@"; constexpr const char* LONG_NAME = "@PROJECT_LONG_NAME@"; constexpr const char* VERSION = "@PROJECT_VERSION@"; constexpr const char* COPYRIGHT = "@PROJECT_COPYRIGHT@"; -constexpr const char* COPYRIGHT_ORIGINAL = "@PROJECT_COPYRIGHT_ORIGINAL@"; -constexpr const char* COPYRIGHT_PORT = "@PROJECT_COPYRIGHT_PORT@"; constexpr const char* GIT_HASH = "@GIT_HASH@"; } // namespace Project From b746578bc8235324c780330aeb94660168ef0a9c Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Wed, 20 May 2026 09:51:46 +0200 Subject: [PATCH 2/3] =?UTF-8?q?Cabeceras:=20unificar=20copyright=20a=20"?= =?UTF-8?q?=C2=A9=202026=20JailDesigner"=20en=20todo=20source/?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Sustituye en bloque las cabeceras de los archivos por una sola línea de copyright. Cero rastro de "Visente", "Sergi" o "1999" en el árbol del proyecto. Se eliminan también las variantes "© 2025 Port a C++20", "© 2025 Port a C++20 con SDL3" y "© 2025 Orni Attack" (con todas sus colas descriptivas como "Arquitectura de entidades" o "Sistema de física"), que en este punto eran ruido histórico. Aplicado con un par de sed (find -type f, excluyendo source/external y source/legacy): 1. \|^// © 1999 Visente i Sergi (versión Pascal)$|d 2. s|^// © 2025 (Port a C++20.*|Orni Attack.*)$|// © 2026 JailDesigner| Verificado: la única variante de cabecera tras el sweep es "// © 2026 JailDesigner". Co-Authored-By: Claude Opus 4.7 (1M context) --- source/core/audio/audio_adapter.cpp | 2 +- source/core/config/postfx_config.hpp | 2 +- source/core/entities/entity.hpp | 2 +- source/core/graphics/shape.cpp | 2 +- source/core/graphics/shape.hpp | 2 +- source/core/graphics/shape_loader.cpp | 2 +- source/core/graphics/shape_loader.hpp | 2 +- source/core/graphics/starfield.cpp | 2 +- source/core/graphics/starfield.hpp | 2 +- source/core/graphics/vector_text.cpp | 2 +- source/core/graphics/vector_text.hpp | 2 +- source/core/math/easing.hpp | 2 +- source/core/physics/collision.hpp | 2 +- source/core/physics/physics_world.cpp | 2 +- source/core/physics/physics_world.hpp | 2 +- source/core/physics/rigid_body.hpp | 2 +- source/core/rendering/coordinate_transform.cpp | 2 +- source/core/rendering/coordinate_transform.hpp | 2 +- source/core/rendering/gpu/gpu_device.hpp | 2 +- source/core/rendering/gpu/gpu_frame_renderer.hpp | 2 +- source/core/rendering/gpu/gpu_line_pipeline.hpp | 2 +- source/core/rendering/gpu/gpu_postfx_pipeline.hpp | 2 +- source/core/rendering/line_renderer.cpp | 3 +-- source/core/rendering/line_renderer.hpp | 3 +-- source/core/rendering/render_context.hpp | 2 +- source/core/rendering/sdl_manager.cpp | 2 +- source/core/rendering/sdl_manager.hpp | 2 +- source/core/rendering/shape_renderer.cpp | 2 +- source/core/rendering/shape_renderer.hpp | 2 +- source/core/resources/resource_helper.cpp | 2 +- source/core/resources/resource_helper.hpp | 2 +- source/core/resources/resource_loader.cpp | 2 +- source/core/resources/resource_loader.hpp | 2 +- source/core/resources/resource_pack.cpp | 2 +- source/core/resources/resource_pack.hpp | 2 +- source/core/system/debug_overlay.hpp | 2 +- source/core/system/global_events.cpp | 2 +- source/core/system/global_events.hpp | 2 +- source/core/system/scene.hpp | 2 +- source/core/system/scene_context.hpp | 2 +- source/core/types.hpp | 2 +- source/core/utils/path_utils.cpp | 2 +- source/core/utils/path_utils.hpp | 2 +- source/game/effects/debris.hpp | 2 +- source/game/effects/debris_manager.cpp | 2 +- source/game/effects/debris_manager.hpp | 2 +- source/game/effects/floating_score.hpp | 2 +- source/game/effects/floating_score_manager.cpp | 2 +- source/game/effects/floating_score_manager.hpp | 2 +- source/game/entities/bullet.cpp | 3 +-- source/game/entities/bullet.hpp | 3 +-- source/game/entities/enemy.cpp | 3 +-- source/game/entities/enemy.hpp | 3 +-- source/game/entities/ship.cpp | 3 +-- source/game/entities/ship.hpp | 3 +-- source/game/scenes/game_scene.cpp | 3 +-- source/game/scenes/game_scene.hpp | 3 +-- source/game/scenes/logo_scene.cpp | 2 +- source/game/scenes/logo_scene.hpp | 2 +- source/game/scenes/title_scene.cpp | 2 +- source/game/scenes/title_scene.hpp | 2 +- source/game/stage_system/spawn_controller.cpp | 2 +- source/game/stage_system/spawn_controller.hpp | 2 +- source/game/stage_system/stage_config.hpp | 2 +- source/game/stage_system/stage_loader.cpp | 2 +- source/game/stage_system/stage_loader.hpp | 2 +- source/game/stage_system/stage_manager.cpp | 2 +- source/game/stage_system/stage_manager.hpp | 2 +- source/game/systems/collision_system.hpp | 2 +- source/game/systems/continue_system.hpp | 2 +- source/game/systems/init_hud_animator.hpp | 2 +- source/game/title/ship_animator.cpp | 2 +- source/game/title/ship_animator.hpp | 2 +- source/main.cpp | 3 +-- 74 files changed, 74 insertions(+), 85 deletions(-) diff --git a/source/core/audio/audio_adapter.cpp b/source/core/audio/audio_adapter.cpp index e67d744..19eb32a 100644 --- a/source/core/audio/audio_adapter.cpp +++ b/source/core/audio/audio_adapter.cpp @@ -1,5 +1,5 @@ // audio_adapter.cpp - Implementación de AudioResource para orni_attack -// © 2025 Orni Attack +// © 2026 JailDesigner // // Implementa AudioResource::getMusic / getSound delegando a // Resource::Helper::loadFile (que abstrae el resources.pack y el fallback diff --git a/source/core/config/postfx_config.hpp b/source/core/config/postfx_config.hpp index 7e1f41b..f0fd463 100644 --- a/source/core/config/postfx_config.hpp +++ b/source/core/config/postfx_config.hpp @@ -1,5 +1,5 @@ // postfx_config.hpp - Carga de los parámetros del shader de postpro desde YAML. -// © 2025 Orni Attack +// © 2026 JailDesigner // // Lee `config/postfx.yaml` (dentro de resources.pack) y devuelve un struct // PostFxParams listo para pasar a GpuFrameRenderer::setPostFx(). Si el YAML diff --git a/source/core/entities/entity.hpp b/source/core/entities/entity.hpp index 47d3d13..08db5e0 100644 --- a/source/core/entities/entity.hpp +++ b/source/core/entities/entity.hpp @@ -1,5 +1,5 @@ // entity.hpp - Clase base abstracta para todas las entidades del juego -// © 2025 Orni Attack - Arquitectura de entidades +// © 2026 JailDesigner // // Cada Entity incluye un Physics::RigidBody como member. Las entidades que // se simulen físicamente lo configuran en init() y registran en el diff --git a/source/core/graphics/shape.cpp b/source/core/graphics/shape.cpp index a647864..606e0f0 100644 --- a/source/core/graphics/shape.cpp +++ b/source/core/graphics/shape.cpp @@ -1,5 +1,5 @@ // shape.cpp - Implementació del sistema de formes vectorials -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "core/graphics/shape.hpp" diff --git a/source/core/graphics/shape.hpp b/source/core/graphics/shape.hpp index 7836328..af8593b 100644 --- a/source/core/graphics/shape.hpp +++ b/source/core/graphics/shape.hpp @@ -1,5 +1,5 @@ // shape.hpp - Sistema de formes vectorials -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/core/graphics/shape_loader.cpp b/source/core/graphics/shape_loader.cpp index 27f74e2..0fee976 100644 --- a/source/core/graphics/shape_loader.cpp +++ b/source/core/graphics/shape_loader.cpp @@ -1,5 +1,5 @@ // shape_loader.cpp - Implementació del carregador con caché -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "core/graphics/shape_loader.hpp" diff --git a/source/core/graphics/shape_loader.hpp b/source/core/graphics/shape_loader.hpp index 9f14c4c..03732a9 100644 --- a/source/core/graphics/shape_loader.hpp +++ b/source/core/graphics/shape_loader.hpp @@ -1,5 +1,5 @@ // shape_loader.hpp - Carregador estàtic de formes con caché -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/core/graphics/starfield.cpp b/source/core/graphics/starfield.cpp index 632fa91..506de37 100644 --- a/source/core/graphics/starfield.cpp +++ b/source/core/graphics/starfield.cpp @@ -1,5 +1,5 @@ // starfield.cpp - Implementació del sistema de estrelles de fons -// © 2025 Orni Attack +// © 2026 JailDesigner #include "core/graphics/starfield.hpp" diff --git a/source/core/graphics/starfield.hpp b/source/core/graphics/starfield.hpp index 30ae441..0d8b395 100644 --- a/source/core/graphics/starfield.hpp +++ b/source/core/graphics/starfield.hpp @@ -1,5 +1,5 @@ // starfield.hpp - Sistema de estrelles de fons con efecte de profunditat -// © 2025 Orni Attack +// © 2026 JailDesigner #pragma once diff --git a/source/core/graphics/vector_text.cpp b/source/core/graphics/vector_text.cpp index 9c283c6..f41d5f1 100644 --- a/source/core/graphics/vector_text.cpp +++ b/source/core/graphics/vector_text.cpp @@ -1,5 +1,5 @@ // vector_text.cpp - Implementació del sistema de text vectorial -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner // Test pre-commit hook #include "core/graphics/vector_text.hpp" diff --git a/source/core/graphics/vector_text.hpp b/source/core/graphics/vector_text.hpp index 6352f7b..3a12e41 100644 --- a/source/core/graphics/vector_text.hpp +++ b/source/core/graphics/vector_text.hpp @@ -1,5 +1,5 @@ // vector_text.hpp - Sistema de texto vectorial con display de 7-segmentos -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/core/math/easing.hpp b/source/core/math/easing.hpp index 5c135b2..8eabe81 100644 --- a/source/core/math/easing.hpp +++ b/source/core/math/easing.hpp @@ -1,5 +1,5 @@ // easing.hpp - Funciones de interpolació i easing -// © 2025 Orni Attack +// © 2026 JailDesigner #pragma once diff --git a/source/core/physics/collision.hpp b/source/core/physics/collision.hpp index 4152d20..43d5dca 100644 --- a/source/core/physics/collision.hpp +++ b/source/core/physics/collision.hpp @@ -1,5 +1,5 @@ // collision.hpp - Utilitats de detecció de colisiones -// © 2025 Orni Attack - Sistema de física +// © 2026 JailDesigner #pragma once diff --git a/source/core/physics/physics_world.cpp b/source/core/physics/physics_world.cpp index 3d1e7a5..822203d 100644 --- a/source/core/physics/physics_world.cpp +++ b/source/core/physics/physics_world.cpp @@ -1,5 +1,5 @@ // physics_world.cpp - Implementación del mundo físico -// © 2025 Orni Attack +// © 2026 JailDesigner #include "core/physics/physics_world.hpp" diff --git a/source/core/physics/physics_world.hpp b/source/core/physics/physics_world.hpp index 28314f8..f98bbe9 100644 --- a/source/core/physics/physics_world.hpp +++ b/source/core/physics/physics_world.hpp @@ -1,5 +1,5 @@ // physics_world.hpp - Mundo físico 2D -// © 2025 Orni Attack +// © 2026 JailDesigner // // Gestiona un conjunto de RigidBody, integra sus movimientos y detecta // colisiones por frame. Diseño minimalista para arcade: broadphase trivial diff --git a/source/core/physics/rigid_body.hpp b/source/core/physics/rigid_body.hpp index c90b840..6cf563b 100644 --- a/source/core/physics/rigid_body.hpp +++ b/source/core/physics/rigid_body.hpp @@ -1,5 +1,5 @@ // rigid_body.hpp - Cuerpo rígido 2D para el sistema de física -// © 2025 Orni Attack +// © 2026 JailDesigner // // Estructura POD-like que encapsula el estado físico de una entidad: // posición, velocidad lineal/angular, masa, restitución y damping. diff --git a/source/core/rendering/coordinate_transform.cpp b/source/core/rendering/coordinate_transform.cpp index 1e1f58d..cd44d0d 100644 --- a/source/core/rendering/coordinate_transform.cpp +++ b/source/core/rendering/coordinate_transform.cpp @@ -1,5 +1,5 @@ // coordinate_transform.cpp - Inicialización de variables globals -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "core/rendering/coordinate_transform.hpp" diff --git a/source/core/rendering/coordinate_transform.hpp b/source/core/rendering/coordinate_transform.hpp index 724e7c0..5cfa566 100644 --- a/source/core/rendering/coordinate_transform.hpp +++ b/source/core/rendering/coordinate_transform.hpp @@ -1,5 +1,5 @@ // coordinate_transform.hpp - Transformació de coordenades lògiques a físiques -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/core/rendering/gpu/gpu_device.hpp b/source/core/rendering/gpu/gpu_device.hpp index 6e5b828..4f523c3 100644 --- a/source/core/rendering/gpu/gpu_device.hpp +++ b/source/core/rendering/gpu/gpu_device.hpp @@ -1,5 +1,5 @@ // gpu_device.hpp - Wrapper de SDL_GPUDevice -// © 2025 Orni Attack +// © 2026 JailDesigner // // Ownership del SDL_GPUDevice y del claim del window. Backend preferido: // Vulkan (Linux, Windows) y Metal (macOS). Sin DirectX. diff --git a/source/core/rendering/gpu/gpu_frame_renderer.hpp b/source/core/rendering/gpu/gpu_frame_renderer.hpp index 3e78bdd..376c1c5 100644 --- a/source/core/rendering/gpu/gpu_frame_renderer.hpp +++ b/source/core/rendering/gpu/gpu_frame_renderer.hpp @@ -1,5 +1,5 @@ // gpu_frame_renderer.hpp - Renderer de alto nivel basado en SDL_GPU -// © 2025 Orni Attack +// © 2026 JailDesigner // // Flujo por frame: // 1. beginFrame(clear_color) diff --git a/source/core/rendering/gpu/gpu_line_pipeline.hpp b/source/core/rendering/gpu/gpu_line_pipeline.hpp index f5c6c0f..ae28f3b 100644 --- a/source/core/rendering/gpu/gpu_line_pipeline.hpp +++ b/source/core/rendering/gpu/gpu_line_pipeline.hpp @@ -1,5 +1,5 @@ // gpu_line_pipeline.hpp - Pipeline gráfico para dibujar líneas vectoriales -// © 2025 Orni Attack +// © 2026 JailDesigner // // Las líneas se renderizan como quads (2 triángulos = 6 índices) ya extrudidos // en CPU según el grosor pedido por línea. Vertex layout: position (vec2) + color (vec4). diff --git a/source/core/rendering/gpu/gpu_postfx_pipeline.hpp b/source/core/rendering/gpu/gpu_postfx_pipeline.hpp index 0d897c4..6dd5add 100644 --- a/source/core/rendering/gpu/gpu_postfx_pipeline.hpp +++ b/source/core/rendering/gpu/gpu_postfx_pipeline.hpp @@ -1,5 +1,5 @@ // gpu_postfx_pipeline.hpp - Pipeline de postprocesado (fullscreen triangle) -// © 2025 Orni Attack +// © 2026 JailDesigner // // Pase final del frame: muestrea la escena renderizada en offscreen y aplica // bloom + flicker + background pulse en el fragment shader. El vertex shader diff --git a/source/core/rendering/line_renderer.cpp b/source/core/rendering/line_renderer.cpp index c6afdc8..6a1efcd 100644 --- a/source/core/rendering/line_renderer.cpp +++ b/source/core/rendering/line_renderer.cpp @@ -1,6 +1,5 @@ // line_renderer.cpp - Implementación de renderizado de líneas (SDL3 GPU) -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "core/rendering/line_renderer.hpp" diff --git a/source/core/rendering/line_renderer.hpp b/source/core/rendering/line_renderer.hpp index e1468f2..75f70e9 100644 --- a/source/core/rendering/line_renderer.hpp +++ b/source/core/rendering/line_renderer.hpp @@ -1,6 +1,5 @@ // line_renderer.hpp - Renderizado de líneas vectoriales (SDL3 GPU) -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner // // El dibujo de líneas pasa por el pipeline GPU. Las coordenadas (x1,y1,x2,y2) // son lógicas (1280×720); el shader las mapea a NDC y el viewport del SDLManager diff --git a/source/core/rendering/render_context.hpp b/source/core/rendering/render_context.hpp index c127b55..470332a 100644 --- a/source/core/rendering/render_context.hpp +++ b/source/core/rendering/render_context.hpp @@ -1,5 +1,5 @@ // render_context.hpp - Alias del contexto de rendering del juego -// © 2025 Orni Attack +// © 2026 JailDesigner // // Punto único de indireción entre el resto del código y el backend de // rendering. El juego habla con un `Rendering::Renderer*` opaco; el alias diff --git a/source/core/rendering/sdl_manager.cpp b/source/core/rendering/sdl_manager.cpp index 7c87478..e247d63 100644 --- a/source/core/rendering/sdl_manager.cpp +++ b/source/core/rendering/sdl_manager.cpp @@ -1,5 +1,5 @@ // sdl_manager.cpp - Implementació del gestor SDL3 -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "sdl_manager.hpp" diff --git a/source/core/rendering/sdl_manager.hpp b/source/core/rendering/sdl_manager.hpp index 618d31d..35af38e 100644 --- a/source/core/rendering/sdl_manager.hpp +++ b/source/core/rendering/sdl_manager.hpp @@ -1,5 +1,5 @@ // sdl_manager.hpp - Gestor de inicialización de SDL3 -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner // // Tras la Fase 7 de la migración, el rendering ya no usa SDL_Renderer: // SDLManager posee un GpuFrameRenderer (SDL3 GPU) que es el contexto único diff --git a/source/core/rendering/shape_renderer.cpp b/source/core/rendering/shape_renderer.cpp index 2a99b7a..4c2aae9 100644 --- a/source/core/rendering/shape_renderer.cpp +++ b/source/core/rendering/shape_renderer.cpp @@ -1,5 +1,5 @@ // shape_renderer.cpp - Implementació del renderizado de formes -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "core/rendering/shape_renderer.hpp" diff --git a/source/core/rendering/shape_renderer.hpp b/source/core/rendering/shape_renderer.hpp index 8b6940a..30fa31b 100644 --- a/source/core/rendering/shape_renderer.hpp +++ b/source/core/rendering/shape_renderer.hpp @@ -1,5 +1,5 @@ // shape_renderer.hpp - Renderizado de formes vectorials -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/core/resources/resource_helper.cpp b/source/core/resources/resource_helper.cpp index 50c37fb..59049ec 100644 --- a/source/core/resources/resource_helper.cpp +++ b/source/core/resources/resource_helper.cpp @@ -1,5 +1,5 @@ // resource_helper.cpp - Implementació de funciones de ajuda -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "resource_helper.hpp" diff --git a/source/core/resources/resource_helper.hpp b/source/core/resources/resource_helper.hpp index dbb30ee..778edf8 100644 --- a/source/core/resources/resource_helper.hpp +++ b/source/core/resources/resource_helper.hpp @@ -1,5 +1,5 @@ // resource_helper.hpp - Funciones de ajuda per gestió de recursos -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner // API simplificada i normalització de rutes #pragma once diff --git a/source/core/resources/resource_loader.cpp b/source/core/resources/resource_loader.cpp index af8113b..2815c4c 100644 --- a/source/core/resources/resource_loader.cpp +++ b/source/core/resources/resource_loader.cpp @@ -1,5 +1,5 @@ // resource_loader.cpp - Implementació del carregador de recursos -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "resource_loader.hpp" diff --git a/source/core/resources/resource_loader.hpp b/source/core/resources/resource_loader.hpp index 08fcfa3..0e6cec0 100644 --- a/source/core/resources/resource_loader.hpp +++ b/source/core/resources/resource_loader.hpp @@ -1,5 +1,5 @@ // resource_loader.hpp - Carregador de recursos (Singleton) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner // Coordina càrrega des del paquet i/o sistema de archivos #pragma once diff --git a/source/core/resources/resource_pack.cpp b/source/core/resources/resource_pack.cpp index 8d9d506..164d695 100644 --- a/source/core/resources/resource_pack.cpp +++ b/source/core/resources/resource_pack.cpp @@ -1,5 +1,5 @@ // resource_pack.cpp - Implementació del sistema de empaquetament -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "resource_pack.hpp" diff --git a/source/core/resources/resource_pack.hpp b/source/core/resources/resource_pack.hpp index 84ba874..faee5fc 100644 --- a/source/core/resources/resource_pack.hpp +++ b/source/core/resources/resource_pack.hpp @@ -1,5 +1,5 @@ // resource_pack.hpp - Sistema de empaquetament de recursos -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner // Basat en el sistema de "pollo" con adaptacions per Orni Attack #pragma once diff --git a/source/core/system/debug_overlay.hpp b/source/core/system/debug_overlay.hpp index bb012b0..d7de176 100644 --- a/source/core/system/debug_overlay.hpp +++ b/source/core/system/debug_overlay.hpp @@ -1,5 +1,5 @@ // debug_overlay.hpp - Overlay de debug (FPS + VSync) toggleable con F11 -// © 2025 Orni Attack +// © 2026 JailDesigner // // Sistema global propiedad del Director. Se actualiza y dibuja cada frame // después de la escena (queda on top). En builds debug arranca visible, diff --git a/source/core/system/global_events.cpp b/source/core/system/global_events.cpp index 2893bdf..b85d992 100644 --- a/source/core/system/global_events.cpp +++ b/source/core/system/global_events.cpp @@ -1,5 +1,5 @@ // global_events.cpp - Implementació dels events globals -// © 2025 Port a C++20 +// © 2026 JailDesigner #include "global_events.hpp" diff --git a/source/core/system/global_events.hpp b/source/core/system/global_events.hpp index c96fd0c..1b6d796 100644 --- a/source/core/system/global_events.hpp +++ b/source/core/system/global_events.hpp @@ -1,6 +1,6 @@ // global_events.hpp - Events globals del juego // Basat en el patró del projecte "pollo" -// © 2025 Port a C++20 +// © 2026 JailDesigner #pragma once diff --git a/source/core/system/scene.hpp b/source/core/system/scene.hpp index 96f6038..1ce17e3 100644 --- a/source/core/system/scene.hpp +++ b/source/core/system/scene.hpp @@ -1,5 +1,5 @@ // scene.hpp - Interfaz base para escenas del juego -// © 2025 Orni Attack +// © 2026 JailDesigner // // El frame loop vive en Director, no en cada escena. Cada escena implementa // estos cuatro métodos y el Director los llama en orden por frame: diff --git a/source/core/system/scene_context.hpp b/source/core/system/scene_context.hpp index b7a4b04..2ba7914 100644 --- a/source/core/system/scene_context.hpp +++ b/source/core/system/scene_context.hpp @@ -1,5 +1,5 @@ // scene_context.hpp - Sistema de gestió de escenes i context de transiciones -// © 2025 Port a C++20 +// © 2026 JailDesigner #pragma once diff --git a/source/core/types.hpp b/source/core/types.hpp index c463496..e6433c4 100644 --- a/source/core/types.hpp +++ b/source/core/types.hpp @@ -1,5 +1,5 @@ // types.hpp - Tipos básicos compartidos -// © 2025 Orni Attack +// © 2026 JailDesigner #pragma once diff --git a/source/core/utils/path_utils.cpp b/source/core/utils/path_utils.cpp index 2926503..5f8ed92 100644 --- a/source/core/utils/path_utils.cpp +++ b/source/core/utils/path_utils.cpp @@ -1,5 +1,5 @@ // path_utils.cpp - Implementació de utilitats de rutes -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "path_utils.hpp" diff --git a/source/core/utils/path_utils.hpp b/source/core/utils/path_utils.hpp index 7819fad..f3de59f 100644 --- a/source/core/utils/path_utils.hpp +++ b/source/core/utils/path_utils.hpp @@ -1,5 +1,5 @@ // path_utils.hpp - Utilitats de gestió de rutes -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner // Detecció de directoris i bundles multiplataforma #pragma once diff --git a/source/game/effects/debris.hpp b/source/game/effects/debris.hpp index e0126fe..c13d18d 100644 --- a/source/game/effects/debris.hpp +++ b/source/game/effects/debris.hpp @@ -1,5 +1,5 @@ // debris.hpp - Fragment de línia volant (explosión de formes) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once #include diff --git a/source/game/effects/debris_manager.cpp b/source/game/effects/debris_manager.cpp index 46478c1..28dd2fe 100644 --- a/source/game/effects/debris_manager.cpp +++ b/source/game/effects/debris_manager.cpp @@ -1,5 +1,5 @@ // debris_manager.cpp - Implementació del gestor de fragments -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "debris_manager.hpp" diff --git a/source/game/effects/debris_manager.hpp b/source/game/effects/debris_manager.hpp index 89acddd..feb027a 100644 --- a/source/game/effects/debris_manager.hpp +++ b/source/game/effects/debris_manager.hpp @@ -1,5 +1,5 @@ // debris_manager.hpp - Gestor de fragments de explosions -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/game/effects/floating_score.hpp b/source/game/effects/floating_score.hpp index f56bd34..166be1e 100644 --- a/source/game/effects/floating_score.hpp +++ b/source/game/effects/floating_score.hpp @@ -1,5 +1,5 @@ // floating_score.hpp - Número de puntuación que apareix y desapareix -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/game/effects/floating_score_manager.cpp b/source/game/effects/floating_score_manager.cpp index a03e24f..1dcf819 100644 --- a/source/game/effects/floating_score_manager.cpp +++ b/source/game/effects/floating_score_manager.cpp @@ -1,5 +1,5 @@ // floating_score_manager.cpp - Implementació del gestor de números flotantes -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "floating_score_manager.hpp" diff --git a/source/game/effects/floating_score_manager.hpp b/source/game/effects/floating_score_manager.hpp index 2b37eae..ebd15f2 100644 --- a/source/game/effects/floating_score_manager.hpp +++ b/source/game/effects/floating_score_manager.hpp @@ -1,5 +1,5 @@ // floating_score_manager.hpp - Gestor de números de puntuación flotantes -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/game/entities/bullet.cpp b/source/game/entities/bullet.cpp index 9a52f56..87c379f 100644 --- a/source/game/entities/bullet.cpp +++ b/source/game/entities/bullet.cpp @@ -1,6 +1,5 @@ // bullet.cpp - Implementación de projectils de la ship -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "game/entities/bullet.hpp" diff --git a/source/game/entities/bullet.hpp b/source/game/entities/bullet.hpp index b41337e..0ad8575 100644 --- a/source/game/entities/bullet.hpp +++ b/source/game/entities/bullet.hpp @@ -1,6 +1,5 @@ // bullet.hpp - Clase para projectils de la ship -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once #include diff --git a/source/game/entities/enemy.cpp b/source/game/entities/enemy.cpp index 98a3083..0ef4375 100644 --- a/source/game/entities/enemy.cpp +++ b/source/game/entities/enemy.cpp @@ -1,6 +1,5 @@ // enemy.cpp - Implementación de enemigos (ORNIs) -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "game/entities/enemy.hpp" diff --git a/source/game/entities/enemy.hpp b/source/game/entities/enemy.hpp index 71fe9a3..cc72214 100644 --- a/source/game/entities/enemy.hpp +++ b/source/game/entities/enemy.hpp @@ -1,6 +1,5 @@ // enemy.hpp - Clase para enemigos (ORNIs) -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once #include diff --git a/source/game/entities/ship.cpp b/source/game/entities/ship.cpp index 087e1ef..e11c47a 100644 --- a/source/game/entities/ship.cpp +++ b/source/game/entities/ship.cpp @@ -1,6 +1,5 @@ // ship.cpp - Implementación de la nave del player -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "game/entities/ship.hpp" diff --git a/source/game/entities/ship.hpp b/source/game/entities/ship.hpp index 8dc8448..aad40f5 100644 --- a/source/game/entities/ship.hpp +++ b/source/game/entities/ship.hpp @@ -1,6 +1,5 @@ // ship.hpp - Clase para la nave del player -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once #include diff --git a/source/game/scenes/game_scene.cpp b/source/game/scenes/game_scene.cpp index e84b565..f24a1c3 100644 --- a/source/game/scenes/game_scene.cpp +++ b/source/game/scenes/game_scene.cpp @@ -1,6 +1,5 @@ // game_scene.cpp - Implementació de la lógica del juego -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "game_scene.hpp" diff --git a/source/game/scenes/game_scene.hpp b/source/game/scenes/game_scene.hpp index 7fe4ee7..d460789 100644 --- a/source/game/scenes/game_scene.hpp +++ b/source/game/scenes/game_scene.hpp @@ -1,6 +1,5 @@ // game_scene.hpp - Lógica principal del juego -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/game/scenes/logo_scene.cpp b/source/game/scenes/logo_scene.cpp index 283dcea..3914da3 100644 --- a/source/game/scenes/logo_scene.cpp +++ b/source/game/scenes/logo_scene.cpp @@ -1,5 +1,5 @@ // logo_scene.cpp - Implementació de l'escena logo -// © 2025 Port a C++20 +// © 2026 JailDesigner #include "logo_scene.hpp" diff --git a/source/game/scenes/logo_scene.hpp b/source/game/scenes/logo_scene.hpp index 845edbb..1609f86 100644 --- a/source/game/scenes/logo_scene.hpp +++ b/source/game/scenes/logo_scene.hpp @@ -1,6 +1,6 @@ // logo_scene.hpp - Pantalla de start del juego // Muestra logo JAILGAMES animat con zoom i salta al juego -// © 2025 Port a C++20 +// © 2026 JailDesigner #pragma once diff --git a/source/game/scenes/title_scene.cpp b/source/game/scenes/title_scene.cpp index 17e24ea..7ba4ae9 100644 --- a/source/game/scenes/title_scene.cpp +++ b/source/game/scenes/title_scene.cpp @@ -1,5 +1,5 @@ // title_scene.cpp - Implementació de l'escena de título -// © 2025 Port a C++20 +// © 2026 JailDesigner #include "title_scene.hpp" diff --git a/source/game/scenes/title_scene.hpp b/source/game/scenes/title_scene.hpp index 29cafa4..67482f6 100644 --- a/source/game/scenes/title_scene.hpp +++ b/source/game/scenes/title_scene.hpp @@ -1,6 +1,6 @@ // title_scene.hpp - Pantalla de título del juego // Muestra message "PRESS BUTTON TO PLAY" y copyright -// © 2025 Port a C++20 +// © 2026 JailDesigner #pragma once diff --git a/source/game/stage_system/spawn_controller.cpp b/source/game/stage_system/spawn_controller.cpp index 2f415e1..1435bb4 100644 --- a/source/game/stage_system/spawn_controller.cpp +++ b/source/game/stage_system/spawn_controller.cpp @@ -1,5 +1,5 @@ // spawn_controller.cpp - Implementació del controlador de spawn -// © 2025 Orni Attack +// © 2026 JailDesigner #include "spawn_controller.hpp" diff --git a/source/game/stage_system/spawn_controller.hpp b/source/game/stage_system/spawn_controller.hpp index cc60115..359d2e9 100644 --- a/source/game/stage_system/spawn_controller.hpp +++ b/source/game/stage_system/spawn_controller.hpp @@ -1,5 +1,5 @@ // spawn_controller.hpp - Controlador de spawn de enemigos -// © 2025 Orni Attack +// © 2026 JailDesigner #pragma once diff --git a/source/game/stage_system/stage_config.hpp b/source/game/stage_system/stage_config.hpp index 3b11429..6165071 100644 --- a/source/game/stage_system/stage_config.hpp +++ b/source/game/stage_system/stage_config.hpp @@ -1,5 +1,5 @@ // stage_config.hpp - Estructures de dades per configuración de stages -// © 2025 Orni Attack +// © 2026 JailDesigner #pragma once diff --git a/source/game/stage_system/stage_loader.cpp b/source/game/stage_system/stage_loader.cpp index 3a5b8fa..a8ca196 100644 --- a/source/game/stage_system/stage_loader.cpp +++ b/source/game/stage_system/stage_loader.cpp @@ -1,5 +1,5 @@ // stage_loader.cpp - Implementació del carregador de configuración YAML -// © 2025 Orni Attack +// © 2026 JailDesigner #include "stage_loader.hpp" diff --git a/source/game/stage_system/stage_loader.hpp b/source/game/stage_system/stage_loader.hpp index 06d7c90..762592b 100644 --- a/source/game/stage_system/stage_loader.hpp +++ b/source/game/stage_system/stage_loader.hpp @@ -1,5 +1,5 @@ // stage_loader.hpp - Carregador de configuración YAML -// © 2025 Orni Attack +// © 2026 JailDesigner #pragma once diff --git a/source/game/stage_system/stage_manager.cpp b/source/game/stage_system/stage_manager.cpp index d6bfa69..9834242 100644 --- a/source/game/stage_system/stage_manager.cpp +++ b/source/game/stage_system/stage_manager.cpp @@ -1,5 +1,5 @@ // stage_manager.cpp - Implementació del gestor de stages -// © 2025 Orni Attack +// © 2026 JailDesigner #include "stage_manager.hpp" diff --git a/source/game/stage_system/stage_manager.hpp b/source/game/stage_system/stage_manager.hpp index 128a6e7..09be138 100644 --- a/source/game/stage_system/stage_manager.hpp +++ b/source/game/stage_system/stage_manager.hpp @@ -1,5 +1,5 @@ // stage_manager.hpp - Gestor de state i progressió de stages -// © 2025 Orni Attack +// © 2026 JailDesigner #pragma once diff --git a/source/game/systems/collision_system.hpp b/source/game/systems/collision_system.hpp index 244dd42..61e8545 100644 --- a/source/game/systems/collision_system.hpp +++ b/source/game/systems/collision_system.hpp @@ -1,5 +1,5 @@ // collision_system.hpp - Detección de colisiones de gameplay -// © 2025 Orni Attack +// © 2026 JailDesigner // // Detecta colisiones bullet↔enemy, ship↔enemy y bullet↔player y aplica los // efectos directos sobre las entidades (destruir enemy, desactivar bullet, diff --git a/source/game/systems/continue_system.hpp b/source/game/systems/continue_system.hpp index 266a9ec..d9abe86 100644 --- a/source/game/systems/continue_system.hpp +++ b/source/game/systems/continue_system.hpp @@ -1,5 +1,5 @@ // continue_system.hpp - Pantalla de continue y máquina de estados de game over -// © 2025 Orni Attack +// © 2026 JailDesigner // // Gestiona la transición CONTINUE → GAME_OVER, el countdown, los inputs de // los jugadores para continuar la partida y la revivificación. Vive como diff --git a/source/game/systems/init_hud_animator.hpp b/source/game/systems/init_hud_animator.hpp index 681f584..e16576e 100644 --- a/source/game/systems/init_hud_animator.hpp +++ b/source/game/systems/init_hud_animator.hpp @@ -1,5 +1,5 @@ // init_hud_animator.hpp - Animación inicial del HUD del juego -// © 2025 Orni Attack +// © 2026 JailDesigner // // Cubre la animación INIT_HUD del comienzo de cada partida/stage: // 1. Crecimiento de los marcos del PLAYAREA con efecto pincel en 3 fases. diff --git a/source/game/title/ship_animator.cpp b/source/game/title/ship_animator.cpp index ad15a55..69c61d2 100644 --- a/source/game/title/ship_animator.cpp +++ b/source/game/title/ship_animator.cpp @@ -1,5 +1,5 @@ // ship_animator.cpp - Implementació del sistema de animación de naves -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include "ship_animator.hpp" diff --git a/source/game/title/ship_animator.hpp b/source/game/title/ship_animator.hpp index 751957b..bd509f8 100644 --- a/source/game/title/ship_animator.hpp +++ b/source/game/title/ship_animator.hpp @@ -1,5 +1,5 @@ // ship_animator.hpp - Sistema de animación de naves para l'escena de título -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #pragma once diff --git a/source/main.cpp b/source/main.cpp index 9dedad5..128091a 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -1,6 +1,5 @@ // main.cpp - Vec2 de entrada del juego Asteroides -// © 1999 Visente i Sergi (versión Pascal) -// © 2025 Port a C++20 con SDL3 +// © 2026 JailDesigner #include #include From e8c253d953dfd719dabae55f8407949d126fa488 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Wed, 20 May 2026 10:01:09 +0200 Subject: [PATCH 3/3] =?UTF-8?q?Copyrights:=20barrido=20mec=C3=A1nico=20fue?= =?UTF-8?q?ra=20de=20source/?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Misma normalización aplicada al resto del árbol: cabeceras de data/ (shapes y stages), tooling, plist de macOS y los ejemplos del CLAUDE.md. Todos pasan a "© 2026 JailDesigner". Detalle: - data/shapes/{ship3,star,enemy_pinwheel}.shp: cabeceras unificadas. - data/stages/stages.yaml: cabecera unificada. - tools/pack_resources/pack_resources.cpp: cabecera unificada. - release/macos/Info.plist: NSHumanReadableCopyright actualizado. - CLAUDE.md: snippets de PROJECT_COPYRIGHT, project.h y window title puestos al día (eran ejemplos con valores stale del esquema anterior). Las menciones narrativas en README.md y CLAUDE.md sobre el origen Pascal 1999 se mantienen deliberadamente — son historia del proyecto, no declaraciones de copyright. SDL3 vendoreado y source/legacy/ tampoco se tocan. Co-Authored-By: Claude Opus 4.7 (1M context) --- CLAUDE.md | 6 +++--- data/shapes/enemy_pinwheel.shp | 2 +- data/shapes/ship3.shp | 2 +- data/shapes/star.shp | 2 +- data/stages/stages.yaml | 2 +- release/macos/Info.plist | 2 +- tools/pack_resources/pack_resources.cpp | 2 +- 7 files changed, 9 insertions(+), 9 deletions(-) diff --git a/CLAUDE.md b/CLAUDE.md index 590c9f9..9462cc3 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -61,7 +61,7 @@ make rpi_release # Raspberry Pi ARM64 cross-compile ```cmake project(orni VERSION 0.3.0) set(PROJECT_LONG_NAME "Orni Attack") -set(PROJECT_COPYRIGHT "© 1999 Visente i Sergi, 2025 Port") +set(PROJECT_COPYRIGHT "© 2026 JailDesigner") ``` **Auto-generated** `build/project.h`: @@ -71,12 +71,12 @@ namespace Project { constexpr const char* NAME = "orni"; constexpr const char* LONG_NAME = "Orni Attack"; constexpr const char* VERSION = "0.3.0"; - constexpr const char* COPYRIGHT = "© 1999 Visente i Sergi, 2025 Port"; + constexpr const char* COPYRIGHT = "© 2026 JailDesigner"; constexpr const char* GIT_HASH = "abc1234"; // From git rev-parse } ``` -**Window title** (dynamic): `Orni Attack v0.3.0 (© 1999 Visente i Sergi, 2025 Port)` +**Window title** (estático): `© 2026 Orni Attack — JailDesigner` ### File Discovery diff --git a/data/shapes/enemy_pinwheel.shp b/data/shapes/enemy_pinwheel.shp index f625f8d..9747af1 100644 --- a/data/shapes/enemy_pinwheel.shp +++ b/data/shapes/enemy_pinwheel.shp @@ -1,5 +1,5 @@ # enemy_pinwheel.shp - ORNI enemic (molinillo de 4 triangles) -# © 2025 Port a C++20 amb SDL3 +# © 2026 JailDesigner name: enemy_pinwheel scale: 1.0 diff --git a/data/shapes/ship3.shp b/data/shapes/ship3.shp index bc85e5a..998a4a6 100644 --- a/data/shapes/ship3.shp +++ b/data/shapes/ship3.shp @@ -1,5 +1,5 @@ # ship2.shp - Nau del jugador 2 (interceptor amb ales) -# © 2025 Orni Attack - Jugador 2 +# © 2026 JailDesigner name: ship2 scale: 1.0 diff --git a/data/shapes/star.shp b/data/shapes/star.shp index 749de82..cc04a19 100644 --- a/data/shapes/star.shp +++ b/data/shapes/star.shp @@ -1,5 +1,5 @@ # star.shp - Estrella per a starfield -# © 2025 Orni Attack +# © 2026 JailDesigner name: star scale: 1.0 diff --git a/data/stages/stages.yaml b/data/stages/stages.yaml index b1bb66c..d2eee4f 100644 --- a/data/stages/stages.yaml +++ b/data/stages/stages.yaml @@ -1,5 +1,5 @@ # stages.yaml - Configuració de les 10 etapes d'Orni Attack -# © 2025 Orni Attack +# © 2026 JailDesigner metadata: version: "1.0" diff --git a/release/macos/Info.plist b/release/macos/Info.plist index 2b03629..48f5653 100644 --- a/release/macos/Info.plist +++ b/release/macos/Info.plist @@ -33,7 +33,7 @@ NSHighResolutionCapable NSHumanReadableCopyright - © 1999 Visente i Sergi, 2025 Port + © 2026 JailDesigner NSPrincipalClass NSApplication SUPublicDSAKeyFile diff --git a/tools/pack_resources/pack_resources.cpp b/tools/pack_resources/pack_resources.cpp index 675dc48..8051ea9 100644 --- a/tools/pack_resources/pack_resources.cpp +++ b/tools/pack_resources/pack_resources.cpp @@ -1,5 +1,5 @@ // pack_resources.cpp - Utilitat per crear paquets de recursos -// © 2025 Orni Attack +// © 2026 JailDesigner #include "../../source/core/resources/resource_pack.hpp"