afegides zones
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@@ -6,11 +6,11 @@
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// Permet usar Constants::MARGE_ESQ en lloc de Defaults::Game::MARGIN_LEFT
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namespace Constants {
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// Marges de l'àrea de joc
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constexpr int MARGE_DALT = Defaults::Game::MARGIN_TOP;
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constexpr int MARGE_BAIX = Defaults::Game::MARGIN_BOTTOM;
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constexpr int MARGE_ESQ = Defaults::Game::MARGIN_LEFT;
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constexpr int MARGE_DRET = Defaults::Game::MARGIN_RIGHT;
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// Marges de l'àrea de joc (derivats de Defaults::Zones::GAME)
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constexpr int MARGE_ESQ = static_cast<int>(Defaults::Zones::GAME.x);
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constexpr int MARGE_DRET = static_cast<int>(Defaults::Zones::GAME.x + Defaults::Zones::GAME.w);
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constexpr int MARGE_DALT = static_cast<int>(Defaults::Zones::GAME.y);
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constexpr int MARGE_BAIX = static_cast<int>(Defaults::Zones::GAME.y + Defaults::Zones::GAME.h);
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// Límits de polígons i objectes
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constexpr int MAX_IPUNTS = Defaults::Entities::MAX_IPUNTS;
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@@ -23,4 +23,18 @@ constexpr int VELOCITAT_MAX = static_cast<int>(Defaults::Physics::BULLET_SPEED);
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// Matemàtiques
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constexpr float PI = Defaults::Math::PI;
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// Helpers per comprovar límits de zona
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inline bool dins_zona_joc(float x, float y) {
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const SDL_FPoint punt = {x, y};
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return SDL_PointInRectFloat(&punt, &Defaults::Zones::GAME);
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}
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inline void obtenir_limits_zona(float& min_x, float& max_x, float& min_y, float& max_y) {
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const auto& zona = Defaults::Zones::GAME;
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min_x = zona.x;
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max_x = zona.x + zona.w;
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min_y = zona.y;
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max_y = zona.y + zona.h;
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}
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} // namespace Constants
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