slopes solides i a cagar
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@@ -821,11 +821,20 @@ void Game::checkPlayerIsOnBorder() {
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// La dirección es la opuesta: si salimos por TOP, la vieja queda en BOTTOM
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Room::Border opposite = Room::Border::NONE;
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switch (BORDER) {
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case Room::Border::TOP: opposite = Room::Border::BOTTOM; break;
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case Room::Border::BOTTOM: opposite = Room::Border::TOP; break;
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case Room::Border::LEFT: opposite = Room::Border::RIGHT; break;
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case Room::Border::RIGHT: opposite = Room::Border::LEFT; break;
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default: break;
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case Room::Border::TOP:
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opposite = Room::Border::BOTTOM;
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break;
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case Room::Border::BOTTOM:
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opposite = Room::Border::TOP;
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break;
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case Room::Border::LEFT:
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opposite = Room::Border::RIGHT;
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break;
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case Room::Border::RIGHT:
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opposite = Room::Border::LEFT;
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break;
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default:
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break;
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}
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player_->setAdjacentRoom(transition_old_room_, opposite);
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@@ -110,7 +110,7 @@ class Game {
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float transition_timer_{0.0F}; // Tiempo transcurrido en la transición
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std::shared_ptr<Room> transition_old_room_; // Habitación saliente (se mantiene viva durante la transición)
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Room::Border transition_direction_{Room::Border::NONE}; // Dirección de la transición
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bool transition_just_ended_{false}; // Cooldown de 1 frame tras finalizar transición
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bool transition_just_ended_{false}; // Cooldown de 1 frame tras finalizar transición
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// Variables de demo mode
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DemoData demo_; // Variables para el modo demo
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