- Arreglat el pintat de l'aigua
- Ja funciona la pausa i el menu de dins del joc
This commit is contained in:
@@ -3,16 +3,19 @@
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#include <string>
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#include "aux_font.h"
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#include "proc_mapa.h"
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#include <SDL2/SDL.h>
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namespace gamestate
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{
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namespace play
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{
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draw::surface *faded = nullptr;
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draw::surface *fondo = nullptr;
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draw::surface *mapa = nullptr;
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draw::surface *cursor = nullptr;
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draw::surface *aigua = nullptr;
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uint32_t *original_palette = nullptr;
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uint32_t arounderCount;
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uint32_t startTicks;
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uint32_t currentTicks;
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@@ -20,26 +23,36 @@ namespace gamestate
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int aigua_frame1 = 0;
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int aigua_frame2 = 5;
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int exit = 0;
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bool loop();
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bool loop_pause();
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bool loop_menu();
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void draw();
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void draw_aigua();
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void finalize();
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void init()
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{
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play::exit = 0;
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const int fase = game::getConfig("fase");
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// Carregar el fondo que toque i la seua paleta (que nomes usa els colors del 128 al 255)
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char arxiuFondo[10] = "BKG00.GIF";
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arxiuFondo[4] = (fase % 10) + 48;
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fondo = draw::loadSurface(arxiuFondo, true);
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play::fondo = draw::loadSurface(arxiuFondo, true);
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// Carregar la paleta estandar
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uint32_t *pal = draw::loadPalette("tiles.gif");
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draw::setPalette(pal, 128);
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free(pal);
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// [TODO] Carreagar la resta de gifs que facen falta
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cursor = draw::loadSurface("cursor.gif");
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aigua = draw::loadSurface("aigua.gif");
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//menu = drawManager->LoadFont("menu.gif");
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play::cursor = draw::loadSurface("cursor.gif");
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play::aigua = draw::loadSurface("aigua.gif");
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play::faded = draw::createSurface(320, 200);
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// [TODO] CREAR AIGUA PROCESSOR
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// [TODO] CREAR MARCADOR PROCESSOR
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@@ -61,6 +74,59 @@ namespace gamestate
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{
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play::draw();
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if (input::keyPressed(SDL_SCANCODE_P) || input::mouseClk(2) || !game::windowHasFocus)
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{
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draw::setSource(nullptr);
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draw::setDestination(play::faded);
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draw::draw();
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font::selectFont(font::type::fade);
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font::print(136, 80, "PAUSA");
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draw::setDestination(nullptr);
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play::original_palette = draw::getPalette();
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for (int i=0; i<256; ++i) if ( i!=61 && i!= 62 && (i<68 || i >75) )
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{
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uint32_t p = play::original_palette[i];
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uint8_t r = (p >> 16) & 0xff;
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uint8_t g = (p >> 8) & 0xff;
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uint8_t b = p & 0xff;
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draw::setPaletteEntry(i, r >> 1, g >> 1, b >> 1);
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}
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game::setState(gamestate::play::loop_pause);
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return true;
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}
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if (input::keyPressed(SDL_SCANCODE_ESCAPE))
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{
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draw::setSource(nullptr);
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draw::setDestination(play::faded);
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draw::draw();
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draw::surface *menu = draw::loadSurface("menu.gif");
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draw::setSource(menu);
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draw::draw(97, 52);
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font::selectFont(font::type::fade);
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font::print(129, 60, "CONTINUAR");
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font::print(129, 71, "REINICIAR");
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font::print(112, 82, "MENU PRINCIPAL");
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font::print(143, 93, "EIXIR");
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draw::setDestination(nullptr);
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play::original_palette = draw::getPalette();
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for (int i=0; i<256; ++i) if ( i!=61 && i!= 62 && (i<68 || i >75) )
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{
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uint32_t p = play::original_palette[i];
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uint8_t r = (p >> 16) & 0xff;
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uint8_t g = (p >> 8) & 0xff;
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uint8_t b = p & 0xff;
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draw::setPaletteEntry(i, r >> 1, g >> 1, b >> 1);
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}
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game::setState(gamestate::play::loop_menu);
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return true;
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}
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draw::setSource(cursor);
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draw::draw(input::mouseX(), input::mouseY());
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draw::render();
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currentTicks = game::getTicks() - startTicks;
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if( currentTicks >= mapa::velocitat ) {
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startTicks = game::getTicks();
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@@ -71,6 +137,77 @@ namespace gamestate
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return true;
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}
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bool loop_pause()
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{
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draw::draw(faded);
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draw::setSource(cursor);
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draw::draw(input::mouseX(), input::mouseY());
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draw::render();
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if (input::keyPressed(SDL_SCANCODE_P) || input::keyPressed(SDL_SCANCODE_ESCAPE))
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{
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draw::setPalette(play::original_palette, 256);
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free(play::original_palette);
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game::setState(gamestate::play::loop);
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}
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return true;
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}
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bool loop_menu()
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{
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if (play::exit) {
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if (!draw::isfading()) {
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play::finalize();
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if (exit==1) gamestate::play::init();
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if (exit==2) gamestate::menu::init();
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}
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draw::render();
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return true;
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}
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draw::draw(faded);
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draw::setSource(cursor);
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draw::draw(input::mouseX(), input::mouseY());
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draw::render();
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if (input::keyPressed(SDL_SCANCODE_ESCAPE))
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{
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draw::setPalette(play::original_palette, 256);
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free(play::original_palette);
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game::setState(gamestate::play::loop);
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}
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if (input::mouseClk(1))
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{
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if (input::mouseX() >= 97 && input::mouseX() <= 223) {
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if (input::mouseY() >= 60 && input::mouseY() <= 65) {
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draw::setPalette(play::original_palette, 256);
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free(play::original_palette);
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game::setState(gamestate::play::loop);
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}
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if (input::mouseY() >= 71 && input::mouseY() <= 76) {
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free(play::original_palette);
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draw::fadeout();
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audio::fadeoutMusic();
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play::exit = 1;
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}
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if (input::mouseY() >= 82 && input::mouseY() <= 87) {
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free(play::original_palette);
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draw::fadeout();
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audio::fadeoutMusic();
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play::exit = 2;
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}
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if (input::mouseY() >= 93 && input::mouseY() <= 98) {
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return false;
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}
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}
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}
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return true;
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}
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void draw()
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{
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draw::draw(play::fondo);
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@@ -81,7 +218,7 @@ namespace gamestate
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// [QUESTION] Potser lo del seleccionat se deuria mirar dins de "mapa"?
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mapa::pintar(accio, prevista); // [TODO] if (arounders::seleccionat) existeix, pillar la accio i la prevista de ell
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void draw_aigua();
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draw_aigua();
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// [TODO] arounders::pintar();
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// [TODO] de fet, pintar la marca en el modul "arounders"
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@@ -92,10 +229,6 @@ namespace gamestate
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}
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*/
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draw::setSource(cursor);
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draw::draw(input::mouseX(), input::mouseY());
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draw::render();
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}
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void draw_aigua()
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@@ -111,5 +244,13 @@ namespace gamestate
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draw::draw(16+i*32, 150, 16, 15, frames[aigua_frame2]*16, 0);
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}
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}
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void finalize()
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{
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draw::freeSurface(faded);
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draw::freeSurface(fondo);
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draw::freeSurface(cursor);
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draw::freeSurface(aigua);
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}
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}
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}
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