forked from jaildesigner-jailgames/jaildoctors_dilemma
Animatedsprite ya no permite indices fuera de rango
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@@ -18,17 +18,17 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
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// ****
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// this->debug->setEnabled(true);
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//currentRoom = "11.room";
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//spawnPoint = {2 * 8, 5 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// currentRoom = "11.room";
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// spawnPoint = {2 * 8, 5 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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//currentRoom = "06.room";
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//spawnPoint = {14 * 8, 9 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// currentRoom = "06.room";
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// spawnPoint = {14 * 8, 9 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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//currentRoom = "60.room";
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//const int x = 16;
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//const int y = 13;
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//spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// ****
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// currentRoom = "60.room";
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// const int x = 16;
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// const int y = 13;
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// spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// ****
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// Crea los objetos
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scoreboard = new ScoreBoard(renderer, asset, &board);
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@@ -320,7 +320,7 @@ bool Game::changeRoom(std::string file)
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board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negrom cambialo a blanco
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if (roomTracker->addRoom(file))
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{ // Incrementa el contador de habitaciones visitadas
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++board.rooms;
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board.rooms++;
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}
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// Pasa la nueva habitación al jugador
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@@ -422,7 +422,7 @@ void Game::reLoadTextures()
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void Game::setBlackScreen()
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{
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blackScreen = true;
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//screen->setspectrumFade();
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// screen->setspectrumFade();
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}
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// Actualiza las variables relativas a la pantalla en negro
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@@ -430,18 +430,15 @@ void Game::updateBlackScreen()
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{
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if (blackScreen)
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{
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//if (screen->spectrumFadeEnded())
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blackScreenCounter++;
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if (blackScreenCounter > 10)
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{
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++blackScreenCounter;
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if (blackScreenCounter > 10)
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{
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blackScreen = false;
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blackScreenCounter = 0;
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blackScreen = false;
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blackScreenCounter = 0;
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player->resume();
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room->resume();
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screen->setBorderColor(room->getBorderColor());
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}
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player->resume();
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room->resume();
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screen->setBorderColor(room->getBorderColor());
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}
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}
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}
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