tornem a deixar els fitxers balloon.png com estaven

This commit is contained in:
JailDesigner committed 2024-07-30 12:02:15 +02:00
1 parent f4484b24f1
commit 884cacbc2e
33 files changed
+104 -336

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+17 -3
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@@ -2,15 +2,29 @@ frameWidth=10
frameHeight=10 frameHeight=10
[animation] [animation]
name=normal name=orange
speed=10 speed=10
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]
[animation] [animation]
name=stopped name=blue
speed=20 speed=20
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=10
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=20
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation] [/animation]
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+17 -3
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@@ -2,15 +2,29 @@ frameWidth=16
frameHeight=16 frameHeight=16
[animation] [animation]
name=normal name=orange
speed=10 speed=10
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]
[animation] [animation]
name=stopped name=blue
speed=20 speed=20
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=10
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=20
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation] [/animation]
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+17 -3
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@@ -2,15 +2,29 @@ frameWidth=26
frameHeight=26 frameHeight=26
[animation] [animation]
name=normal name=orange
speed=10 speed=10
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]
[animation] [animation]
name=stopped name=blue
speed=20 speed=20
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=10
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=20
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation] [/animation]
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+17 -3
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@@ -2,15 +2,29 @@ frameWidth=46
frameHeight=46 frameHeight=46
[animation] [animation]
name=normal name=orange
speed=10 speed=10
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=0,1,2,3,4,5,6,7,8,9
[/animation] [/animation]
[animation] [animation]
name=stopped name=blue
speed=20 speed=20
loop=0 loop=0
frames=0,1,2,3,4,5,6,7,8,9 frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=10
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=20
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation] [/animation]
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+1 -1
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@@ -2,7 +2,7 @@ frameWidth=46
frameHeight=46 frameHeight=46
[animation] [animation]
name=default name=powerball
speed=10 speed=10
loop=-1 loop=-1
frames=0 frames=0
+6 -8
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@@ -317,14 +317,12 @@ void Balloon::render()
else if (isBeingCreated()) else if (isBeingCreated())
{ {
// Aplica alpha blending // Aplica alpha blending
//sprite->getTexture()->setPalette(1);
sprite->getTexture()->setAlpha(255 - (int)((float)creationCounter * (255.0f / (float)creationCounterIni))); sprite->getTexture()->setAlpha(255 - (int)((float)creationCounter * (255.0f / (float)creationCounterIni)));
sprite->render(); sprite->render();
sprite->getTexture()->setAlpha(255); sprite->getTexture()->setAlpha(255);
} }
else else
{ {
//sprite->getTexture()->setPalette(0);
sprite->render(); sprite->render();
} }
@@ -570,18 +568,18 @@ void Balloon::updateState()
// Establece la animación correspondiente al estado // Establece la animación correspondiente al estado
void Balloon::updateAnimation() void Balloon::updateAnimation()
{ {
std::string creatingAnimation = "stopped"; std::string creatingAnimation = "blue";
std::string normalAnimation = "normal"; std::string normalAnimation = "orange";
if (kind == POWER_BALL) if (kind == POWER_BALL)
{ {
creatingAnimation = "default"; creatingAnimation = "powerball";
normalAnimation = "default"; normalAnimation = "powerball";
} }
else if (getClass() == HEXAGON_CLASS) else if (getClass() == HEXAGON_CLASS)
{ {
creatingAnimation = "stopped"; creatingAnimation = "red";
normalAnimation = "normal"; normalAnimation = "green";
} }
// Establece el frame de animación // Establece el frame de animación
+2 -1
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@@ -105,6 +105,7 @@ void uncompress( int code_length,
int stop_code; // one more than clear code int stop_code; // one more than clear code
int match_len; int match_len;
clear_code = 1 << ( code_length ); clear_code = 1 << ( code_length );
stop_code = clear_code + 1; stop_code = clear_code + 1;
// To handle clear codes // To handle clear codes
@@ -141,7 +142,7 @@ void uncompress( int code_length,
{ {
code = 0x0; code = 0x0;
// Always read one more bit than the code length // Always read one more bit than the code length
for ( i = 0; i < ( code_length + 1 ); i++ ) for ( i = 0; i < ( code_length + 1 ); ++i )
{ {
// This is different than in the file read example; that // This is different than in the file read example; that
// was a call to "next_bit" // was a call to "next_bit"
-204
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@@ -1,204 +0,0 @@
#include "surface.h"
#include "gif.c"
struct jSurface_s
{
Uint8 *data;
Uint16 w, h;
};
// Constructor
Surface::Surface(const char *filename, jSurface dest)
{
surface = loadSurface(filename);
destSurface = dest;
texture = nullptr;
loadPalette(filename);
transparentColor = 0;
}
// Constructor
Surface::Surface(int width, int height, SDL_Texture *tex)
{
surface = newSurface(width, height);
destSurface = nullptr;
texture = tex;
clearPalette(0);
transparentColor = 0;
}
// Destructor
Surface::~Surface()
{
deleteSurface(surface);
deleteSurface(destSurface);
}
// Crea una surface
jSurface Surface::newSurface(int w, int h)
{
jSurface surf = (jSurface)malloc(sizeof(jSurface_s));
surf->w = w;
surf->h = h;
surf->data = (Uint8 *)malloc(w * h);
return surf;
}
// Borra una surface
void Surface::deleteSurface(jSurface surf)
{
if (surf == nullptr)
{
return;
}
if (surf->data != nullptr)
{
free(surf->data);
}
free(surf);
}
// Establece una surface de destino donde hacer el blit
void Surface::setDest(jSurface surf)
{
destSurface = surf;
}
// Establece una textura donde hacer el flip
void Surface::setTexture(SDL_Texture *tex)
{
texture = tex;
}
// Crea una surface a partir de un fichero .gif
jSurface Surface::loadSurface(const char *filename)
{
FILE *f = fopen(filename, "rb");
if (!f)
{
return nullptr;
}
fseek(f, 0, SEEK_END);
long size = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8 *)malloc(size);
fread(buffer, size, 1, f);
fclose(f);
Uint16 w, h;
Uint8 *pixels = LoadGif(buffer, &w, &h);
if (pixels == nullptr)
{
return nullptr;
}
jSurface surf = (jSurface)malloc(sizeof(jSurface_s));
surf->w = w;
surf->h = h;
surf->data = pixels;
free(buffer);
return surf;
}
// Carga una palette desde un fichero .gif
void Surface::loadPalette(const char *filename)
{
FILE *f = fopen(filename, "rb");
if (!f)
{
return;
}
fseek(f, 0, SEEK_END);
long size = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8 *)malloc(size);
fread(buffer, size, 1, f);
fclose(f);
Uint32 *pal = LoadPalette(buffer);
if (pal == nullptr)
{
return;
}
free(buffer);
for (int i = 0; i < 256; ++i)
{
palette[i] = pal[i];
}
}
// Cambia un color de la palette
void Surface::setPaletteColor(int index, Uint32 color)
{
palette[index] = color;
}
// Limpia la surface
void Surface::cls(Uint8 color)
{
for (int i = 0; i < surface->w * surface->h; ++i)
{
surface->data[i] = color;
}
}
// Volca la surface a una textura
void Surface::flip(SDL_Texture *texture)
{
Uint32 *pixels;
int pitch;
SDL_LockTexture(texture, nullptr, (void **)&pixels, &pitch);
for (int i = 0; i < surface->w * surface->h; ++i)
{
pixels[i] = palette[surface->data[i]];
}
SDL_UnlockTexture(texture);
}
// Escribe pixels en destSurface
void Surface::putPixel(int x, int y, Uint8 color)
{
// if (x < 0 || y < 0 || x >= jDestSurf->w || y >= jDestSurf->h || color == transparentColor)
if (x < 0 || y < 0 || x >= destSurface->w || y >= destSurface->h)
{
return;
}
destSurface->data[x + y * destSurface->w] = color;
}
// Lee pixels en surface
Uint8 Surface::getPixel(int x, int y)
{
return surface->data[x + y * surface->w];
}
// Copia pixels desde surface a destSurface
void Surface::blit(int dx, int dy, int sx, int sy, int w, int h)
{
if (surface == nullptr)
{
return;
}
for (int iy = 0; iy < h; ++iy)
{
for (int ix = 0; ix < w; ++ix)
{
putPixel(dx + ix, dy + iy, getPixel(sx + ix, sy + iy));
}
}
}
// Limpia la paleta
void Surface::clearPalette(Uint32 color)
{
for (int i = 0; i < 256; ++i)
{
palette[i] = color;
}
}
-63
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@@ -1,63 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
typedef struct jSurface_s *jSurface;
class Surface
{
private:
// Variables
jSurface surface;
jSurface destSurface;
SDL_Texture *texture;
Uint32 palette[256];
int transparentColor;
// Escribe pixels en destSurface
void putPixel(int x, int y, Uint8 color);
// Lee pixels en surface
Uint8 getPixel(int x, int y);
// Limpia la paleta
void clearPalette(Uint32 color);
public:
// Constructor
Surface(const char *filename, jSurface dest);
Surface(int width, int height, SDL_Texture *tex);
// Destructor
~Surface();
// Crea una surface
jSurface newSurface(int w, int h);
// Borra una surface
void deleteSurface(jSurface surf);
// Establece una surface de destino donde hacer el blit
void setDest(jSurface surf);
// Establece una textura donde hacer el flip
void setTexture(SDL_Texture *tex);
// Crea una surface a partir de un fichero .gif
jSurface loadSurface(const char *filename);
// Carga una paleta desde un fichero .gif
void loadPalette(const char *filename);
// Copia pixels desde surface a destSurface
void blit(int dx, int dy, int sx, int sy, int w, int h);
// Cambia un color de la paleta
void setPaletteColor(int index, Uint32 color);
// Limpia la surface
void cls(Uint8 color);
// Volca la surface a una textura
void flip(SDL_Texture *texture);
};
+15 -17
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@@ -320,25 +320,24 @@ bool Director::setFileList()
asset->add(prefix + "/data/shaders/crtpi.glsl", t_data); asset->add(prefix + "/data/shaders/crtpi.glsl", t_data);
// Texturas // Texturas
asset->add(prefix + "/data/gfx/balloon1.gif", t_bitmap); asset->add(prefix + "/data/gfx/balloon1.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon1.ani", t_animation); asset->add(prefix + "/data/gfx/balloon1.ani", t_animation);
asset->add(prefix + "/data/gfx/balloon2.gif", t_bitmap); asset->add(prefix + "/data/gfx/balloon2.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon2.ani", t_animation); asset->add(prefix + "/data/gfx/balloon2.ani", t_animation);
asset->add(prefix + "/data/gfx/balloon3.gif", t_bitmap); asset->add(prefix + "/data/gfx/balloon3.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon3.ani", t_animation); asset->add(prefix + "/data/gfx/balloon3.ani", t_animation);
asset->add(prefix + "/data/gfx/balloon4.gif", t_bitmap); asset->add(prefix + "/data/gfx/balloon4.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon4.ani", t_animation); asset->add(prefix + "/data/gfx/balloon4.ani", t_animation);
asset->add(prefix + "/data/gfx/balloon1_explosion.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon1_explosion.ani", t_animation); asset->add(prefix + "/data/gfx/explosion1.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon2_explosion.png", t_bitmap); asset->add(prefix + "/data/gfx/explosion1.ani", t_animation);
asset->add(prefix + "/data/gfx/balloon2_explosion.ani", t_animation); asset->add(prefix + "/data/gfx/explosion2.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon3_explosion.png", t_bitmap); asset->add(prefix + "/data/gfx/explosion2.ani", t_animation);
asset->add(prefix + "/data/gfx/balloon3_explosion.ani", t_animation); asset->add(prefix + "/data/gfx/explosion3.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon4_explosion.png", t_bitmap); asset->add(prefix + "/data/gfx/explosion3.ani", t_animation);
asset->add(prefix + "/data/gfx/balloon4_explosion.ani", t_animation); asset->add(prefix + "/data/gfx/explosion4.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon_blue_pal.gif", t_palette); asset->add(prefix + "/data/gfx/explosion4.ani", t_animation);
asset->add(prefix + "/data/gfx/balloon_yellow_pal.gif", t_palette);
asset->add(prefix + "/data/gfx/balloon_green_pal.gif", t_palette);
asset->add(prefix + "/data/gfx/powerball.png", t_bitmap); asset->add(prefix + "/data/gfx/powerball.png", t_bitmap);
asset->add(prefix + "/data/gfx/powerball.ani", t_animation); asset->add(prefix + "/data/gfx/powerball.ani", t_animation);
@@ -353,11 +352,10 @@ bool Director::setFileList()
asset->add(prefix + "/data/gfx/game_text.png", t_bitmap); asset->add(prefix + "/data/gfx/game_text.png", t_bitmap);
asset->add(prefix + "/data/gfx/intro.png", t_bitmap); asset->add(prefix + "/data/gfx/intro.png", t_bitmap);
asset->add(prefix + "/data/gfx/logo_jailgames.png", t_bitmap); asset->add(prefix + "/data/gfx/logo_jailgames.png", t_bitmap);
asset->add(prefix + "/data/gfx/logo_jailgames_mini.png", t_bitmap); asset->add(prefix + "/data/gfx/logo_jailgames_mini.png", t_bitmap);
asset->add(prefix + "/data/gfx/logo_since_1998.png", t_bitmap); asset->add(prefix + "/data/gfx/logo_since_1998.png", t_bitmap);
asset->add(prefix + "/data/gfx/menu_game_over.png", t_bitmap);
asset->add(prefix + "/data/gfx/menu_game_over_end.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_points1_disk.png", t_bitmap); asset->add(prefix + "/data/gfx/item_points1_disk.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_points1_disk.ani", t_animation); asset->add(prefix + "/data/gfx/item_points1_disk.ani", t_animation);
+12 -28
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@@ -331,48 +331,34 @@ void Game::loadMedia()
// Texturas // Texturas
bulletTexture = new Texture(renderer, asset->get("bullet.png")); bulletTexture = new Texture(renderer, asset->get("bullet.png"));
gameTextTexture = new Texture(renderer, asset->get("game_text.png")); gameTextTexture = new Texture(renderer, asset->get("game_text.png"));
gameOverTexture = new Texture(renderer, asset->get("menu_game_over.png"));
gameOverEndTexture = new Texture(renderer, asset->get("menu_game_over_end.png"));
// Texturas - Globos // Texturas - Globos
Texture *balloon1Texture = new Texture(renderer, asset->get("balloon1.gif")); Texture *balloon1Texture = new Texture(renderer, asset->get("balloon1.png"));
balloon1Texture->addPalette(asset->get("balloon_blue_pal.gif"));
balloon1Texture->addPalette(asset->get("balloon_yellow_pal.gif"));
balloon1Texture->addPalette(asset->get("balloon_green_pal.gif"));
balloonTextures.push_back(balloon1Texture); balloonTextures.push_back(balloon1Texture);
Texture *balloon2Texture = new Texture(renderer, asset->get("balloon2.gif")); Texture *balloon2Texture = new Texture(renderer, asset->get("balloon2.png"));
balloon2Texture->addPalette(asset->get("balloon_blue_pal.gif"));
balloon2Texture->addPalette(asset->get("balloon_yellow_pal.gif"));
balloon2Texture->addPalette(asset->get("balloon_green_pal.gif"));
balloonTextures.push_back(balloon2Texture); balloonTextures.push_back(balloon2Texture);
Texture *balloon3Texture = new Texture(renderer, asset->get("balloon3.gif")); Texture *balloon3Texture = new Texture(renderer, asset->get("balloon3.png"));
balloon3Texture->addPalette(asset->get("balloon_blue_pal.gif"));
balloon3Texture->addPalette(asset->get("balloon_yellow_pal.gif"));
balloon3Texture->addPalette(asset->get("balloon_green_pal.gif"));
balloonTextures.push_back(balloon3Texture); balloonTextures.push_back(balloon3Texture);
Texture *balloon4Texture = new Texture(renderer, asset->get("balloon4.gif")); Texture *balloon4Texture = new Texture(renderer, asset->get("balloon4.png"));
balloon4Texture->addPalette(asset->get("balloon_blue_pal.gif"));
balloon4Texture->addPalette(asset->get("balloon_yellow_pal.gif"));
balloon4Texture->addPalette(asset->get("balloon_green_pal.gif"));
balloonTextures.push_back(balloon4Texture); balloonTextures.push_back(balloon4Texture);
Texture *balloon5Texture = new Texture(renderer, asset->get("powerball.png")); Texture *balloon5Texture = new Texture(renderer, asset->get("powerball.png"));
balloonTextures.push_back(balloon5Texture); balloonTextures.push_back(balloon5Texture);
// Texturas - Explosiones // Texturas - Explosiones
Texture *explosion1Texture = new Texture(renderer, asset->get("balloon1_explosion.png")); Texture *explosion1Texture = new Texture(renderer, asset->get("explosion1.png"));
explosionsTextures.push_back(explosion1Texture); explosionsTextures.push_back(explosion1Texture);
Texture *explosion2Texture = new Texture(renderer, asset->get("balloon2_explosion.png")); Texture *explosion2Texture = new Texture(renderer, asset->get("explosion2.png"));
explosionsTextures.push_back(explosion2Texture); explosionsTextures.push_back(explosion2Texture);
Texture *explosion3Texture = new Texture(renderer, asset->get("balloon3_explosion.png")); Texture *explosion3Texture = new Texture(renderer, asset->get("explosion3.png"));
explosionsTextures.push_back(explosion3Texture); explosionsTextures.push_back(explosion3Texture);
Texture *explosion4Texture = new Texture(renderer, asset->get("balloon4_explosion.png")); Texture *explosion4Texture = new Texture(renderer, asset->get("explosion4.png"));
explosionsTextures.push_back(explosion4Texture); explosionsTextures.push_back(explosion4Texture);
// Texturas - Items // Texturas - Items
@@ -454,19 +440,19 @@ void Game::loadMedia()
// Animaciones -- Explosiones // Animaciones -- Explosiones
std::vector<std::string> *explosions1Animation = new std::vector<std::string>; std::vector<std::string> *explosions1Animation = new std::vector<std::string>;
loadAnimations(asset->get("balloon1_explosion.ani"), explosions1Animation); loadAnimations(asset->get("explosion1.ani"), explosions1Animation);
explosionsAnimations.push_back(explosions1Animation); explosionsAnimations.push_back(explosions1Animation);
std::vector<std::string> *explosions2Animation = new std::vector<std::string>; std::vector<std::string> *explosions2Animation = new std::vector<std::string>;
loadAnimations(asset->get("balloon2_explosion.ani"), explosions2Animation); loadAnimations(asset->get("explosion2.ani"), explosions2Animation);
explosionsAnimations.push_back(explosions2Animation); explosionsAnimations.push_back(explosions2Animation);
std::vector<std::string> *explosions3Animation = new std::vector<std::string>; std::vector<std::string> *explosions3Animation = new std::vector<std::string>;
loadAnimations(asset->get("balloon3_explosion.ani"), explosions3Animation); loadAnimations(asset->get("explosion3.ani"), explosions3Animation);
explosionsAnimations.push_back(explosions3Animation); explosionsAnimations.push_back(explosions3Animation);
std::vector<std::string> *explosions4Animation = new std::vector<std::string>; std::vector<std::string> *explosions4Animation = new std::vector<std::string>;
loadAnimations(asset->get("balloon4_explosion.ani"), explosions4Animation); loadAnimations(asset->get("explosion4.ani"), explosions4Animation);
explosionsAnimations.push_back(explosions4Animation); explosionsAnimations.push_back(explosions4Animation);
// Animaciones -- Items // Animaciones -- Items
@@ -530,8 +516,6 @@ void Game::unloadMedia()
// Texturas // Texturas
delete bulletTexture; delete bulletTexture;
delete gameTextTexture; delete gameTextTexture;
delete gameOverTexture;
delete gameOverEndTexture;
for (auto texture : player1Textures) for (auto texture : player1Textures)
{ {
-2
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@@ -101,8 +101,6 @@ private:
std::vector<std::vector<Texture *>> playerTextures; // Vector con todas las texturas de los jugadores; std::vector<std::vector<Texture *>> playerTextures; // Vector con todas las texturas de los jugadores;
Texture *gameTextTexture; // Textura para los sprites con textos Texture *gameTextTexture; // Textura para los sprites con textos
Texture *gameOverTexture; // Textura para la pantalla de game over
Texture *gameOverEndTexture; // Textura para la pantalla de game over de acabar el juego
std::vector<std::vector<std::string> *> itemAnimations; // Vector con las animaciones de los items std::vector<std::vector<std::string> *> itemAnimations; // Vector con las animaciones de los items
std::vector<std::vector<std::string> *> playerAnimations; // Vector con las animaciones del jugador std::vector<std::vector<std::string> *> playerAnimations; // Vector con las animaciones del jugador