elimina DEBUG_PAUSE: era una eina puntual de captures
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+1
-22
@@ -63,11 +63,7 @@ Game::Game(int num_players, int current_stage, SDL_Renderer *renderer, bool demo
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// Pasa variables
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this->demo_.enabled = demo;
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this->num_players_ = num_players;
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#ifdef DEBUG_PAUSE
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this->current_stage_ = 3;
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#else
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this->current_stage_ = current_stage;
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#endif
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if (num_players == 1) { // Si solo juega un jugador, permite jugar tanto con teclado como con mando
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player_one_control_ = Options::inputs[0].device_type;
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Options::inputs[0].device_type = Input::Device::ANY;
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@@ -106,9 +102,6 @@ Game::Game(int num_players, int current_stage, SDL_Renderer *renderer, bool demo
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// Inicializa las variables necesarias para la sección 'Game'
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init();
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#ifdef DEBUG_PAUSE
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pause = false;
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#endif
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}
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Game::~Game() {
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@@ -270,8 +263,7 @@ void Game::init() {
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balloons_popped_ += stage_[i].power_to_complete;
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}
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total_power_to_complete_game_ = std::accumulate(std::begin(stage_), std::end(stage_), 0,
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[](int acc, const auto &s) { return acc + s.power_to_complete; });
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total_power_to_complete_game_ = std::accumulate(std::begin(stage_), std::end(stage_), 0, [](int acc, const auto &s) { return acc + s.power_to_complete; });
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// Modo demo
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demo_.recording = false;
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@@ -2730,13 +2722,8 @@ void Game::iterate() {
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}
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}
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#ifdef DEBUG_PAUSE
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if (!pause)
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update();
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#else
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// Actualiza la lógica del juego
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update();
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#endif
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// Dibuja los objetos
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render();
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@@ -2759,14 +2746,6 @@ void Game::handleEvent(const SDL_Event *event) {
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}
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}
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#ifdef DEBUG_PAUSE
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if (event->type == SDL_EVENT_KEY_DOWN) {
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if (event->key.scancode == SDL_SCANCODE_P) {
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pause = !pause;
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}
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}
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#endif
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// Eventos específicos de la pantalla de game over
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if (section_->subsection == SUBSECTION_GAME_GAMEOVER) {
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if (event->type == SDL_EVENT_KEY_DOWN && static_cast<int>(event->key.repeat) == 0) {
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