Ya precarga todos los recursos del juego
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@@ -2,48 +2,9 @@
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#include "item.h"
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// Constructor
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Item::Item(SDL_Renderer *renderer, Asset *asset, Uint8 kind, float x, float y)
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Item::Item(Uint8 kind, float x, float y, LTexture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer)
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{
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std::string filePNG;
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std::string fileANI;
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switch (kind)
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{
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case ITEM_POINTS_1_DISK:
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filePNG = asset->get("item_points1_disk.png");
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fileANI = asset->get("item_points1_disk.ani");
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break;
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case ITEM_POINTS_2_GAVINA:
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filePNG = asset->get("item_points2_gavina.png");
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fileANI = asset->get("item_points2_gavina.ani");
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break;
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case ITEM_POINTS_3_PACMAR:
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filePNG = asset->get("item_points3_pacmar.png");
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fileANI = asset->get("item_points3_pacmar.ani");
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break;
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case ITEM_CLOCK:
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filePNG = asset->get("item_clock.png");
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fileANI = asset->get("item_clock.ani");
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break;
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case ITEM_COFFEE:
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filePNG = asset->get("item_coffee.png");
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fileANI = asset->get("item_coffee.ani");
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break;
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case ITEM_COFFEE_MACHINE:
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filePNG = asset->get("item_coffee_machine.png");
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fileANI = asset->get("item_coffee_machine.ani");
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break;
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default:
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break;
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}
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texture = new LTexture(renderer, filePNG);
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sprite = new AnimatedSprite(texture, renderer, fileANI);
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sprite = new AnimatedSprite(texture, renderer, "", animation);
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this->kind = kind;
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enabled = true;
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@@ -82,7 +43,6 @@ Item::Item(SDL_Renderer *renderer, Asset *asset, Uint8 kind, float x, float y)
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// Destructor
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Item::~Item()
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{
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delete texture;
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delete sprite;
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}
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