resource.pack
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@@ -11,6 +11,7 @@
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#include "input.h" // for Input, REPEAT_FALSE, inputs_e
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#include "jail_audio.hpp" // for JA_StopMusic
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#include "lang.h" // for Lang
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#include "resource.h"
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
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@@ -27,29 +28,19 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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this->lang = lang;
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this->section = section;
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// Reserva memoria para los punteros
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Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png"));
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itemTextures.push_back(item1);
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Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png"));
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itemTextures.push_back(item2);
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Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png"));
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itemTextures.push_back(item3);
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Texture *item4 = new Texture(renderer, asset->get("item_clock.png"));
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itemTextures.push_back(item4);
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Texture *item5 = new Texture(renderer, asset->get("item_coffee.png"));
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itemTextures.push_back(item5);
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Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png"));
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itemTextures.push_back(item6);
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// Texturas (handles compartidos de Resource)
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Resource *R = Resource::get();
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itemTextures.push_back(R->getTexture("item_points1_disk.png"));
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itemTextures.push_back(R->getTexture("item_points2_gavina.png"));
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itemTextures.push_back(R->getTexture("item_points3_pacmar.png"));
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itemTextures.push_back(R->getTexture("item_clock.png"));
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itemTextures.push_back(R->getTexture("item_coffee.png"));
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itemTextures.push_back(R->getTexture("item_coffee_machine.png"));
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eventHandler = new SDL_Event();
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sprite = new Sprite(0, 0, 16, 16, itemTextures[0], renderer);
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text = R->getText("smb2");
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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@@ -71,21 +62,21 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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// Destructor
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Instructions::~Instructions() {
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for (auto texture : itemTextures) {
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texture->unload();
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delete texture;
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}
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// itemTextures y text son propiedad de Resource — no liberar.
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itemTextures.clear();
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delete sprite;
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delete eventHandler;
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delete text;
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SDL_DestroyTexture(backbuffer);
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}
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// Actualiza las variables
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void Instructions::update() {
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// Bombea el stream de música: si no se llama, el buffer se vacía y la
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// música se corta hasta que volvamos a una escena que sí lo haga.
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JA_Update();
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// Comprueba las entradas
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checkInput();
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@@ -243,7 +234,6 @@ void Instructions::checkInput() {
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else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE)) {
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if (mode == m_auto) {
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JA_StopMusic();
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finished = true;
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} else {
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if (counter > 30) {
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