bugfix: player could fire and get items after death
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@@ -1569,20 +1569,6 @@ void GameDirector::updateDeath()
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// Renderiza el fade final cuando se acaba la partida
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void GameDirector::renderDeathFade()
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{
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/*if (!mPlayer->isAlive())
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{
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SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
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if (mGame.deathCounter < 256)
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{
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SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 255 - mGame.deathCounter);
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}
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else
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{
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SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 0); // alpha - 0 trans, 255 opaco
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}
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SDL_RenderFillRect(mRenderer, &rect);
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}*/
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if (!mPlayer->isAlive() && (mGame.deathCounter < 150))
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{
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// 192 / 6 = 32, 6 cuadrados de 32 pixeles
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@@ -1798,6 +1784,7 @@ bool GameDirector::checkPlayerBallonCollision()
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// Comprueba la colisión entre el jugador y los items
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void GameDirector::checkPlayerItemCollision()
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{
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if (mPlayer->isAlive())
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for (Uint8 i = 0; i < MAX_ITEMS; i++)
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{
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if (mItem[i]->isEnabled())
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@@ -2557,7 +2544,7 @@ void GameDirector::checkGameInput()
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}
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}
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// Modo Demo no activo
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else
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else if (mPlayer->isAlive())
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{
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// Tecla izquierda o el mando hacia la izquierda
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if ((keystates[mKeyboard.left] != 0) || (checkGameController(INPUT_LEFT)))
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