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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@@ -1798,56 +1784,57 @@ 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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for (Uint8 i = 0; i < MAX_ITEMS; i++)
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{
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if (mItem[i]->isEnabled())
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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 (checkCollision(mPlayer->getCollider(), mItem[i]->getCollider()))
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if (mItem[i]->isEnabled())
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{
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switch (mItem[i]->getClass())
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if (checkCollision(mPlayer->getCollider(), mItem[i]->getCollider()))
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{
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case ITEM_POINTS_1_DISK:
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mPlayer->addScore(1000);
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setScore(mPlayer->getScore());
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updateHiScore();
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createItemScoreSprite(mItem[i]->getPosX() + (mItem[i]->getWidth() / 2) - (m1000Bitmap->getWidth() / 2), mItem[i]->getPosY(), m1000Bitmap);
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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case ITEM_POINTS_2_GAVINA:
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mPlayer->addScore(2500);
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setScore(mPlayer->getScore());
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updateHiScore();
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createItemScoreSprite(mItem[i]->getPosX() + (mItem[i]->getWidth() / 2) - (m2500Bitmap->getWidth() / 2), mItem[i]->getPosY(), m2500Bitmap);
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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case ITEM_POINTS_3_PACMAR:
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mPlayer->addScore(5000);
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setScore(mPlayer->getScore());
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updateHiScore();
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createItemScoreSprite(mItem[i]->getPosX() + (mItem[i]->getWidth() / 2) - (m5000Bitmap->getWidth() / 2), mItem[i]->getPosY(), m5000Bitmap);
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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case ITEM_CLOCK:
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enableTimeStopItem();
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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case ITEM_TNT:
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popAllBallons();
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setExplosionTime(true);
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JA_PlaySound(mSound[SOUND_TITLE].sound);
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break;
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case ITEM_COFFEE:
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mPlayer->giveExtraHit();
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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switch (mItem[i]->getClass())
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{
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case ITEM_POINTS_1_DISK:
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mPlayer->addScore(1000);
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setScore(mPlayer->getScore());
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updateHiScore();
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createItemScoreSprite(mItem[i]->getPosX() + (mItem[i]->getWidth() / 2) - (m1000Bitmap->getWidth() / 2), mItem[i]->getPosY(), m1000Bitmap);
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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case ITEM_POINTS_2_GAVINA:
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mPlayer->addScore(2500);
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setScore(mPlayer->getScore());
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updateHiScore();
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createItemScoreSprite(mItem[i]->getPosX() + (mItem[i]->getWidth() / 2) - (m2500Bitmap->getWidth() / 2), mItem[i]->getPosY(), m2500Bitmap);
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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case ITEM_POINTS_3_PACMAR:
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mPlayer->addScore(5000);
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setScore(mPlayer->getScore());
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updateHiScore();
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createItemScoreSprite(mItem[i]->getPosX() + (mItem[i]->getWidth() / 2) - (m5000Bitmap->getWidth() / 2), mItem[i]->getPosY(), m5000Bitmap);
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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case ITEM_CLOCK:
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enableTimeStopItem();
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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case ITEM_TNT:
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popAllBallons();
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setExplosionTime(true);
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JA_PlaySound(mSound[SOUND_TITLE].sound);
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break;
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case ITEM_COFFEE:
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mPlayer->giveExtraHit();
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JA_PlaySound(mSound[SOUND_ITEM_PICKUP].sound);
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break;
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default:
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break;
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default:
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break;
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}
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mItem[i]->erase();
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}
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mItem[i]->erase();
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}
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}
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}
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}
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// Comprueba y procesa la colisión entre las balas y los globos
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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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