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@@ -49,19 +49,21 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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mSmartSprite[i] = new SmartSprite();
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}
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mTextureBalloon = new LTexture(mRenderer);
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mTextureBullet = new LTexture(mRenderer);
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mTextureGameBG = new LTexture(mRenderer);
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mTextureGameText = new LTexture(mRenderer);
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mTextureItems = new LTexture(mRenderer);
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mTexturePlayer1Head = new LTexture(mRenderer);
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mTexturePlayer1Body = new LTexture(mRenderer);
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mTexturePlayer1Death = new LTexture(mRenderer);
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mTexturePlayer1Legs = new LTexture(mRenderer);
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mTexturePlayer2Head = new LTexture(mRenderer);
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mTexturePlayer2Body = new LTexture(mRenderer);
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mTexturePlayer2Death = new LTexture(mRenderer);
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mTexturePlayer2Legs = new LTexture(mRenderer);
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mTextureBalloon = new LTexture(mRenderer, mAsset->get("balloon.png"));
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mTextureBullet = new LTexture(mRenderer, mAsset->get("bullet.png"));
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mTextureGameBG = new LTexture(mRenderer, mAsset->get("game_bg.png"));
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mTextureGameText = new LTexture(mRenderer, mAsset->get("game_text.png"));
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mTextureItems = new LTexture(mRenderer, mAsset->get("items.png"));
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mTexturePlayer1Head = new LTexture(mRenderer, mAsset->get("player1_head.png"));
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mTexturePlayer1Body = new LTexture(mRenderer, mAsset->get("player1_body.png"));
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mTexturePlayer1Legs = new LTexture(mRenderer, mAsset->get("player1_legs.png"));
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mTexturePlayer1Death = new LTexture(mRenderer, mAsset->get("player1_death.png"));
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mTexturePlayer2Head = new LTexture(mRenderer, mAsset->get("player2_head.png"));
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mTexturePlayer2Body = new LTexture(mRenderer, mAsset->get("player2_body.png"));
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mTexturePlayer2Legs = new LTexture(mRenderer, mAsset->get("player2_legs.png"));
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mTexturePlayer2Death = new LTexture(mRenderer, mAsset->get("player2_death.png"));
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mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), mRenderer);
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mTextScoreBoard = new Text(mAsset->get("8bithud.png"), mAsset->get("8bithud.txt"), mRenderer);
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@@ -82,12 +84,12 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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m1000Bitmap = new SmartSprite();
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m2500Bitmap = new SmartSprite();
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m5000Bitmap = new SmartSprite();
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mSpriteBackground = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, mTextureGameBG, mRenderer);
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mSpriteBackground = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, mTextureGameBG, mRenderer);
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mSpriteGetReady = new Sprite(0, PLAY_AREA_CENTER_Y - 10, 109, 20, mTextureGameText, mRenderer);
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mSpriteGradient = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, mTextureGameBG, mRenderer);
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mSpriteGrass = new Sprite(0, 85, SCREEN_WIDTH, 6, mTextureGameBG, mRenderer);
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mSpriteGradient = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, mTextureGameBG, mRenderer);
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mSpriteGrass = new Sprite(0, 85, GAME_WIDTH, 6, mTextureGameBG, mRenderer);
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mSpritePowerMeter = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 8, mTextureGameBG, mRenderer);
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mSpriteScoreBoard = new Sprite(0, 160, SCREEN_WIDTH, 32, mTextureGameBG, mRenderer);
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mSpriteScoreBoard = new Sprite(0, 160, GAME_WIDTH, 32, mTextureGameBG, mRenderer);
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}
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Game::~Game()
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@@ -505,10 +507,10 @@ void Game::init()
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m5000Bitmap->setDestY(0);
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// Los fondos
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mGradientRect[0] = {0, 192, SCREEN_WIDTH, SCREEN_HEIGHT};
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mGradientRect[1] = {256, 192, SCREEN_WIDTH, SCREEN_HEIGHT};
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mGradientRect[2] = {0, 384, SCREEN_WIDTH, SCREEN_HEIGHT};
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mGradientRect[3] = {256, 384, SCREEN_WIDTH, SCREEN_HEIGHT};
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mGradientRect[0] = {0, 192, GAME_WIDTH, GAME_HEIGHT};
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mGradientRect[1] = {256, 192, GAME_WIDTH, GAME_HEIGHT};
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mGradientRect[2] = {0, 384, GAME_WIDTH, GAME_HEIGHT};
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mGradientRect[3] = {256, 384, GAME_WIDTH, GAME_HEIGHT};
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}
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// Carga los recursos necesarios para la sección 'Game'
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@@ -516,23 +518,6 @@ bool Game::loadMedia()
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{
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bool success = true;
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// Texturas
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success &= loadTextureFromFile(mTexturePlayer1Legs, mAsset->get("player1_legs.png"), mRenderer);
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success &= loadTextureFromFile(mTexturePlayer1Head, mAsset->get("player1_head.png"), mRenderer);
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success &= loadTextureFromFile(mTexturePlayer1Body, mAsset->get("player1_body.png"), mRenderer);
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success &= loadTextureFromFile(mTexturePlayer1Death, mAsset->get("player1_death.png"), mRenderer);
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success &= loadTextureFromFile(mTexturePlayer2Legs, mAsset->get("player2_legs.png"), mRenderer);
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success &= loadTextureFromFile(mTexturePlayer2Head, mAsset->get("player2_head.png"), mRenderer);
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success &= loadTextureFromFile(mTexturePlayer2Body, mAsset->get("player2_body.png"), mRenderer);
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success &= loadTextureFromFile(mTexturePlayer2Death, mAsset->get("player2_death.png"), mRenderer);
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success &= loadTextureFromFile(mTextureBalloon, mAsset->get("balloon.png"), mRenderer);
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success &= loadTextureFromFile(mTextureBullet, mAsset->get("bullet.png"), mRenderer);
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success &= loadTextureFromFile(mTextureGameBG, mAsset->get("game_bg.png"), mRenderer);
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success &= loadTextureFromFile(mTextureItems, mAsset->get("items.png"), mRenderer);
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success &= loadTextureFromFile(mTextureGameText, mAsset->get("game_text.png"), mRenderer);
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// Sonidos
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mSoundBalloon = JA_LoadSound(mAsset->get("balloon.wav").c_str());
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mSoundBubble1 = JA_LoadSound(mAsset->get("bubble1.wav").c_str());
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@@ -1738,9 +1723,9 @@ void Game::updateDeath()
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// Rebote en los laterales
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if (mSmartSprite[mPlayer[i]->mDeathIndex]->getVelX() > 0)
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{
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if (mSmartSprite[mPlayer[i]->mDeathIndex]->getPosX() > (SCREEN_WIDTH - mSmartSprite[mPlayer[i]->mDeathIndex]->getWidth()))
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if (mSmartSprite[mPlayer[i]->mDeathIndex]->getPosX() > (GAME_WIDTH - mSmartSprite[mPlayer[i]->mDeathIndex]->getWidth()))
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{
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mSmartSprite[mPlayer[i]->mDeathIndex]->setPosX(SCREEN_WIDTH - mSmartSprite[mPlayer[i]->mDeathIndex]->getWidth());
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mSmartSprite[mPlayer[i]->mDeathIndex]->setPosX(GAME_WIDTH - mSmartSprite[mPlayer[i]->mDeathIndex]->getWidth());
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mSmartSprite[mPlayer[i]->mDeathIndex]->setVelX(mSmartSprite[mPlayer[i]->mDeathIndex]->getVelX() * (-1));
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mSmartSprite[mPlayer[i]->mDeathIndex]->setDestX(mSmartSprite[mPlayer[i]->mDeathIndex]->getDestX() * (-1));
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}
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@@ -1807,7 +1792,7 @@ void Game::renderDeathFade(int counter)
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{
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rect[i].x = 0;
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rect[i].y = i * 16;
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rect[i].w = SCREEN_WIDTH;
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rect[i].w = GAME_WIDTH;
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if (i == 0)
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rect[i].h = h;
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else
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@@ -1817,7 +1802,7 @@ void Game::renderDeathFade(int counter)
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}
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else
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{
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SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
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SDL_Rect rect = {0, 0, GAME_WIDTH, GAME_HEIGHT};
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SDL_RenderFillRect(mRenderer, &rect);
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}
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}
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@@ -2519,7 +2504,7 @@ void Game::throwCoffee(int x, int y)
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mSmartSprite[index]->setAccelX(0.0f);
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mSmartSprite[index]->setAccelY(0.2f);
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mSmartSprite[index]->setDestX(x + (mSmartSprite[index]->getVelX() * 50));
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mSmartSprite[index]->setDestY(SCREEN_HEIGHT + 1);
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mSmartSprite[index]->setDestY(GAME_HEIGHT + 1);
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mSmartSprite[index]->setEnabled(true);
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mSmartSprite[index]->setEnabledTimer(1);
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mSmartSprite[index]->setSpriteClip(80, 16, 16, 16);
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@@ -2543,8 +2528,8 @@ void Game::throwPlayer(int x, int y, int index)
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mSmartSprite[mPlayer[index]->mDeathIndex]->setVelY(-5.0f);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setAccelX(0.0f);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setAccelY(0.2f);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setDestX(SCREEN_WIDTH * sentit);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setDestY(SCREEN_HEIGHT + 1);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setDestX(GAME_WIDTH * sentit);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setDestY(GAME_HEIGHT + 1);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setEnabled(true);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setEnabledTimer(1);
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mSmartSprite[mPlayer[index]->mDeathIndex]->setSpriteClip(0, 0, 24, 24);
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@@ -2775,7 +2760,7 @@ void Game::updateBackground()
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mClouds2b->setPosX(mClouds2b->getWidth());
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}
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mSpriteGrass->setSpriteClip(256, 85 + (6 * (mCounter / 20 % 2)), SCREEN_WIDTH, 6);
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mSpriteGrass->setSpriteClip(256, 85 + (6 * (mCounter / 20 % 2)), GAME_WIDTH, 6);
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if (mEffect.shake)
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{
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