bug fixes
This commit is contained in:
@@ -151,4 +151,8 @@ DESACTIVADA
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## 75 - MENU DE OPCIONES
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ENDAVANT!
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## 76 - JUEGO
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1.000.000 DE PUNTS!
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1.000.000 DE PUNTS!
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## 77 - PANTALLA DE GAME OVER
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PUNTS J1:
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## 78 - PANTALLA DE GAME OVER
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PUNTS J2:
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@@ -149,6 +149,10 @@ ON
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## 74 - MENU DE OPCIONES
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OFF
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## 75 - JUEGO
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GET READY!
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Get Ready!
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## 76 - JUEGO
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1.000.000 POINTS!
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1.000.000 POINTS!
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## 77 - PANTALLA DE GAME OVER
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PLAYER1 SCORE:
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## 78 - PANTALLA DE GAME OVER
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PLAYER2 SCORE:
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@@ -151,4 +151,8 @@ DESACTIVADA
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## 75 - MENU DE OPCIONES
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ADELANTE!
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## 76 - JUEGO
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1.000.000 DE PUNTOS!
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1.000.000 DE PUNTOS!
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## 77 - PANTALLA DE GAME OVER
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PUNTUACION J1:
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## 78 - PANTALLA DE GAME OVER
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PUNTUACION J2:
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@@ -257,7 +257,9 @@ void Director::setFileList()
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mFileList[27] = mExecutablePath + "/" + "../media/font/8bithud.png";
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mFileList[46] = mExecutablePath + "/" + "../media/font/8bithud.txt";
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mFileList[28] = mExecutablePath + "/" + "../media/font/nokia.png";
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mFileList[54] = mExecutablePath + "/" + "../media/font/nokia_big.png";
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mFileList[52] = mExecutablePath + "/" + "../media/font/nokia.txt";
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mFileList[55] = mExecutablePath + "/" + "../media/font/nokia_big.txt";
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mFileList[29] = mExecutablePath + "/" + "../media/font/smb2_big.png";
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mFileList[47] = mExecutablePath + "/" + "../media/font/smb2_big.txt";
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mFileList[30] = mExecutablePath + "/" + "../media/font/smb2.png";
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@@ -50,10 +50,14 @@ Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *
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mTextureText = new LTexture();
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mTextureTextScoreBoard = new LTexture();
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mTextureTextBig = new LTexture();
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mTextureTextNokia = new LTexture();
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mTextureTextNokiaBig = new LTexture();
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mText = new Text(mFileList[48], mTextureText, mRenderer);
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mTextScoreBoard = new Text(mFileList[46], mTextureTextScoreBoard, mRenderer);
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mTextBig = new Text(mFileList[47], mTextureTextBig, mRenderer);
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mTextNokia = new Text(mFileList[52], mTextureTextNokia, mRenderer);
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mTextNokiaBig = new Text(mFileList[55], mTextureTextNokiaBig, mRenderer);
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mMenuGameOver = new Menu(mRenderer, mText, mInput, mFileList);
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mMenuPause = new Menu(mRenderer, mText, mInput, mFileList);
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@@ -190,14 +194,28 @@ Game::~Game()
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delete mTextureTextBig;
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mTextureTextBig = nullptr;
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mTextureTextNokia->unload();
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delete mTextureTextNokia;
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mTextureTextNokia = nullptr;
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mTextureTextNokiaBig->unload();
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delete mTextureTextNokiaBig;
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mTextureTextNokiaBig = nullptr;
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delete mText;
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mText = nullptr;
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delete mTextBig;
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mTextBig = nullptr;
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delete mTextScoreBoard;
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mTextScoreBoard = nullptr;
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delete mTextureTextBig;
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mTextureTextBig = nullptr;
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delete mTextNokia;
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mTextNokia = nullptr;
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delete mTextNokiaBig;
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mTextNokiaBig = nullptr;
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delete mMenuGameOver;
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mMenuGameOver = nullptr;
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@@ -523,6 +541,8 @@ bool Game::loadMedia()
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success &= loadTextureFromFile(mTextureText, mFileList[30], mRenderer);
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success &= loadTextureFromFile(mTextureTextScoreBoard, mFileList[27], mRenderer);
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success &= loadTextureFromFile(mTextureTextBig, mFileList[29], mRenderer);
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success &= loadTextureFromFile(mTextureTextNokia, mFileList[28], mRenderer);
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success &= loadTextureFromFile(mTextureTextNokiaBig, mFileList[54], mRenderer);
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success &= loadTextureFromFile(mTexturePlayer1Legs, mFileList[39], mRenderer);
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success &= loadTextureFromFile(mTexturePlayer1Head, mFileList[41], mRenderer);
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@@ -2065,8 +2085,8 @@ void Game::destroyBalloon(Uint8 index)
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}
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// Otorga los puntos correspondientes al globo
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mPlayer[0]->addScore(Uint32(score * mPlayer[0]->getScoreMultiplier() * mDifficultyScoreMultiplier));
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//setScore(mPlayer[0]->getScore());
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for (int i = 0; i < mNumPlayers; i++)
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mPlayer[i]->addScore(Uint32(score * mPlayer[i]->getScoreMultiplier() * mDifficultyScoreMultiplier));
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updateHiScore();
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// Aumenta el poder de la fase
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@@ -2259,7 +2279,7 @@ void Game::moveBullets()
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for (int i = 0; i < MAX_BULLETS; i++)
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if (mBullet[i]->isActive())
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if (mBullet[i]->move() == MSG_BULLET_OUT)
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mPlayer[0]->decScoreMultiplier();
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mPlayer[mBullet[i]->getOwner()]->decScoreMultiplier();
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}
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// Pinta las balas activas
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@@ -2861,7 +2881,7 @@ void Game::checkGameInput()
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if (mPlayer[i]->isAlive())
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{
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// Input a la izquierda
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if (mInput->checkInput(INPUT_LEFT, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_LEFT, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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mPlayer[i]->setInput(INPUT_LEFT);
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mDemo.keys.left = 1;
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@@ -2869,7 +2889,7 @@ void Game::checkGameInput()
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else
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{
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// Input a la derecha
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if (mInput->checkInput(INPUT_RIGHT, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_RIGHT, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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mPlayer[i]->setInput(INPUT_RIGHT);
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mDemo.keys.right = 1;
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@@ -2882,7 +2902,7 @@ void Game::checkGameInput()
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}
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}
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// Comprueba el input de disparar al centro
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if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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if (mPlayer[i]->canFire())
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{
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@@ -2898,7 +2918,7 @@ void Game::checkGameInput()
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}
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// Comprueba el input de disparar a la izquierda
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if (mInput->checkInput(INPUT_BUTTON_1, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_BUTTON_1, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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if (mPlayer[i]->canFire())
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{
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@@ -2914,7 +2934,7 @@ void Game::checkGameInput()
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}
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// Comprueba el input de disparar a la derecha
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if (mInput->checkInput(INPUT_BUTTON_3, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_BUTTON_3, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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if (mPlayer[i]->canFire())
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{
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@@ -2930,7 +2950,7 @@ void Game::checkGameInput()
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}
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// Comprueba el input de pausa
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if (mInput->checkInput(INPUT_CANCEL, REPEAT_FALSE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_CANCEL, REPEAT_FALSE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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mSection.subsection = GAME_SECTION_PAUSE;
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@@ -2961,7 +2981,8 @@ void Game::renderMessages()
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//mSpriteGetReady->render();
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const color_t color = {0x17, 0x17, 0x26};
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//mTextBig->writeShadowed((int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), color, 2);
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mTextBig->writeDX(TXT_STROKE, (int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), 1, noColor, 1, shdwTxtColor);
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//mTextBig->writeDX(TXT_STROKE, (int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), 1, noColor, 1, shdwTxtColor);
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mTextNokiaBig->write((int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), -4);
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}
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// Time Stopped
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@@ -3273,7 +3294,7 @@ void Game::runGameOverScreen()
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{
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// Guarda los puntos
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saveScoreFile();
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// Reinicia el menu
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mMenuGameOver->reset();
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@@ -3330,8 +3351,17 @@ void Game::runGameOverScreen()
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SDL_RenderClear(mRenderer);
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// Dibuja los objetos
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mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), mLang->getText(43));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(mPlayer[0]->getScore()));
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if (mNumPlayers == 1)
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{
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mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), mLang->getText(43));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(mPlayer[0]->getScore()));
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}
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else
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{
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mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 36, mLang->getText(43));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 12, mLang->getText(77) + std::to_string(mPlayer[0]->getScore()));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y, mLang->getText(78) + std::to_string(mPlayer[1]->getScore()));
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}
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y + BLOCK * 2, mLang->getText(45));
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mMenuGameOver->render();
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mFade->render();
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@@ -3427,7 +3457,7 @@ void Game::initPaths()
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}
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// Letrero de GetReady
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const int size = mTextBig->lenght(mLang->getText(75));
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const int size = mTextBig->lenght(mLang->getText(75), -4);
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const float start1 = PLAY_AREA_LEFT - size;
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const float finish1 = PLAY_AREA_CENTER_X - (size / 2);
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@@ -3470,6 +3500,7 @@ void Game::updateGameCompleted()
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// Actualiza las variables de ayuda
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void Game::updateHelper()
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{
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// El ayudante solo funciona para un jugador
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// Solo ofrece ayuda cuando la amenaza o la velocidad es elevada
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if (mMenaceCurrent > 15)
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{
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@@ -108,10 +108,14 @@ private:
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LTexture *mTextureText; // Textura para el texto del juego
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LTexture *mTextureTextScoreBoard; // Textura para el texto del marcador
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LTexture *mTextureTextBig; // Textura para el texto grande
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LTexture *mTextureTextNokia; // Textura para la fuente de texto Nokia
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LTexture *mTextureTextNokiaBig; // Textura para la fuente de texto Nokia grande
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Text *mText; // Fuente para los textos del juego
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Text *mTextScoreBoard; // Fuente para el marcador del juego
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Text *mTextBig; // Fuente de texto grande
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Text *mTextScoreBoard; // Fuente para el marcador del juego
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Text *mTextNokia; // Otra fuente de texto para mesajes
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Text *mTextNokiaBig; // Y la versión en grande
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Menu *mMenuGameOver; // Menú de la pantalla de game over
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Menu *mMenuPause; // Menú de la pantalla de pausa
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@@ -136,7 +136,7 @@ void Title::init(bool demo, Uint8 subsection)
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mFade->init(0x17, 0x17, 0x26);
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mDemo = demo;
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if (!mInput->gameControllerFound())
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//if (!mInput->gameControllerFound())
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{
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mOptions->input[0].id = 0;
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mOptions->input[0].name = "KEYBOARD";
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@@ -152,6 +152,13 @@ void Title::init(bool demo, Uint8 subsection)
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mDeviceIndex[0] = mAvailableInputDevices.size() - 1;
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mDeviceIndex[1] = 0;
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if (mInput->gameControllerFound())
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{
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mOptions->input[1].id = mAvailableInputDevices[mDeviceIndex[1]].id;
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mOptions->input[1].name = mAvailableInputDevices[mDeviceIndex[1]].name;
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mOptions->input[1].deviceType = mAvailableInputDevices[mDeviceIndex[1]].deviceType;
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}
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// Inicializa el bitmap de Coffee
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mCoffeeBitmap->init(mTitleTexture, mRenderer);
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mCoffeeBitmap->setId(0);
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@@ -942,18 +949,29 @@ bool Title::updatePlayerInputs(int numPlayer)
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}
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else // Si hay mas de un dispositivo, se recorre el vector
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{
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printf("numplayer:%i\n",numPlayer);
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printf("deviceindex:%i\n",mDeviceIndex[numPlayer]);
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// Incrementa el indice
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if (mDeviceIndex[numPlayer] < numDevices - 1)
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mDeviceIndex[numPlayer]++;
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else
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mDeviceIndex[numPlayer] = 0;
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printf("deviceindex:%i\n",mDeviceIndex[numPlayer]);
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// Si coincide con el del otro jugador, se lo intercambian
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if (mDeviceIndex[0] == mDeviceIndex[1])
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{
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const int temp = mDeviceIndex[0];
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mDeviceIndex[0] = mDeviceIndex[1];
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mDeviceIndex[1] = temp;
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printf("%i:%i\n",mDeviceIndex[0],mDeviceIndex[1]);
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//const int temp = mDeviceIndex[0];
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//mDeviceIndex[0] = mDeviceIndex[1];
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//mDeviceIndex[1] = temp;
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const int theOtherPlayer = (numPlayer + 1) % 2;
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mDeviceIndex[theOtherPlayer]--;
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if (mDeviceIndex[theOtherPlayer] < 0)
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mDeviceIndex[theOtherPlayer]=numDevices-1;
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printf("%i:%i\n",mDeviceIndex[0],mDeviceIndex[1]);
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}
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// Copia el dispositivo marcado por el indice a la variable de opciones de cada jugador
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