Game end completed
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@@ -289,7 +289,7 @@ void Game::init()
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initGameStages();
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initGameStages();
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// Modo debug
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// Modo debug
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mDebug.enabled = true;
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mDebug.enabled = false;
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mDebug.enemySet = 0;
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mDebug.enemySet = 0;
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mDebug.gradR = mDebug.gradG = mDebug.gradB = 0;
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mDebug.gradR = mDebug.gradG = mDebug.gradB = 0;
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@@ -1348,7 +1348,7 @@ void Game::initGameStages()
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// STAGE 10
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// STAGE 10
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mStage[9].number = 10;
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mStage[9].number = 10;
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mStage[9].currentPower = 900;
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mStage[9].currentPower = 940;
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mStage[9].powerToComplete = 950;
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mStage[9].powerToComplete = 950;
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mStage[9].minMenace = 7 + (4 * 9);
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mStage[9].minMenace = 7 + (4 * 9);
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mStage[9].maxMenace = 7 + (4 * 15);
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mStage[9].maxMenace = 7 + (4 * 15);
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@@ -1644,14 +1644,16 @@ void Game::updateDeath()
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}
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}
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// Renderiza el fade final cuando se acaba la partida
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// Renderiza el fade final cuando se acaba la partida
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void Game::renderDeathFade(bool trigger, int counter)
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void Game::renderDeathFade(int counter)
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// Counter debe ir de 0 a 150
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{
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{
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if ((trigger) && (counter < 150))
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SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 255);
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if (counter < 150)
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{
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{
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// 192 / 6 = 32, 6 cuadrados de 32 pixeles
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// 192 / 6 = 32, 6 cuadrados de 32 pixeles
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SDL_Rect rect[12];
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SDL_Rect rect[12];
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Uint8 h = counter / 3;
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Uint8 h = counter / 3;
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SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 255);
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for (int i = 0; i < 12; i++)
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for (int i = 0; i < 12; i++)
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{
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{
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rect[i].x = 0;
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rect[i].x = 0;
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@@ -1664,6 +1666,11 @@ void Game::renderDeathFade(bool trigger, int counter)
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SDL_RenderFillRect(mRenderer, &rect[i]);
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SDL_RenderFillRect(mRenderer, &rect[i]);
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}
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}
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}
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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_RenderFillRect(mRenderer, &rect);
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}
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}
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}
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// Actualiza los globos
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// Actualiza los globos
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@@ -2517,12 +2524,15 @@ void Game::renderPlayField()
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renderBackground();
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renderBackground();
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renderBalloons();
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renderBalloons();
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renderBullets();
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renderBullets();
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renderMessages();
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renderItems();
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renderItems();
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renderSmartSprites();
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renderSmartSprites();
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mPlayer->render();
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renderMessages();
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renderDeathFade(!mPlayer->isAlive(), 150 - mDeathCounter);
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renderScoreBoard();
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renderScoreBoard();
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mPlayer->render();
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if ((mDeathCounter <= 150) && !mPlayer->isAlive())
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renderDeathFade(150 - mDeathCounter);
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if ((mGameCompleted) && (mGameCompletedCounter >= 300))
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renderDeathFade(mGameCompletedCounter - 300);
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renderFlashEffect();
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renderFlashEffect();
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}
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}
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@@ -3182,6 +3192,6 @@ void Game::updateGameCompleted()
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if (mGameCompleted)
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if (mGameCompleted)
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mGameCompletedCounter++;
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mGameCompletedCounter++;
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if (mGameCompletedCounter >= 300)
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if (mGameCompletedCounter == 500)
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renderDeathFade(mGameCompleted, 300 - mGameCompletedCounter);
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mSection.subsection = GAME_SECTION_GAMEOVER;
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}
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}
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@@ -250,7 +250,7 @@ public:
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void updateDeath();
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void updateDeath();
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// Renderiza el fade final cuando se acaba la partida
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// Renderiza el fade final cuando se acaba la partida
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void renderDeathFade(bool trigger, int counter);
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void renderDeathFade(int counter);
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// Actualiza los globos
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// Actualiza los globos
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void updateBalloons();
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void updateBalloons();
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