trabajando los items
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@@ -13,7 +13,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *mAsset
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// Reserva memoria para los punteros
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mEventHandler = new SDL_Event();
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mItemTexture = new LTexture(mRenderer,mAsset->get("items.png"));
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mItemTexture = new LTexture(mRenderer, mAsset->get("items.png"));
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mSprite = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, mItemTexture, mRenderer);
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mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), mRenderer);
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@@ -28,26 +28,14 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *mAsset
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// Destructor
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Instructions::~Instructions()
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{
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mRenderer = nullptr;
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mScreen = nullptr;
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mAsset = nullptr;
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mLang = nullptr;
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mItemTexture->unload();
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delete mItemTexture;
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mItemTexture = nullptr;
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delete mSprite;
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mSprite = nullptr;
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delete mEventHandler;
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mEventHandler = nullptr;
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delete mText;
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mText = nullptr;
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SDL_DestroyTexture(mBackbuffer);
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mBackbuffer = nullptr;
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}
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// Inicializa las variables necesarias para la sección 'Instructions'
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@@ -87,7 +75,9 @@ void Instructions::run(Uint8 mode)
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mSection.subsection = TITLE_SECTION_1;
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}
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else
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{
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mManualQuit = true;
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}
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}
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}
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@@ -97,9 +87,8 @@ void Instructions::run(Uint8 mode)
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// Actualiza el contador de ticks
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mTicks = SDL_GetTicks();
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// Modo automático
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if (mode == INSTRUCTIONS_MODE_AUTO)
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{
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{ // Modo automático
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mCounter++;
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if (mCounter == INSTRUCTIONS_COUNTER)
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@@ -108,9 +97,8 @@ void Instructions::run(Uint8 mode)
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mSection.subsection = TITLE_SECTION_1;
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}
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}
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// Modo manual
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else
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{
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{ // Modo manual
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++mCounter %= 60000;
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if (mManualQuit)
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@@ -153,7 +141,9 @@ void Instructions::run(Uint8 mode)
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mText->writeShadowed(84, 156, mLang->getText(21), shdwTxtColor);
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if ((mode == INSTRUCTIONS_MODE_MANUAL) && (mCounter % 50 > 14))
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{
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, GAME_HEIGHT - 12, mLang->getText(22), 1, orangeColor, 1, shdwTxtColor);
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}
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// Disquito
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mSprite->setPos(destRect1);
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@@ -201,9 +191,13 @@ void Instructions::run(Uint8 mode)
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// Establece la ventana del backbuffer
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if (mode == INSTRUCTIONS_MODE_AUTO)
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{
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window.y = std::max(8, GAME_HEIGHT - mCounter + 100);
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}
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else
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{
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window.y = 0;
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}
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, &window);
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