Añadiendo la clase asset
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@@ -1,14 +1,14 @@
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#include "title.h"
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// Constructor
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Title::Title(SDL_Window *window, SDL_Renderer *renderer, Screen *screen, Input *input, std::string *fileList, options_t *options, Lang *lang)
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Title::Title(SDL_Window *window, SDL_Renderer *renderer, Screen *screen, Input *input, Asset *mAsset, options_t *options, Lang *lang)
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{
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// Copia las direcciones de los punteros
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mWindow = window;
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mRenderer = renderer;
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mScreen = screen;
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mInput = input;
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mFileList = fileList;
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this->mAsset = mAsset;
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mOptions = options;
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mLang = lang;
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@@ -25,10 +25,10 @@ Title::Title(SDL_Window *window, SDL_Renderer *renderer, Screen *screen, Input *
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mDustBitmapR = new AnimatedSprite();
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mTile = new Sprite();
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mGradient = new Sprite();
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mText = new Text(mFileList[48], mTextTexture, mRenderer);
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mText2 = new Text(mFileList[46], mTextTexture2, mRenderer);
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mMenu.title = new Menu(mRenderer, mText, mInput, mFileList);
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mMenu.options = new Menu(mRenderer, mText, mInput, mFileList);
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mText = new Text(mAsset->get("smb2.txt"), mTextTexture, mRenderer);
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mText2 = new Text(mAsset->get("8bithud.txt"), mTextTexture2, mRenderer);
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mMenu.title = new Menu(mRenderer, mText, mInput, mAsset);
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mMenu.options = new Menu(mRenderer, mText, mInput, mAsset);
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// Crea la textura para el mosaico de fondo
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mBackground = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2);
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@@ -45,7 +45,7 @@ Title::~Title()
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mRenderer = nullptr;
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mScreen = nullptr;
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mInput = nullptr;
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mFileList = nullptr;
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mAsset = nullptr;
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mOptions = nullptr;
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mLang = nullptr;
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@@ -108,12 +108,6 @@ Title::~Title()
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SDL_DestroyTexture(mBackground);
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mBackground = nullptr;
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mWindow = nullptr;
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mRenderer = nullptr;
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mInput = nullptr;
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mFileList = nullptr;
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mOptions = nullptr;
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}
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// Inicializa las variables necesarias para la sección 'Title'
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@@ -302,16 +296,16 @@ bool Title::loadMedia()
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bool success = true;
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// Texturas
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success &= loadTextureFromFile(mTitleTexture, mFileList[40], mRenderer);
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success &= loadTextureFromFile(mItemsTexture, mFileList[34], mRenderer);
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success &= loadTextureFromFile(mTextTexture, mFileList[30], mRenderer);
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success &= loadTextureFromFile(mTextTexture2, mFileList[27], mRenderer);
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success &= loadTextureFromFile(mTitleTexture, mAsset->get("title.png"), mRenderer);
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success &= loadTextureFromFile(mItemsTexture, mAsset->get("items.png"), mRenderer);
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success &= loadTextureFromFile(mTextTexture, mAsset->get("smb2.png"), mRenderer);
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success &= loadTextureFromFile(mTextTexture2, mAsset->get("8bithud.png"), mRenderer);
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// Sonidos
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mSound = JA_LoadSound(mFileList[21].c_str());
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mSound = JA_LoadSound(mAsset->get("title.wav").c_str());
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// Musicas
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mMusic = JA_LoadMusic(mFileList[5].c_str());
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mMusic = JA_LoadMusic(mAsset->get("title.ogg").c_str());
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return success;
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}
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@@ -920,7 +914,7 @@ section_t Title::run(Uint8 subsection)
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// Ejecuta la parte donde se muestran las instrucciones
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void Title::runInstructions(Uint8 mode)
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{
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mInstructions = new Instructions(mRenderer, mScreen, mFileList, mLang);
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mInstructions = new Instructions(mRenderer, mScreen, mAsset, mLang);
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mInstructions->run(mode);
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delete mInstructions;
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}
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@@ -928,7 +922,7 @@ void Title::runInstructions(Uint8 mode)
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// Ejecuta el juego en modo demo
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void Title::runDemoGame()
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{
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mDemoGame = new Game(1, 0, mRenderer, mScreen, mFileList, mLang, mInput, true, mOptions);
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mDemoGame = new Game(1, 0, mRenderer, mScreen, mAsset, mLang, mInput, true, mOptions);
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mDemoGame->run();
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delete mDemoGame;
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}
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