Cambiados los accesos a vector de .at a []
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@@ -8,11 +8,11 @@ Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> te
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this->renderer = renderer;
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// Reserva memoria para los objetos
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headSprite = new AnimatedSprite(texture.at(0), renderer, "", animations.at(0));
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bodySprite = new AnimatedSprite(texture.at(1), renderer, "", animations.at(1));
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legsSprite = new AnimatedSprite(texture.at(2), renderer, "", animations.at(2));
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deathSprite = new AnimatedSprite(texture.at(3), renderer, "", animations.at(3));
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fireSprite = new AnimatedSprite(texture.at(4), renderer, "", animations.at(4));
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headSprite = new AnimatedSprite(texture[0], renderer, "", animations[0]);
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bodySprite = new AnimatedSprite(texture[1], renderer, "", animations[1]);
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legsSprite = new AnimatedSprite(texture[2], renderer, "", animations[2]);
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deathSprite = new AnimatedSprite(texture[3], renderer, "", animations[3]);
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fireSprite = new AnimatedSprite(texture[4], renderer, "", animations[4]);
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fireSprite->getTexture()->setAlpha(224);
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// Establece la posición inicial del jugador
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@@ -620,9 +620,9 @@ void Player::updatePowerUpHeadOffset()
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// Pone las texturas del jugador
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void Player::setPlayerTextures(std::vector<Texture *> texture)
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{
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headSprite->setTexture(texture.at(0));
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bodySprite->setTexture(texture.at(1));
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legsSprite->setTexture(texture.at(2));
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deathSprite->setTexture(texture.at(3));
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fireSprite->setTexture(texture.at(4));
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headSprite->setTexture(texture[0]);
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bodySprite->setTexture(texture[1]);
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legsSprite->setTexture(texture[2]);
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deathSprite->setTexture(texture[3]);
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fireSprite->setTexture(texture[4]);
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}
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