Fix: La animación de muerte era incorrecta y salia disparado el sprite
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@@ -90,8 +90,8 @@ int Sprite::getHeight()
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// Establece la posición del objeto
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// Establece la posición del objeto
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void Sprite::setPos(SDL_Rect rect)
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void Sprite::setPos(SDL_Rect rect)
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{
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{
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x = rect.x;
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this->x = rect.x;
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y = rect.y;
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this->y = rect.y;
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}
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}
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// Establece el valor de la variable
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// Establece el valor de la variable
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@@ -374,7 +374,8 @@ void Player::setAlive(bool value)
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if (!value)
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if (!value)
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{
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{
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deathSprite->setPos(headSprite->getRect());
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deathSprite->setPosX(headSprite->getRect().x);
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deathSprite->setPosY(headSprite->getRect().y);
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deathSprite->setAccelY(0.2f);
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deathSprite->setAccelY(0.2f);
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deathSprite->setVelY(-6.6f);
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deathSprite->setVelY(-6.6f);
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deathSprite->setVelX(3.3f);
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deathSprite->setVelX(3.3f);
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@@ -662,6 +662,10 @@ void Title::checkEventHandler()
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{
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{
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switch (eventHandler->key.keysym.scancode)
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switch (eventHandler->key.keysym.scancode)
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{
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = PROG_SECTION_QUIT;
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break;
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case SDL_SCANCODE_F:
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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screen->switchVideoMode();
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reloadTextures();
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reloadTextures();
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