enhancing title screen
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@@ -2133,6 +2133,12 @@ void Game::checkPlayerItemCollision(int index)
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case ITEM_COFFEE:
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mPlayer[index]->giveExtraHit();
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JA_PlaySound(mSoundItemPickup);
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if (mPlayer[index]->getCoffees() == 2)
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{
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mPlayer[index]->addScore(5000);
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updateHiScore();
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createItemScoreSprite(mItem[i]->getPosX() + (mItem[i]->getWidth() / 2) - (m5000Bitmap->getWidth() / 2), mPlayer[index]->getPosY(), m5000Bitmap);
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}
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break;
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case ITEM_COFFEE_MACHINE:
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mPlayer[index]->setPowerUp(true);
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@@ -2277,10 +2283,10 @@ void Game::resetItems()
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// Devuelve un item en función del azar
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Uint8 Game::dropItem()
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{
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if (mPlayer[0]->isPowerUp() || (mCoffeeMachineEnabled))
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return NO_KIND;
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else
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return ITEM_COFFEE_MACHINE;
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//if (mPlayer[0]->isPowerUp() || (mCoffeeMachineEnabled))
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// return NO_KIND;
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//else
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// return ITEM_COFFEE_MACHINE;
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const Uint8 luckyNumber = rand() % 100;
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const Uint8 item = rand() % 6;
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@@ -2873,7 +2879,7 @@ void Game::checkGameInput()
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}
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// Comprueba el input de pausa
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if (mInput[i]->checkInput(INPUT_BUTTON_PAUSE, REPEAT_FALSE))
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if (mInput[i]->checkInput(INPUT_CANCEL, REPEAT_FALSE))
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{
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mSection.subsection = GAME_SECTION_PAUSE;
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@@ -3159,12 +3165,13 @@ void Game::runPausedGame()
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}
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// Dibuja los objetos
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renderBackground();
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renderBalloons();
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renderBullets();
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for (int i = 0; i < mNumPlayers; i++)
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mPlayer[i]->render();
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renderScoreBoard();
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//renderBackground();
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//renderBalloons();
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//renderBullets();
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//for (int i = 0; i < mNumPlayers; i++)
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// mPlayer[i]->render();
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//renderScoreBoard();
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renderPlayField();
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mMenuPause->render();
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mFade->render();
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