afegit i parametritzat outline per als textos dels items
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@@ -16,7 +16,7 @@
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#include "balloon.h" // Para Balloon
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#include "balloon_manager.h" // Para BalloonManager
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#include "bullet.h" // Para Bullet, BulletType, BulletMoveStatus
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#include "color.h" // Para Color, FLASH_COLOR
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#include "color.h" // Para Color, Colors::FLASH
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#include "difficulty.h" // Para Code
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#include "fade.h" // Para Fade, FadeType, FadeMode
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#include "global_events.h" // Para check
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@@ -49,18 +49,7 @@
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// Constructor
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Game::Game(Player::Id player_id, int current_stage, bool demo)
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: renderer_(Screen::get()->getRenderer()),
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screen_(Screen::get()),
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input_(Input::get()),
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canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
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pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })),
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stage_manager_(std::make_unique<StageManager>()),
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balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
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background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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tabe_(std::make_unique<Tabe>()),
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hit_(Hit(Resource::get()->getTexture("hit.png"))) {
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: renderer_(Screen::get()->getRenderer()), screen_(Screen::get()), input_(Input::get()), canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)), pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })), stage_manager_(std::make_unique<StageManager>()), balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())), background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), tabe_(std::make_unique<Tabe>()), hit_(Hit(Resource::get()->getTexture("hit.png"))) {
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// Pasa variables
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demo_.enabled = demo;
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@@ -281,7 +270,7 @@ void Game::updateStage() {
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// Efectos de cambio de fase
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playSound("stage_change.wav");
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balloon_manager_->resetBalloonSpeed();
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screen_->flash(FLASH_COLOR, 3);
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screen_->flash(Colors::FLASH, 3);
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screen_->shake();
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// Obtener datos de la nueva fase
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@@ -687,8 +676,7 @@ void Game::renderItems() {
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// Devuelve un item al azar y luego segun sus probabilidades
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auto Game::dropItem() -> ItemType {
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//const auto LUCKY_NUMBER = rand() % 100;
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const auto LUCKY_NUMBER = 0;
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const auto LUCKY_NUMBER = rand() % 100;
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const auto ITEM = rand() % 6;
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switch (ITEM) {
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