fix: la ultima tarjeta de la intro no tenia temps de repos
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@@ -208,7 +208,7 @@ void Intro::switchText(int from_index, int to_index) {
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// Actualiza las variables del objeto
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void Intro::update(float delta_time) {
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static auto *const SCREEN = Screen::get();
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static auto* const SCREEN = Screen::get();
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SCREEN->update(delta_time); // Actualiza el objeto screen
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Audio::update(); // Actualiza el objeto Audio
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@@ -229,7 +229,7 @@ void Intro::update(float delta_time) {
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// Dibuja el objeto en pantalla
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void Intro::render() {
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static auto *const SCREEN = Screen::get();
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static auto* const SCREEN = Screen::get();
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SCREEN->start(); // Prepara para empezar a dibujar en la textura de juego
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SCREEN->clean(); // Limpia la pantalla
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@@ -302,7 +302,7 @@ void Intro::initSprites() {
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card_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Apuntamos el renderizador a la textura
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auto *temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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auto* temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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card_texture->setAsRenderTarget(Screen::get()->getRenderer());
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// Limpia la textura
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@@ -343,7 +343,7 @@ void Intro::initSprites() {
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card_sprites_.at(2)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_FAST, easeOutQuint, 0.0f);
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card_sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_VERY_SLOW, easeInOutExpo, 0.0f);
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card_sprites_.at(4)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_MEDIUM, easeOutElastic, 0.0f);
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card_sprites_.at(5)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG);
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card_sprites_.at(5)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG_S);
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card_sprites_.at(5)->addPath(X_DEST, -CARD_WIDTH, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_SHORT, easeInElastic, 0.0f);
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// Constantes
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@@ -357,7 +357,7 @@ void Intro::initSprites() {
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shadow_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Apuntamos el renderizador a la textura
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auto *temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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auto* temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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shadow_texture->setAsRenderTarget(Screen::get()->getRenderer());
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// Limpia la textura
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@@ -394,7 +394,7 @@ void Intro::initSprites() {
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_FAST, easeOutQuint, 0.0f);
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shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_VERY_SLOW, easeInOutExpo, 0.0f);
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shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_MEDIUM, easeOutElastic, 0.0f);
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shadow_sprites_.at(5)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG);
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shadow_sprites_.at(5)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG_S);
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shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SHORT, easeInElastic, 0.0f);
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}
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@@ -447,25 +447,25 @@ void Intro::initTexts() {
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texts_.at(8)->setCaption(Lang::getText("[INTRO] 9"));
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texts_.at(8)->setSpeedS(TEXT_SPEED_ULTRA_FAST);
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for (auto &text : texts_) {
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for (auto& text : texts_) {
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text->center(param.game.game_area.center_x);
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}
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}
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// Actualiza los sprites
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void Intro::updateSprites(float delta_time) {
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for (auto &sprite : card_sprites_) {
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for (auto& sprite : card_sprites_) {
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sprite->update(delta_time);
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}
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for (auto &sprite : shadow_sprites_) {
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for (auto& sprite : shadow_sprites_) {
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sprite->update(delta_time);
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}
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}
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// Actualiza los textos
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void Intro::updateTexts(float delta_time) {
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for (auto &text : texts_) {
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for (auto& text : texts_) {
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text->updateS(delta_time); // Usar updateS para delta_time en segundos
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}
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}
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@@ -478,7 +478,7 @@ void Intro::renderSprites() {
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// Dibuja los textos
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void Intro::renderTexts() {
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for (const auto &text : texts_) {
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for (const auto& text : texts_) {
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text->render();
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}
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}
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