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@@ -68,11 +68,11 @@ void Intro::updateScenes()
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case 0:
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case 0:
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{
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{
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// Primera imagen - UPV
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// Primera imagen - UPV
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sprites_.at(0)->enable();
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card_sprites_.at(0)->enable();
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shadow_sprites_.at(0)->enable();
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shadow_sprites_.at(0)->enable();
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// Primer texto de la primera imagen
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// Primer texto de la primera imagen
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if (sprites_.at(0)->hasFinished() && !texts_.at(0)->hasFinished())
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if (card_sprites_.at(0)->hasFinished() && !texts_.at(0)->hasFinished())
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{
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{
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texts_.at(0)->setEnabled(true);
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texts_.at(0)->setEnabled(true);
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}
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}
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@@ -104,11 +104,11 @@ void Intro::updateScenes()
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case 1:
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case 1:
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{
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{
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// Segunda imagen - Máquina
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// Segunda imagen - Máquina
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sprites_.at(1)->enable();
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card_sprites_.at(1)->enable();
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shadow_sprites_.at(1)->enable();
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shadow_sprites_.at(1)->enable();
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// Primer texto de la segunda imagen
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// Primer texto de la segunda imagen
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if (sprites_.at(1)->hasFinished() && !texts_.at(3)->hasFinished())
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if (card_sprites_.at(1)->hasFinished() && !texts_.at(3)->hasFinished())
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{
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{
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texts_.at(3)->setEnabled(true);
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texts_.at(3)->setEnabled(true);
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}
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}
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@@ -128,14 +128,14 @@ void Intro::updateScenes()
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// Tercera imagen junto con primer texto - GRITO
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// Tercera imagen junto con primer texto - GRITO
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if (!texts_.at(4)->hasFinished())
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if (!texts_.at(4)->hasFinished())
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{
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{
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sprites_.at(2)->enable();
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card_sprites_.at(2)->enable();
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shadow_sprites_.at(2)->enable();
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shadow_sprites_.at(2)->enable();
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texts_.at(4)->setEnabled(true);
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texts_.at(4)->setEnabled(true);
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}
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}
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// Fin de la tercera escena
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// Fin de la tercera escena
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if (sprites_.at(2)->hasFinished() && texts_.at(4)->hasFinished())
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if (card_sprites_.at(2)->hasFinished() && texts_.at(4)->hasFinished())
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{
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{
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texts_.at(4)->setEnabled(false);
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texts_.at(4)->setEnabled(false);
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scene_++;
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scene_++;
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@@ -147,7 +147,7 @@ void Intro::updateScenes()
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case 3:
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case 3:
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{
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{
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// Cuarta imagen junto con primer texto - Reflexión
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// Cuarta imagen junto con primer texto - Reflexión
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sprites_.at(3)->enable();
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card_sprites_.at(3)->enable();
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shadow_sprites_.at(3)->enable();
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shadow_sprites_.at(3)->enable();
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if (!texts_.at(5)->hasFinished())
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if (!texts_.at(5)->hasFinished())
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@@ -163,7 +163,7 @@ void Intro::updateScenes()
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}
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}
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// Fin de la cuarta escena
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// Fin de la cuarta escena
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if (sprites_.at(3)->hasFinished() && texts_.at(6)->hasFinished())
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if (card_sprites_.at(3)->hasFinished() && texts_.at(6)->hasFinished())
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{
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{
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texts_.at(6)->setEnabled(false);
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texts_.at(6)->setEnabled(false);
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scene_++;
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scene_++;
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@@ -175,7 +175,7 @@ void Intro::updateScenes()
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case 4:
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case 4:
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{
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{
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// Quinta imagen - Patada
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// Quinta imagen - Patada
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sprites_.at(4)->enable();
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card_sprites_.at(4)->enable();
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shadow_sprites_.at(4)->enable();
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shadow_sprites_.at(4)->enable();
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// Primer texto de la quinta imagen
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// Primer texto de la quinta imagen
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@@ -185,7 +185,7 @@ void Intro::updateScenes()
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}
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}
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// Fin de la quinta escena
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// Fin de la quinta escena
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if (sprites_.at(4)->hasFinished() && texts_.at(7)->hasFinished())
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if (card_sprites_.at(4)->hasFinished() && texts_.at(7)->hasFinished())
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{
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{
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texts_.at(7)->setEnabled(false);
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texts_.at(7)->setEnabled(false);
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scene_++;
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scene_++;
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@@ -197,7 +197,7 @@ void Intro::updateScenes()
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case 5:
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case 5:
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{
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{
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// Sexta imagen junto con texto - Globos de café
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// Sexta imagen junto con texto - Globos de café
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sprites_.at(5)->enable();
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card_sprites_.at(5)->enable();
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shadow_sprites_.at(5)->enable();
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shadow_sprites_.at(5)->enable();
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if (!texts_.at(8)->hasFinished())
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if (!texts_.at(8)->hasFinished())
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@@ -212,7 +212,7 @@ void Intro::updateScenes()
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}
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}
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// Acaba la ultima imagen
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// Acaba la ultima imagen
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if (sprites_.at(5)->hasFinished() && texts_.at(8)->hasFinished())
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if (card_sprites_.at(5)->hasFinished() && texts_.at(8)->hasFinished())
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{
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{
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state_ = IntroState::POST;
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state_ = IntroState::POST;
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state_start_time_ = SDL_GetTicks();
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state_start_time_ = SDL_GetTicks();
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@@ -309,44 +309,75 @@ void Intro::initSprites()
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"intro6.png"};
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"intro6.png"};
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// Constantes
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// Constantes
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constexpr int TOTAL_SPRITES = TEXTURE_LIST.size();
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const float BORDER = 2.0f;
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auto texture = Resource::get()->getTexture(TEXTURE_LIST.front());
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auto texture = Resource::get()->getTexture(TEXTURE_LIST.front());
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const float SPRITE_WIDTH = texture->getWidth();
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const float CARD_WIDTH = texture->getWidth() + (BORDER * 2);
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const float SPRITE_HEIGHT = texture->getHeight();
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const float CARD_HEIGHT = texture->getHeight() + (BORDER * 2);
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const float X_DEST = param.game.game_area.center_x - SPRITE_WIDTH / 2;
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const float Y_DEST = param.game.game_area.first_quarter_y - (SPRITE_HEIGHT / 4);
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// Inicializa los sprites con las imagenes
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// Crea las texturas para las tarjetas
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constexpr int TOTAL_SPRITES = 6;
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std::vector<std::shared_ptr<Texture>> card_textures;
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for (int i = 0; i < TOTAL_SPRITES; ++i)
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{
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auto sprite = std::make_unique<PathSprite>(Resource::get()->getTexture(TEXTURE_LIST.at(i)));
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sprite->setWidth(SPRITE_WIDTH);
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sprite->setHeight(SPRITE_HEIGHT);
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sprite->setSpriteClip(0, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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sprites_.push_back(std::move(sprite));
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}
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sprites_.at(0)->addPath(-SPRITE_WIDTH - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
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sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeOutBounce, 0);
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sprites_.at(2)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
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sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 300, easeInOutExpo, 0);
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sprites_.at(4)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0);
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sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 250, easeOutQuad, 450);
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sprites_.at(5)->addPath(X_DEST, -SPRITE_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0);
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// Constantes
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const float BORDER = 4;
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const float SHADOW_SPRITE_WIDTH = SPRITE_WIDTH + BORDER;
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const float SHADOW_SPRITE_HEIGHT = SPRITE_HEIGHT + BORDER;
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const float S_X_DEST = X_DEST - BORDER / 2;
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const float S_Y_DEST = Y_DEST - BORDER / 2;
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// Crea las texturas para las imágenes traseras
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std::vector<std::shared_ptr<Texture>> shadow_textures;
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for (int i = 0; i < TOTAL_SPRITES; ++i)
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for (int i = 0; i < TOTAL_SPRITES; ++i)
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{
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{
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// Crea la textura
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// Crea la textura
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auto card_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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card_texture->createBlank(CARD_WIDTH, CARD_HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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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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card_texture->setAsRenderTarget(Screen::get()->getRenderer());
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// Limpia la textura
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Pone color en el marco de la textura
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auto color = param.intro.card_color;
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, color.a);
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SDL_FRect rect1 = {1, 0, CARD_WIDTH - 2, CARD_HEIGHT};
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SDL_FRect rect2 = {0, 1, CARD_WIDTH, CARD_HEIGHT - 2};
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SDL_RenderRect(Screen::get()->getRenderer(), &rect1);
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SDL_RenderRect(Screen::get()->getRenderer(), &rect2);
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// Copia la textura con la imagen dentro del marco
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SDL_FRect dest = {BORDER, BORDER, CARD_WIDTH - (BORDER * 2), CARD_HEIGHT - (BORDER * 2)};
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SDL_RenderTexture(Screen::get()->getRenderer(), Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture(), nullptr, &dest);
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// Deja el renderizador como estaba y añade la textura a la lista
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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card_textures.push_back(card_texture);
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}
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// Inicializa los sprites para las tarjetas
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for (int i = 0; i < TOTAL_SPRITES; ++i)
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{
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auto sprite = std::make_unique<PathSprite>(card_textures.at(i));
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sprite->setWidth(CARD_WIDTH);
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sprite->setHeight(CARD_HEIGHT);
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sprite->setSpriteClip(0, 0, CARD_WIDTH, CARD_HEIGHT);
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card_sprites_.push_back(std::move(sprite));
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}
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const float X_DEST = param.game.game_area.center_x - CARD_WIDTH / 2;
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const float Y_DEST = param.game.game_area.first_quarter_y - (CARD_HEIGHT / 4);
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card_sprites_.at(0)->addPath(-CARD_WIDTH - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
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card_sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeOutBounce, 0);
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card_sprites_.at(2)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
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card_sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 300, easeInOutExpo, 0);
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card_sprites_.at(4)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0);
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card_sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 250, easeOutQuad, 450);
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card_sprites_.at(5)->addPath(X_DEST, -CARD_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0);
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// Constantes
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const float DESP = 8;
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const float SHADOW_SPRITE_WIDTH = CARD_WIDTH;
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const float SHADOW_SPRITE_HEIGHT = CARD_HEIGHT;
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// Crea la textura para las sombras de las tarjetas
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auto shadow_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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auto shadow_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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shadow_texture->createBlank(SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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shadow_texture->createBlank(SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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shadow_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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shadow_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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@@ -359,29 +390,32 @@ void Intro::initSprites()
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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SDL_RenderClear(Screen::get()->getRenderer());
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// Pone color en el marco de la textura
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// Dibuja la sombra sobre la textura
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auto color = param.intro.card_color;
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auto color = param.intro.shadow_color;
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, color.a);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 255);
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SDL_FRect rect1 = {1, 0, SHADOW_SPRITE_WIDTH - 2, SHADOW_SPRITE_HEIGHT};
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SDL_FRect rect1 = {1, 0, SHADOW_SPRITE_WIDTH - 2, SHADOW_SPRITE_HEIGHT};
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SDL_FRect rect2 = {0, 1, SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT - 2};
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SDL_FRect rect2 = {0, 1, SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT - 2};
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SDL_RenderRect(Screen::get()->getRenderer(), &rect1);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect1);
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SDL_RenderRect(Screen::get()->getRenderer(), &rect2);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect2);
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// Deja el renderizador como estaba y añade la textura a la lista
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// Deja el renderizador como estaba y añade la textura a la lista
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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shadow_textures.push_back(shadow_texture);
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}
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// Inicializa los sprites para la sombra
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// Inicializa los sprites para la sombras usando la texturas con la sombra
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for (int i = 0; i < TOTAL_SPRITES; ++i)
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for (int i = 0; i < TOTAL_SPRITES; ++i)
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{
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{
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auto sprite = std::make_unique<PathSprite>(shadow_textures.at(i));
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auto color = param.intro.shadow_color;
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auto sprite = std::make_unique<PathSprite>(shadow_texture);
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sprite->setWidth(SHADOW_SPRITE_WIDTH);
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sprite->setWidth(SHADOW_SPRITE_WIDTH);
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sprite->setHeight(SHADOW_SPRITE_HEIGHT);
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sprite->setHeight(SHADOW_SPRITE_HEIGHT);
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sprite->setSpriteClip(0, 0, SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT);
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sprite->setSpriteClip(0, 0, SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT);
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sprite->getTexture()->setAlpha(color.a);
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shadow_sprites_.push_back(std::move(sprite));
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shadow_sprites_.push_back(std::move(sprite));
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}
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}
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const float S_X_DEST = X_DEST + DESP;
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const float S_Y_DEST = Y_DEST + DESP;
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shadow_sprites_.at(0)->addPath(param.game.height + 10, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0);
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shadow_sprites_.at(0)->addPath(param.game.height + 10, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0);
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shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeOutBounce, 0);
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shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeOutBounce, 0);
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0);
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0);
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@@ -451,7 +485,7 @@ void Intro::initTexts()
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// Actualiza los sprites
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// Actualiza los sprites
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void Intro::updateSprites()
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void Intro::updateSprites()
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{
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{
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for (auto &sprite : sprites_)
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for (auto &sprite : card_sprites_)
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{
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{
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sprite->update();
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sprite->update();
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}
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}
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@@ -475,7 +509,7 @@ void Intro::updateTexts()
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void Intro::renderSprites()
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void Intro::renderSprites()
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{
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{
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shadow_sprites_.at(scene_)->render();
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shadow_sprites_.at(scene_)->render();
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sprites_.at(scene_)->render();
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card_sprites_.at(scene_)->render();
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}
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}
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// Dibuja los textos
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// Dibuja los textos
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