Arreglada la cárrega d'animacions
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@@ -13,10 +13,17 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16
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pos_y_(y),
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vel_x_(vel_x),
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being_created_(creation_timer > 0),
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blinking_(false),
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enabled_(true),
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invulnerable_(creation_timer > 0),
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stopped_(true),
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visible_(true),
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creation_counter_(creation_timer),
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creation_counter_ini_(creation_timer),
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stopped_counter_(0),
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kind_(kind),
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counter_(0),
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travel_y_(1.0f),
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speed_(speed)
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{
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@@ -220,9 +227,23 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16
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break;
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}
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// Valores para el efecto de rebote
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bouncing_.enabled = false;
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bouncing_.counter = 0;
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bouncing_.speed = 2;
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bouncing_.zoomW = 1.0f;
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bouncing_.zoomH = 1.0f;
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bouncing_.despX = 0.0f;
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bouncing_.despY = 0.0f;
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bouncing_.w = {1.10f, 1.05f, 1.00f, 0.95f, 0.90f, 0.95f, 1.00f, 1.02f, 1.05f, 1.02f};
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bouncing_.h = {0.90f, 0.95f, 1.00f, 1.05f, 1.10f, 1.05f, 1.00f, 0.98f, 0.95f, 0.98f};
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// Configura el sprite
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sprite_->setPos({static_cast<int>(pos_x_), static_cast<int>(pos_y_), width_, height_});
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// Tamaño del circulo de colisión
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collider_.r = width_ / 2;
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// Alinea el circulo de colisión con el objeto
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updateColliders();
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}
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@@ -705,8 +726,8 @@ Circle &Balloon::getCollider()
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// Alinea el circulo de colisión con la posición del objeto globo
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void Balloon::updateColliders()
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{
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collider_.x = static_cast<int>(pos_x_ + collider_.r);
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collider_.y = static_cast<int>(pos_y_ + collider_.r);
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collider_.x = Uint16(pos_x_ + collider_.r);
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collider_.y = pos_y_ + collider_.r;
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}
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// Obtiene le valor de la variable
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