guardar partida pq ja estic fent canvis a cegues a vore si trac açò
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@@ -23,11 +23,7 @@ Director::Director(int argc, char *argv[])
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// Crea la carpeta del sistema donde guardar datos
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createSystemFolder("jailgames");
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#ifdef DEBUG
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createSystemFolder("jailgames/coffee_crisis_arcade_edition_debug");
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#else
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createSystemFolder("jailgames/coffee_crisis_arcade_edition");
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#endif
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// Inicializa las opciones del programa
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initOptions();
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@@ -100,8 +96,9 @@ void Director::initInput()
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#else
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input->setVerbose(options->console);
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#endif
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// Busca si hay un mando conectado
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input->discoverGameController();
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// Busca si hay mandos conectados
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input->discoverGameControllers();
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const int numGamePads = input->getNumControllers();
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// Teclado - Movimiento del jugador
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input->bindKey(input_up, SDL_SCANCODE_UP);
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@@ -123,21 +120,24 @@ void Director::initInput()
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input->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
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input->bindKey(input_video_shaders, SDL_SCANCODE_F4);
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// Mando - Movimiento del jugador
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input->bindGameControllerButton(input_up, SDL_CONTROLLER_BUTTON_DPAD_UP);
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input->bindGameControllerButton(input_down, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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input->bindGameControllerButton(input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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input->bindGameControllerButton(input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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input->bindGameControllerButton(input_fire_left, SDL_CONTROLLER_BUTTON_X);
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input->bindGameControllerButton(input_fire_center, SDL_CONTROLLER_BUTTON_Y);
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input->bindGameControllerButton(input_fire_right, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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input->bindGameControllerButton(input_start, SDL_CONTROLLER_BUTTON_START);
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for (int i = 0; i < numGamePads; ++i)
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{
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// Mando - Movimiento del jugador
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input->bindGameControllerButton(i, input_up, SDL_CONTROLLER_BUTTON_DPAD_UP);
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input->bindGameControllerButton(i, input_down, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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input->bindGameControllerButton(i, input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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input->bindGameControllerButton(i, input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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input->bindGameControllerButton(i, input_fire_left, SDL_CONTROLLER_BUTTON_X);
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input->bindGameControllerButton(i, input_fire_center, SDL_CONTROLLER_BUTTON_Y);
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input->bindGameControllerButton(i, input_fire_right, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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input->bindGameControllerButton(i, input_start, SDL_CONTROLLER_BUTTON_START);
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// Mando - Otros
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input->bindGameControllerButton(input_accept, SDL_CONTROLLER_BUTTON_START);
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input->bindGameControllerButton(input_cancel, SDL_CONTROLLER_BUTTON_A);
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input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_BACK);
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// Mando - Otros
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input->bindGameControllerButton(i, input_accept, SDL_CONTROLLER_BUTTON_START);
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input->bindGameControllerButton(i, input_cancel, SDL_CONTROLLER_BUTTON_A);
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input->bindGameControllerButton(i, input_pause, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(i, input_exit, SDL_CONTROLLER_BUTTON_BACK);
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}
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// Pone valores por defecto a las opciones de control
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options->game.input.clear();
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