Treballant en el enemic nou
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@@ -32,6 +32,7 @@
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#include "section.h" // Para Name, name, Options, options
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#include "smart_sprite.h" // Para SmartSprite
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#include "stage.h" // Para number, get, Stage, power, total_p...
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#include "tabe.h" // Para Tabe
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#include "text.h" // Para Text
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#include "texture.h" // Para Texture
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struct JA_Sound_t; // lines 37-37
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@@ -46,7 +47,8 @@ Game::Game(int player_id, int current_stage, bool demo)
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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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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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balloon_manager_(std::make_unique<BalloonManager>())
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balloon_manager_(std::make_unique<BalloonManager>()),
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tabe_(std::make_unique<Tabe>())
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{
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// Pasa variables
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demo_.enabled = demo;
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@@ -942,6 +944,7 @@ void Game::fillCanvas()
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renderItems();
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renderSmartSprites();
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balloon_manager_->render();
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tabe_->render();
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renderBullets();
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renderPathSprites();
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renderPlayers();
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@@ -1207,6 +1210,12 @@ void Game::checkEvents()
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case SDLK_8:
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{
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players_.at(0)->setPlayingState(PlayerState::LEAVING_SCREEN);
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break;
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}
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case SDLK_9:
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{
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tabe_->enable();
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break;
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}
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default:
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break;
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@@ -1373,7 +1382,7 @@ void Game::handleDemoMode()
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if (input_->checkAnyButtonPressed())
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{
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section::name = section::Name::TITLE; // Salir del modo demo y regresar al menú principal.
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section::name = section::Name::TITLE; // Salir del modo demo y regresar al menú principal.
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO; // El juego volverá a mostrar la demo
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return;
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}
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@@ -1805,6 +1814,7 @@ void Game::updateGame()
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updateScoreboard();
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updateBackground();
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balloon_manager_->update();
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tabe_->update();
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moveBullets();
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updateItems();
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updateStage();
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