Posat ordre en el Attract Mode
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@@ -100,16 +100,19 @@ Game::Game(int player_id, int current_stage, bool demo)
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Game::~Game()
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{
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if (!demo_.enabled)
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// MODO DEMO
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if (demo_.enabled)
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{
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// Habilita los sonidos
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JA_EnableSound(true);
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}
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// MODO JUEGO
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else
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{
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// Guarda las puntuaciones en un fichero
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auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
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manager->saveToFile(asset_->get("score.bin"));
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}
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else
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{
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// Habilita los sonidos
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JA_EnableSound(true);
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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}
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#ifdef RECORDING
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@@ -313,7 +316,6 @@ void Game::updateGameOverState()
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if (game_over_counter_ == GAME_OVER_COUNTER_)
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{
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_over"));
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// stopMusic();
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JA_FadeOutMusic(1000);
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balloon_manager_->setSounds(true);
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}
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@@ -850,7 +852,6 @@ void Game::killPlayer(std::shared_ptr<Player> &player)
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screen_->shake();
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JA_PlaySound(Resource::get()->getSound("voice_no.wav"));
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player->setPlayingState(PlayerState::DYING);
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// allPlayersAreNotPlaying() ? stopMusic() : resumeMusic();
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}
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}
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@@ -991,7 +992,6 @@ void Game::disableTimeStopItem()
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void Game::checkMusicStatus()
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{
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// Si se ha completado el juego o los jugadores han terminado, detiene la música
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// state_ == GameState::FADE_IN || state_ == GameState::COMPLETED || allPlayersAreGameOver() ? stopMusic() : playMusic();
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if (state_ != GameState::COMPLETED && !allPlayersAreGameOver())
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{
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playMusic();
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@@ -1374,6 +1374,7 @@ 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::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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++index;
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