Puesta la musica para que suene durante el titulo->creditos->demo->logo
This commit is contained in:
+229
-222
@@ -36,6 +36,7 @@ Director::Director(std::string path)
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screen->setBorderColor(borderColor);
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screen->setBorderColor(borderColor);
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screen->setVideoMode(options->fullScreenMode);
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screen->setVideoMode(options->fullScreenMode);
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debug = new Debug(renderer, screen, asset);
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debug = new Debug(renderer, screen, asset);
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music = JA_LoadMusic(asset->get("title.ogg").c_str());
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}
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}
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Director::~Director()
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Director::~Director()
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@@ -49,6 +50,7 @@ Director::~Director()
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delete input;
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delete input;
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delete screen;
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delete screen;
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delete debug;
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delete debug;
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JA_DeleteMusic(music);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_DestroyWindow(window);
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@@ -351,239 +353,239 @@ bool Director::initSDL()
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// Crea el indice de ficheros
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// Crea el indice de ficheros
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bool Director::setFileList()
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bool Director::setFileList()
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{
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{
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asset->add("/data/font/smb2.png", font);
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asset->add("/data/font/smb2.png", t_font);
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asset->add("/data/font/smb2.txt", font);
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asset->add("/data/font/smb2.txt", t_font);
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asset->add("/data/font/debug.png", font);
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asset->add("/data/font/debug.png", t_font);
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asset->add("/data/font/debug.txt", font);
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asset->add("/data/font/debug.txt", t_font);
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asset->add("/data/input/gamecontrollerdb.txt", data);
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asset->add("/data/input/gamecontrollerdb.txt", t_data);
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asset->add("/data/config/config.txt", data, false);
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asset->add("/data/config/config.txt", t_data, false);
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asset->add("/data/room/01.room", room);
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asset->add("/data/room/01.room", t_room);
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asset->add("/data/room/02.room", room);
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asset->add("/data/room/02.room", t_room);
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asset->add("/data/room/03.room", room);
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asset->add("/data/room/03.room", t_room);
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asset->add("/data/room/04.room", room);
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asset->add("/data/room/04.room", t_room);
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asset->add("/data/room/05.room", room);
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asset->add("/data/room/05.room", t_room);
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asset->add("/data/room/06.room", room);
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asset->add("/data/room/06.room", t_room);
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asset->add("/data/room/07.room", room);
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asset->add("/data/room/07.room", t_room);
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asset->add("/data/room/08.room", room);
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asset->add("/data/room/08.room", t_room);
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asset->add("/data/room/09.room", room);
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asset->add("/data/room/09.room", t_room);
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asset->add("/data/room/10.room", room);
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asset->add("/data/room/10.room", t_room);
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asset->add("/data/room/11.room", room);
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asset->add("/data/room/11.room", t_room);
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asset->add("/data/room/12.room", room);
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asset->add("/data/room/12.room", t_room);
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asset->add("/data/room/13.room", room);
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asset->add("/data/room/13.room", t_room);
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asset->add("/data/room/14.room", room);
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asset->add("/data/room/14.room", t_room);
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asset->add("/data/room/15.room", room);
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asset->add("/data/room/15.room", t_room);
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asset->add("/data/room/16.room", room);
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asset->add("/data/room/16.room", t_room);
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asset->add("/data/room/17.room", room);
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asset->add("/data/room/17.room", t_room);
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asset->add("/data/room/18.room", room);
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asset->add("/data/room/18.room", t_room);
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asset->add("/data/room/19.room", room);
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asset->add("/data/room/19.room", t_room);
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asset->add("/data/room/20.room", room);
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asset->add("/data/room/20.room", t_room);
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asset->add("/data/room/21.room", room);
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asset->add("/data/room/21.room", t_room);
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asset->add("/data/room/22.room", room);
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asset->add("/data/room/22.room", t_room);
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asset->add("/data/room/23.room", room);
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asset->add("/data/room/23.room", t_room);
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asset->add("/data/room/24.room", room);
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asset->add("/data/room/24.room", t_room);
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asset->add("/data/room/25.room", room);
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asset->add("/data/room/25.room", t_room);
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asset->add("/data/room/26.room", room);
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asset->add("/data/room/26.room", t_room);
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asset->add("/data/room/27.room", room);
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asset->add("/data/room/27.room", t_room);
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asset->add("/data/room/28.room", room);
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asset->add("/data/room/28.room", t_room);
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asset->add("/data/room/29.room", room);
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asset->add("/data/room/29.room", t_room);
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asset->add("/data/room/30.room", room);
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asset->add("/data/room/30.room", t_room);
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asset->add("/data/room/31.room", room);
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asset->add("/data/room/31.room", t_room);
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asset->add("/data/room/32.room", room);
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asset->add("/data/room/32.room", t_room);
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asset->add("/data/room/33.room", room);
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asset->add("/data/room/33.room", t_room);
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asset->add("/data/room/34.room", room);
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asset->add("/data/room/34.room", t_room);
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asset->add("/data/room/35.room", room);
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asset->add("/data/room/35.room", t_room);
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asset->add("/data/room/36.room", room);
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asset->add("/data/room/36.room", t_room);
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asset->add("/data/room/37.room", room);
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asset->add("/data/room/37.room", t_room);
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asset->add("/data/room/38.room", room);
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asset->add("/data/room/38.room", t_room);
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asset->add("/data/room/39.room", room);
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asset->add("/data/room/39.room", t_room);
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asset->add("/data/room/40.room", room);
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asset->add("/data/room/40.room", t_room);
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asset->add("/data/room/41.room", room);
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asset->add("/data/room/41.room", t_room);
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asset->add("/data/room/42.room", room);
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asset->add("/data/room/42.room", t_room);
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asset->add("/data/room/43.room", room);
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asset->add("/data/room/43.room", t_room);
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asset->add("/data/room/44.room", room);
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asset->add("/data/room/44.room", t_room);
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asset->add("/data/room/45.room", room);
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asset->add("/data/room/45.room", t_room);
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asset->add("/data/room/46.room", room);
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asset->add("/data/room/46.room", t_room);
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asset->add("/data/room/47.room", room);
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asset->add("/data/room/47.room", t_room);
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asset->add("/data/room/48.room", room);
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asset->add("/data/room/48.room", t_room);
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asset->add("/data/room/49.room", room);
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asset->add("/data/room/49.room", t_room);
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asset->add("/data/room/50.room", room);
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asset->add("/data/room/50.room", t_room);
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asset->add("/data/room/51.room", room);
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asset->add("/data/room/51.room", t_room);
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asset->add("/data/room/52.room", room);
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asset->add("/data/room/52.room", t_room);
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asset->add("/data/room/53.room", room);
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asset->add("/data/room/53.room", t_room);
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asset->add("/data/room/54.room", room);
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asset->add("/data/room/54.room", t_room);
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asset->add("/data/room/55.room", room);
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asset->add("/data/room/55.room", t_room);
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asset->add("/data/room/56.room", room);
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asset->add("/data/room/56.room", t_room);
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asset->add("/data/room/57.room", room);
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asset->add("/data/room/57.room", t_room);
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asset->add("/data/room/58.room", room);
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asset->add("/data/room/58.room", t_room);
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asset->add("/data/room/59.room", room);
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asset->add("/data/room/59.room", t_room);
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asset->add("/data/room/60.room", room);
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asset->add("/data/room/60.room", t_room);
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asset->add("/data/room/01.tmx", room);
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asset->add("/data/room/01.tmx", t_room);
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asset->add("/data/room/02.tmx", room);
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asset->add("/data/room/02.tmx", t_room);
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asset->add("/data/room/03.tmx", room);
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asset->add("/data/room/03.tmx", t_room);
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asset->add("/data/room/04.tmx", room);
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asset->add("/data/room/04.tmx", t_room);
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asset->add("/data/room/05.tmx", room);
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asset->add("/data/room/05.tmx", t_room);
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asset->add("/data/room/06.tmx", room);
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asset->add("/data/room/06.tmx", t_room);
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asset->add("/data/room/07.tmx", room);
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asset->add("/data/room/07.tmx", t_room);
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asset->add("/data/room/08.tmx", room);
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asset->add("/data/room/08.tmx", t_room);
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asset->add("/data/room/09.tmx", room);
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asset->add("/data/room/09.tmx", t_room);
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asset->add("/data/room/10.tmx", room);
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asset->add("/data/room/10.tmx", t_room);
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asset->add("/data/room/11.tmx", room);
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asset->add("/data/room/11.tmx", t_room);
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asset->add("/data/room/12.tmx", room);
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asset->add("/data/room/12.tmx", t_room);
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asset->add("/data/room/13.tmx", room);
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asset->add("/data/room/13.tmx", t_room);
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asset->add("/data/room/14.tmx", room);
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asset->add("/data/room/14.tmx", t_room);
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asset->add("/data/room/15.tmx", room);
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asset->add("/data/room/15.tmx", t_room);
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asset->add("/data/room/16.tmx", room);
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asset->add("/data/room/16.tmx", t_room);
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asset->add("/data/room/17.tmx", room);
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asset->add("/data/room/17.tmx", t_room);
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asset->add("/data/room/18.tmx", room);
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asset->add("/data/room/18.tmx", t_room);
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asset->add("/data/room/19.tmx", room);
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asset->add("/data/room/19.tmx", t_room);
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asset->add("/data/room/20.tmx", room);
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asset->add("/data/room/20.tmx", t_room);
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asset->add("/data/room/21.tmx", room);
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asset->add("/data/room/21.tmx", t_room);
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asset->add("/data/room/22.tmx", room);
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asset->add("/data/room/22.tmx", t_room);
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asset->add("/data/room/23.tmx", room);
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asset->add("/data/room/23.tmx", t_room);
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asset->add("/data/room/24.tmx", room);
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asset->add("/data/room/24.tmx", t_room);
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asset->add("/data/room/25.tmx", room);
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asset->add("/data/room/25.tmx", t_room);
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asset->add("/data/room/26.tmx", room);
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asset->add("/data/room/26.tmx", t_room);
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asset->add("/data/room/27.tmx", room);
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asset->add("/data/room/27.tmx", t_room);
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asset->add("/data/room/28.tmx", room);
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asset->add("/data/room/28.tmx", t_room);
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asset->add("/data/room/29.tmx", room);
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asset->add("/data/room/29.tmx", t_room);
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asset->add("/data/room/30.tmx", room);
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asset->add("/data/room/30.tmx", t_room);
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asset->add("/data/room/31.tmx", room);
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asset->add("/data/room/31.tmx", t_room);
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asset->add("/data/room/32.tmx", room);
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asset->add("/data/room/32.tmx", t_room);
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asset->add("/data/room/33.tmx", room);
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asset->add("/data/room/33.tmx", t_room);
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asset->add("/data/room/34.tmx", room);
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asset->add("/data/room/34.tmx", t_room);
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asset->add("/data/room/35.tmx", room);
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asset->add("/data/room/35.tmx", t_room);
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asset->add("/data/room/36.tmx", room);
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asset->add("/data/room/36.tmx", t_room);
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asset->add("/data/room/37.tmx", room);
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asset->add("/data/room/37.tmx", t_room);
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asset->add("/data/room/38.tmx", room);
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asset->add("/data/room/38.tmx", t_room);
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asset->add("/data/room/39.tmx", room);
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asset->add("/data/room/39.tmx", t_room);
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asset->add("/data/room/40.tmx", room);
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asset->add("/data/room/40.tmx", t_room);
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asset->add("/data/room/41.tmx", room);
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asset->add("/data/room/41.tmx", t_room);
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asset->add("/data/room/42.tmx", room);
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asset->add("/data/room/42.tmx", t_room);
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asset->add("/data/room/43.tmx", room);
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asset->add("/data/room/43.tmx", t_room);
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asset->add("/data/room/44.tmx", room);
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asset->add("/data/room/44.tmx", t_room);
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asset->add("/data/room/45.tmx", room);
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asset->add("/data/room/45.tmx", t_room);
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asset->add("/data/room/46.tmx", room);
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asset->add("/data/room/46.tmx", t_room);
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asset->add("/data/room/47.tmx", room);
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asset->add("/data/room/47.tmx", t_room);
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asset->add("/data/room/48.tmx", room);
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asset->add("/data/room/48.tmx", t_room);
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asset->add("/data/room/49.tmx", room);
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asset->add("/data/room/49.tmx", t_room);
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asset->add("/data/room/50.tmx", room);
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asset->add("/data/room/50.tmx", t_room);
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asset->add("/data/room/51.tmx", room);
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asset->add("/data/room/51.tmx", t_room);
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asset->add("/data/room/52.tmx", room);
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asset->add("/data/room/52.tmx", t_room);
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asset->add("/data/room/53.tmx", room);
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asset->add("/data/room/53.tmx", t_room);
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asset->add("/data/room/54.tmx", room);
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asset->add("/data/room/54.tmx", t_room);
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asset->add("/data/room/55.tmx", room);
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asset->add("/data/room/55.tmx", t_room);
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asset->add("/data/room/56.tmx", room);
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asset->add("/data/room/56.tmx", t_room);
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asset->add("/data/room/57.tmx", room);
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asset->add("/data/room/57.tmx", t_room);
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asset->add("/data/room/58.tmx", room);
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asset->add("/data/room/58.tmx", t_room);
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asset->add("/data/room/59.tmx", room);
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asset->add("/data/room/59.tmx", t_room);
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asset->add("/data/room/60.tmx", room);
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asset->add("/data/room/60.tmx", t_room);
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asset->add("/data/tilesets/standard.png", bitmap);
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asset->add("/data/tilesets/standard.png", t_bitmap);
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asset->add("/data/enemies/paco.png", bitmap);
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asset->add("/data/enemies/paco.png", t_bitmap);
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asset->add("/data/enemies/paco.ani", data);
|
asset->add("/data/enemies/paco.ani", t_data);
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||||||
asset->add("/data/enemies/chip.png", bitmap);
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asset->add("/data/enemies/chip.png", t_bitmap);
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asset->add("/data/enemies/chip.ani", data);
|
asset->add("/data/enemies/chip.ani", t_data);
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asset->add("/data/enemies/wave.png", bitmap);
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asset->add("/data/enemies/wave.png", t_bitmap);
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||||||
asset->add("/data/enemies/wave.ani", data);
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asset->add("/data/enemies/wave.ani", t_data);
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asset->add("/data/enemies/wave_v.png", bitmap);
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asset->add("/data/enemies/wave_v.png", t_bitmap);
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asset->add("/data/enemies/wave_v.ani", data);
|
asset->add("/data/enemies/wave_v.ani", t_data);
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||||||
asset->add("/data/enemies/sigmasua.png", bitmap);
|
asset->add("/data/enemies/sigmasua.png", t_bitmap);
|
||||||
asset->add("/data/enemies/sigmasua.ani", data);
|
asset->add("/data/enemies/sigmasua.ani", t_data);
|
||||||
asset->add("/data/enemies/diskette.png", bitmap);
|
asset->add("/data/enemies/diskette.png", t_bitmap);
|
||||||
asset->add("/data/enemies/diskette.ani", data);
|
asset->add("/data/enemies/diskette.ani", t_data);
|
||||||
asset->add("/data/enemies/bird.png", bitmap);
|
asset->add("/data/enemies/bird.png", t_bitmap);
|
||||||
asset->add("/data/enemies/bird.ani", data);
|
asset->add("/data/enemies/bird.ani", t_data);
|
||||||
asset->add("/data/enemies/bin.png", bitmap);
|
asset->add("/data/enemies/bin.png", t_bitmap);
|
||||||
asset->add("/data/enemies/bin.ani", data);
|
asset->add("/data/enemies/bin.ani", t_data);
|
||||||
asset->add("/data/enemies/qvoid.png", bitmap);
|
asset->add("/data/enemies/qvoid.png", t_bitmap);
|
||||||
asset->add("/data/enemies/qvoid.ani", data);
|
asset->add("/data/enemies/qvoid.ani", t_data);
|
||||||
asset->add("/data/enemies/batman.png", bitmap);
|
asset->add("/data/enemies/batman.png", t_bitmap);
|
||||||
asset->add("/data/enemies/batman.ani", data);
|
asset->add("/data/enemies/batman.ani", t_data);
|
||||||
asset->add("/data/enemies/tuno.png", bitmap);
|
asset->add("/data/enemies/tuno.png", t_bitmap);
|
||||||
asset->add("/data/enemies/tuno.ani", data);
|
asset->add("/data/enemies/tuno.ani", t_data);
|
||||||
asset->add("/data/enemies/matatunos.png", bitmap);
|
asset->add("/data/enemies/matatunos.png", t_bitmap);
|
||||||
asset->add("/data/enemies/matatunos.ani", data);
|
asset->add("/data/enemies/matatunos.ani", t_data);
|
||||||
asset->add("/data/enemies/abad.png", bitmap);
|
asset->add("/data/enemies/abad.png", t_bitmap);
|
||||||
asset->add("/data/enemies/abad.ani", data);
|
asset->add("/data/enemies/abad.ani", t_data);
|
||||||
asset->add("/data/enemies/jailbattle_human.png", bitmap);
|
asset->add("/data/enemies/jailbattle_human.png", t_bitmap);
|
||||||
asset->add("/data/enemies/jailbattle_human.ani", data);
|
asset->add("/data/enemies/jailbattle_human.ani", t_data);
|
||||||
asset->add("/data/enemies/jailbattle_alien.png", bitmap);
|
asset->add("/data/enemies/jailbattle_alien.png", t_bitmap);
|
||||||
asset->add("/data/enemies/jailbattle_alien.ani", data);
|
asset->add("/data/enemies/jailbattle_alien.ani", t_data);
|
||||||
asset->add("/data/enemies/jailer.png", bitmap);
|
asset->add("/data/enemies/jailer.png", t_bitmap);
|
||||||
asset->add("/data/enemies/jailer.ani", data);
|
asset->add("/data/enemies/jailer.ani", t_data);
|
||||||
asset->add("/data/enemies/jailer2.png", bitmap);
|
asset->add("/data/enemies/jailer2.png", t_bitmap);
|
||||||
asset->add("/data/enemies/jailer2.ani", data);
|
asset->add("/data/enemies/jailer2.ani", t_data);
|
||||||
asset->add("/data/enemies/jailer3.png", bitmap);
|
asset->add("/data/enemies/jailer3.png", t_bitmap);
|
||||||
asset->add("/data/enemies/jailer3.ani", data);
|
asset->add("/data/enemies/jailer3.ani", t_data);
|
||||||
asset->add("/data/enemies/printer.png", bitmap);
|
asset->add("/data/enemies/printer.png", t_bitmap);
|
||||||
asset->add("/data/enemies/printer.ani", data);
|
asset->add("/data/enemies/printer.ani", t_data);
|
||||||
asset->add("/data/enemies/code.png", bitmap);
|
asset->add("/data/enemies/code.png", t_bitmap);
|
||||||
asset->add("/data/enemies/code.ani", data);
|
asset->add("/data/enemies/code.ani", t_data);
|
||||||
asset->add("/data/enemies/demon.png", bitmap);
|
asset->add("/data/enemies/demon.png", t_bitmap);
|
||||||
asset->add("/data/enemies/demon.ani", data);
|
asset->add("/data/enemies/demon.ani", t_data);
|
||||||
asset->add("/data/enemies/dimallas.png", bitmap);
|
asset->add("/data/enemies/dimallas.png", t_bitmap);
|
||||||
asset->add("/data/enemies/dimallas.ani", data);
|
asset->add("/data/enemies/dimallas.ani", t_data);
|
||||||
asset->add("/data/enemies/dimallas_v.png", bitmap);
|
asset->add("/data/enemies/dimallas_v.png", t_bitmap);
|
||||||
asset->add("/data/enemies/dimallas_v.ani", data);
|
asset->add("/data/enemies/dimallas_v.ani", t_data);
|
||||||
asset->add("/data/enemies/heavy.png", bitmap);
|
asset->add("/data/enemies/heavy.png", t_bitmap);
|
||||||
asset->add("/data/enemies/heavy.ani", data);
|
asset->add("/data/enemies/heavy.ani", t_data);
|
||||||
asset->add("/data/enemies/spider.png", bitmap);
|
asset->add("/data/enemies/spider.png", t_bitmap);
|
||||||
asset->add("/data/enemies/spider.ani", data);
|
asset->add("/data/enemies/spider.ani", t_data);
|
||||||
asset->add("/data/enemies/macaronni_ted.png", bitmap);
|
asset->add("/data/enemies/macaronni_ted.png", t_bitmap);
|
||||||
asset->add("/data/enemies/macaronni_ted.ani", data);
|
asset->add("/data/enemies/macaronni_ted.ani", t_data);
|
||||||
asset->add("/data/enemies/mummy.png", bitmap);
|
asset->add("/data/enemies/mummy.png", t_bitmap);
|
||||||
asset->add("/data/enemies/mummy.ani", data);
|
asset->add("/data/enemies/mummy.ani", t_data);
|
||||||
asset->add("/data/enemies/sam.png", bitmap);
|
asset->add("/data/enemies/sam.png", t_bitmap);
|
||||||
asset->add("/data/enemies/sam.ani", data);
|
asset->add("/data/enemies/sam.ani", t_data);
|
||||||
|
|
||||||
asset->add("/data/player/player.png", bitmap);
|
asset->add("/data/player/player.png", t_bitmap);
|
||||||
asset->add("/data/player/player.ani", data);
|
asset->add("/data/player/player.ani", t_data);
|
||||||
|
|
||||||
asset->add("/data/items/items.png", bitmap);
|
asset->add("/data/items/items.png", t_bitmap);
|
||||||
|
|
||||||
asset->add("/data/music/title.ogg", music);
|
asset->add("/data/music/title.ogg", t_music);
|
||||||
asset->add("/data/music/game.ogg", music);
|
asset->add("/data/music/game.ogg", t_music);
|
||||||
asset->add("/data/music/loading_sound1.ogg", music);
|
asset->add("/data/music/loading_sound1.ogg", t_music);
|
||||||
asset->add("/data/music/loading_sound2.ogg", music);
|
asset->add("/data/music/loading_sound2.ogg", t_music);
|
||||||
asset->add("/data/music/loading_sound3.ogg", music);
|
asset->add("/data/music/loading_sound3.ogg", t_music);
|
||||||
|
|
||||||
asset->add("/data/sound/item.wav", sound);
|
asset->add("/data/sound/item.wav", t_sound);
|
||||||
asset->add("/data/sound/death.wav", sound);
|
asset->add("/data/sound/death.wav", t_sound);
|
||||||
asset->add("/data/sound/jump1.wav", sound);
|
asset->add("/data/sound/jump1.wav", t_sound);
|
||||||
asset->add("/data/sound/jump2.wav", sound);
|
asset->add("/data/sound/jump2.wav", t_sound);
|
||||||
asset->add("/data/sound/jump3.wav", sound);
|
asset->add("/data/sound/jump3.wav", t_sound);
|
||||||
asset->add("/data/sound/jump4.wav", sound);
|
asset->add("/data/sound/jump4.wav", t_sound);
|
||||||
asset->add("/data/sound/jump5.wav", sound);
|
asset->add("/data/sound/jump5.wav", t_sound);
|
||||||
asset->add("/data/sound/jump6.wav", sound);
|
asset->add("/data/sound/jump6.wav", t_sound);
|
||||||
asset->add("/data/sound/jump7.wav", sound);
|
asset->add("/data/sound/jump7.wav", t_sound);
|
||||||
asset->add("/data/sound/jump8.wav", sound);
|
asset->add("/data/sound/jump8.wav", t_sound);
|
||||||
asset->add("/data/sound/jump9.wav", sound);
|
asset->add("/data/sound/jump9.wav", t_sound);
|
||||||
asset->add("/data/sound/jump10.wav", sound);
|
asset->add("/data/sound/jump10.wav", t_sound);
|
||||||
asset->add("/data/sound/jump11.wav", sound);
|
asset->add("/data/sound/jump11.wav", t_sound);
|
||||||
asset->add("/data/sound/jump12.wav", sound);
|
asset->add("/data/sound/jump12.wav", t_sound);
|
||||||
asset->add("/data/sound/jump13.wav", sound);
|
asset->add("/data/sound/jump13.wav", t_sound);
|
||||||
asset->add("/data/sound/jump14.wav", sound);
|
asset->add("/data/sound/jump14.wav", t_sound);
|
||||||
asset->add("/data/sound/jump15.wav", sound);
|
asset->add("/data/sound/jump15.wav", t_sound);
|
||||||
asset->add("/data/sound/jump16.wav", sound);
|
asset->add("/data/sound/jump16.wav", t_sound);
|
||||||
asset->add("/data/sound/jump17.wav", sound);
|
asset->add("/data/sound/jump17.wav", t_sound);
|
||||||
asset->add("/data/sound/jump18.wav", sound);
|
asset->add("/data/sound/jump18.wav", t_sound);
|
||||||
asset->add("/data/sound/jump19.wav", sound);
|
asset->add("/data/sound/jump19.wav", t_sound);
|
||||||
asset->add("/data/sound/jump20.wav", sound);
|
asset->add("/data/sound/jump20.wav", t_sound);
|
||||||
asset->add("/data/sound/jump21.wav", sound);
|
asset->add("/data/sound/jump21.wav", t_sound);
|
||||||
asset->add("/data/sound/jump22.wav", sound);
|
asset->add("/data/sound/jump22.wav", t_sound);
|
||||||
asset->add("/data/sound/jump23.wav", sound);
|
asset->add("/data/sound/jump23.wav", t_sound);
|
||||||
asset->add("/data/sound/jump24.wav", sound);
|
asset->add("/data/sound/jump24.wav", t_sound);
|
||||||
|
|
||||||
asset->add("/data/logo/jailgames.png", bitmap);
|
asset->add("/data/logo/jailgames.png", t_bitmap);
|
||||||
asset->add("/data/logo/since_1998.png", bitmap);
|
asset->add("/data/logo/since_1998.png", t_bitmap);
|
||||||
asset->add("/data/logo/seagull.png", bitmap);
|
asset->add("/data/logo/seagull.png", t_bitmap);
|
||||||
|
|
||||||
asset->add("/data/title/loading_screen1.png", bitmap);
|
asset->add("/data/title/loading_screen1.png", t_bitmap);
|
||||||
asset->add("/data/title/loading_screen2.png", bitmap);
|
asset->add("/data/title/loading_screen2.png", t_bitmap);
|
||||||
|
|
||||||
return asset->check();
|
return asset->check();
|
||||||
}
|
}
|
||||||
@@ -625,6 +627,10 @@ void Director::runIntro()
|
|||||||
// Ejecuta la seccion de juego con el titulo y los menus
|
// Ejecuta la seccion de juego con el titulo y los menus
|
||||||
void Director::runTitle()
|
void Director::runTitle()
|
||||||
{
|
{
|
||||||
|
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
|
||||||
|
{
|
||||||
|
JA_PlayMusic(music);
|
||||||
|
}
|
||||||
title = new Title(renderer, screen, asset);
|
title = new Title(renderer, screen, asset);
|
||||||
setSection(title->run());
|
setSection(title->run());
|
||||||
delete title;
|
delete title;
|
||||||
@@ -649,6 +655,7 @@ void Director::runDemo()
|
|||||||
// Ejecuta la seccion de juego donde se juega
|
// Ejecuta la seccion de juego donde se juega
|
||||||
void Director::runGame()
|
void Director::runGame()
|
||||||
{
|
{
|
||||||
|
JA_StopMusic();
|
||||||
game = new Game(renderer, screen, asset, input, debug);
|
game = new Game(renderer, screen, asset, input, debug);
|
||||||
setSection(game->run());
|
setSection(game->run());
|
||||||
delete game;
|
delete game;
|
||||||
|
|||||||
+4
-2
@@ -23,6 +23,7 @@
|
|||||||
class Director
|
class Director
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
|
// Objetos
|
||||||
SDL_Window *window; // La ventana donde dibujamos
|
SDL_Window *window; // La ventana donde dibujamos
|
||||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||||
@@ -36,8 +37,9 @@ private:
|
|||||||
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
|
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
|
||||||
Debug *debug; // Objeto para getsionar la información de debug
|
Debug *debug; // Objeto para getsionar la información de debug
|
||||||
|
|
||||||
struct options_t *options; // Variable con todas las opciones del programa
|
// Variables
|
||||||
|
JA_Music music; // Musica del titulo
|
||||||
|
struct options_t *options; // Variable con todas las opciones del programa
|
||||||
std::string executablePath; // Path del ejecutable
|
std::string executablePath; // Path del ejecutable
|
||||||
section_t section; // Sección y subsección actual del programa;
|
section_t section; // Sección y subsección actual del programa;
|
||||||
|
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
|||||||
texture = new LTexture(renderer, asset->get("loading_screen2.png"));
|
texture = new LTexture(renderer, asset->get("loading_screen2.png"));
|
||||||
sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
|
sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
|
||||||
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
|
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
|
||||||
music = JA_LoadMusic(asset->get("title.ogg").c_str());
|
|
||||||
|
|
||||||
// Inicializa variables
|
// Inicializa variables
|
||||||
counter = 0;
|
counter = 0;
|
||||||
@@ -44,7 +43,6 @@ Title::~Title()
|
|||||||
delete texture;
|
delete texture;
|
||||||
delete sprite;
|
delete sprite;
|
||||||
delete text;
|
delete text;
|
||||||
JA_DeleteMusic(music);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Comprueba el manejador de eventos
|
// Comprueba el manejador de eventos
|
||||||
@@ -198,15 +196,11 @@ void Title::render()
|
|||||||
// Bucle para el logo del juego
|
// Bucle para el logo del juego
|
||||||
section_t Title::run()
|
section_t Title::run()
|
||||||
{
|
{
|
||||||
JA_PlayMusic(music);
|
|
||||||
|
|
||||||
while (section.name == SECTION_PROG_TITLE)
|
while (section.name == SECTION_PROG_TITLE)
|
||||||
{
|
{
|
||||||
update();
|
update();
|
||||||
render();
|
render();
|
||||||
}
|
}
|
||||||
|
|
||||||
JA_StopMusic();
|
|
||||||
|
|
||||||
return section;
|
return section;
|
||||||
}
|
}
|
||||||
@@ -31,7 +31,6 @@ private:
|
|||||||
LTexture *texture; // Textura con los graficos
|
LTexture *texture; // Textura con los graficos
|
||||||
Sprite *sprite; // Sprite para manejar la textura
|
Sprite *sprite; // Sprite para manejar la textura
|
||||||
Text *text; // Objeto para escribir texto en pantalla
|
Text *text; // Objeto para escribir texto en pantalla
|
||||||
JA_Music music; // Musica del titulo
|
|
||||||
int counter; // Contador
|
int counter; // Contador
|
||||||
section_t section; // Estado del bucle principal para saber si continua o se sale
|
section_t section; // Estado del bucle principal para saber si continua o se sale
|
||||||
std::string longText; // Texto que aparece en la parte inferior del titulo
|
std::string longText; // Texto que aparece en la parte inferior del titulo
|
||||||
|
|||||||
+10
-10
@@ -9,16 +9,16 @@
|
|||||||
|
|
||||||
enum assetType
|
enum assetType
|
||||||
{
|
{
|
||||||
bitmap,
|
t_bitmap,
|
||||||
music,
|
t_music,
|
||||||
sound,
|
t_sound,
|
||||||
font,
|
t_font,
|
||||||
lang,
|
t_lang,
|
||||||
data,
|
t_data,
|
||||||
room,
|
t_room,
|
||||||
enemy,
|
t_enemy,
|
||||||
item,
|
t_item,
|
||||||
maxAssetType
|
t_maxAssetType
|
||||||
};
|
};
|
||||||
|
|
||||||
// Clase Asset
|
// Clase Asset
|
||||||
|
|||||||
Reference in New Issue
Block a user