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@@ -55,7 +55,7 @@ void Ending::update() {
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updateState(DELTA_TIME); // Actualiza la máquina de estados
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updateSpriteCovers(); // Actualiza las cortinillas de los elementos
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Audio::get()->update(); // Actualiza el objeto Audio
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Audio::update(); // Actualiza el objeto Audio
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Screen::get()->update(DELTA_TIME); // Actualiza el objeto Screen
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}
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@@ -496,43 +496,43 @@ void Ending::updateSpriteCovers() {
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// Comprueba si se ha de cambiar de escena
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void Ending::checkChangeScene() {
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// Obtener duración de la escena actual
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float CURRENT_DURATION = 0.0F;
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State NEXT_STATE = State::ENDING;
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float current_duration = 0.0F;
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State next_state = State::ENDING;
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switch (state_) {
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case State::SCENE_0:
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CURRENT_DURATION = SCENE_0_DURATION;
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NEXT_STATE = State::SCENE_1;
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current_duration = SCENE_0_DURATION;
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next_state = State::SCENE_1;
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break;
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case State::SCENE_1:
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CURRENT_DURATION = SCENE_1_DURATION;
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NEXT_STATE = State::SCENE_2;
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current_duration = SCENE_1_DURATION;
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next_state = State::SCENE_2;
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break;
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case State::SCENE_2:
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CURRENT_DURATION = SCENE_2_DURATION;
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NEXT_STATE = State::SCENE_3;
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current_duration = SCENE_2_DURATION;
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next_state = State::SCENE_3;
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break;
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case State::SCENE_3:
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CURRENT_DURATION = SCENE_3_DURATION;
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NEXT_STATE = State::SCENE_4;
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current_duration = SCENE_3_DURATION;
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next_state = State::SCENE_4;
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break;
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case State::SCENE_4:
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CURRENT_DURATION = SCENE_4_DURATION;
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NEXT_STATE = State::ENDING;
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current_duration = SCENE_4_DURATION;
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next_state = State::ENDING;
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break;
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default:
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return;
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}
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// Comprobar si ha pasado la duración de la escena
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if (state_time_ >= CURRENT_DURATION) {
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if (NEXT_STATE == State::ENDING) {
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if (state_time_ >= current_duration) {
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if (next_state == State::ENDING) {
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// Termina el bucle
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SceneManager::current = SceneManager::Scene::ENDING2;
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} else {
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// Transición a la siguiente escena
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current_scene_++;
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transitionToState(NEXT_STATE);
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transitionToState(next_state);
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}
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}
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}
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