Cambiada la variable section por un puntero
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@@ -1,7 +1,7 @@
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#include "ending.h"
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// Constructor
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Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
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Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
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{
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// Copia los punteros
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this->renderer = renderer;
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@@ -9,6 +9,7 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
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this->resource = resource;
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this->asset = asset;
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this->options = options;
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this->section = section;
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// Reserva memoria para los punteros a objetos
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eventHandler = new SDL_Event();
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@@ -19,8 +20,8 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
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counter = -1;
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preCounter = 0;
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coverCounter = 0;
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section.name = SECTION_PROG_ENDING;
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section.subsection = 0;
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section->name = SECTION_PROG_ENDING;
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section->subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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scene = 0;
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@@ -150,7 +151,7 @@ void Ending::checkEventHandler()
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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section->name = SECTION_PROG_QUIT;
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break;
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}
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@@ -160,7 +161,7 @@ void Ending::checkEventHandler()
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_QUIT;
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section->name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_B:
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@@ -482,11 +483,11 @@ void Ending::iniScenes()
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}
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// Bucle principal
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section_t Ending::run()
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void Ending::run()
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{
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JA_PlayMusic(music);
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while (section.name == SECTION_PROG_ENDING)
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while (section->name == SECTION_PROG_ENDING)
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{
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update();
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render();
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@@ -494,8 +495,6 @@ section_t Ending::run()
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JA_StopMusic();
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JA_SetVolume(128);
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return section;
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}
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// Actualiza los contadores
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@@ -571,7 +570,7 @@ void Ending::checkChangeScene()
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if (scene == 5)
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{
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// Termina el bucle
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section.name = SECTION_PROG_ENDING2;
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section->name = SECTION_PROG_ENDING2;
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// Mantiene los valores anteriores
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scene = 4;
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