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@@ -20,7 +20,7 @@
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// Constructor
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Ending2::Ending2()
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: state_(EndingState::PRE_CREDITS, SDL_GetTicks(), STATE_PRE_CREDITS_DURATION_) {
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: state_(EndingState::PRE_CREDITS, SDL_GetTicks(), STATE_PRE_CREDITS_DURATION) {
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SceneManager::current = SceneManager::Scene::ENDING2;
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SceneManager::options = SceneManager::Options::NONE;
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@@ -134,13 +134,13 @@ void Ending2::render() {
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void Ending2::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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globalEvents::check(event);
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GlobalEvents::check(event);
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}
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}
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// Comprueba las entradas
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void Ending2::checkInput() {
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globalInputs::check();
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GlobalInputs::check();
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}
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// Bucle principal
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@@ -168,13 +168,13 @@ void Ending2::updateState() {
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case EndingState::CREDITS:
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if (texts_.back()->getPosY() <= GAMECANVAS_CENTER_Y) {
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state_.set(EndingState::POST_CREDITS, STATE_POST_CREDITS_DURATION_);
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state_.set(EndingState::POST_CREDITS, STATE_POST_CREDITS_DURATION);
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}
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break;
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case EndingState::POST_CREDITS:
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if (state_.hasEnded(EndingState::POST_CREDITS)) {
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state_.set(EndingState::FADING, STATE_FADE_DURATION_);
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state_.set(EndingState::FADING, STATE_FADE_DURATION);
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}
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break;
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@@ -344,15 +344,15 @@ void Ending2::renderTexts() {
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// Coloca los sprites en su sito
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void Ending2::placeSprites() {
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for (int i = 0; i < static_cast<int>(sprites_.size()); ++i) {
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const float X = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
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const float Y = (i / 1) * (sprite_max_height_ + DIST_SPRITE_TEXT_ + Resource::get()->getText("smb2")->getCharacterSize() + DIST_SPRITE_SPRITE_) + Options::game.height + 40;
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const float X = i % 2 == 0 ? FIRST_COL : SECOND_COL;
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const float Y = (i / 1) * (sprite_max_height_ + DIST_SPRITE_TEXT + Resource::get()->getText("smb2")->getCharacterSize() + DIST_SPRITE_SPRITE) + Options::game.height + 40;
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const float W = sprites_.at(i)->getWidth();
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const float H = sprites_.at(i)->getHeight();
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const float DX = -(W / 2);
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const float DY = sprite_max_height_ - H;
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sprites_.at(i)->setPos({X + DX, Y + DY, W, H});
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sprites_.at(i)->setVelY(SPRITE_DESP_SPEED_);
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sprites_.at(i)->setVelY(SPRITE_DESP_SPEED);
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}
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// Recoloca el sprite del jugador, que es el último de la lista
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@@ -382,10 +382,10 @@ void Ending2::createSpriteTexts() {
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// Determina la columna y la posición X del texto
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const float X = (i == sprite_list_.size() - 1)
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? (GAMECANVAS_CENTER_X - (W / 2))
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: ((i % 2 == 0 ? FIRST_COL_ : SECOND_COL_) - (W / 2));
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: ((i % 2 == 0 ? FIRST_COL : SECOND_COL) - (W / 2));
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// Calcula la posición Y del texto en base a la posición y altura del sprite
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const float Y = sprites_.at(i)->getPosY() + sprites_.at(i)->getHeight() + DIST_SPRITE_TEXT_;
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const float Y = sprites_.at(i)->getPosY() + sprites_.at(i)->getHeight() + DIST_SPRITE_TEXT;
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// Crea la surface
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auto surface = std::make_shared<Surface>(W, H);
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@@ -396,7 +396,7 @@ void Ending2::createSpriteTexts() {
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// Crea el sprite
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SDL_FRect pos = {X, Y, W, H};
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sprite_texts_.emplace_back(std::make_shared<SurfaceMovingSprite>(surface, pos));
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sprite_texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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sprite_texts_.back()->setVelY(SPRITE_DESP_SPEED);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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}
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@@ -427,7 +427,7 @@ void Ending2::createTexts() {
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// Crea el sprite
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SDL_FRect pos = {X + DX, Y, W, H};
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texts_.emplace_back(std::make_shared<SurfaceMovingSprite>(surface, pos));
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texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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texts_.back()->setVelY(SPRITE_DESP_SPEED);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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@@ -456,7 +456,7 @@ void Ending2::createTexts() {
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// Crea el sprite
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SDL_FRect pos = {X + DX, Y, W, H};
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texts_.emplace_back(std::make_shared<SurfaceMovingSprite>(surface, pos));
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texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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texts_.back()->setVelY(SPRITE_DESP_SPEED);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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}
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