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@@ -47,7 +47,7 @@ Game::Game(GameMode mode)
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// Crea objetos e inicializa variables
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ItemTracker::init();
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DEMO_init();
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demoInit();
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room_ = std::make_shared<Room>(current_room_, board_);
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initPlayer(spawn_point_, room_);
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initStats();
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@@ -71,7 +71,7 @@ Game::~Game() {
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void Game::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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#ifdef _DEBUG
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checkDebugEvents(event);
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#endif
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@@ -91,7 +91,7 @@ void Game::checkInput() {
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Notifier::get()->show({std::string(paused_ ? "GAME PAUSED" : "GAME RUNNING")}, NotificationText::CENTER);
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}
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globalInputs::check();
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GlobalInputs::check();
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}
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// Bucle para el juego
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@@ -139,7 +139,7 @@ void Game::update() {
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checkRestoringJail();
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checkSomeCheevos();
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}
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DEMO_checkRoomChange();
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demoCheckRoomChange();
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scoreboard_->update();
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keepMusicPlaying();
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updateBlackScreen();
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@@ -270,7 +270,7 @@ bool Game::changeRoom(const std::string& room_path) {
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}
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// Verifica que exista el fichero que se va a cargar
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if (Asset::get()->get(room_path) != "") {
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if (!Asset::get()->get(room_path).empty()) {
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// Crea un objeto habitación nuevo a partir del fichero
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room_ = std::make_shared<Room>(room_path, board_);
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@@ -304,8 +304,8 @@ bool Game::changeRoom(const std::string& room_path) {
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// Comprueba si el jugador esta en el borde de la pantalla
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void Game::checkPlayerIsOnBorder() {
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if (player_->getOnBorder()) {
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const std::string roomName = room_->getRoom(player_->getBorder());
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if (changeRoom(roomName)) {
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const std::string ROOM_NAME = room_->getRoom(player_->getBorder());
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if (changeRoom(ROOM_NAME)) {
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player_->switchBorders();
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spawn_point_ = player_->getSpawnParams();
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}
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@@ -314,11 +314,11 @@ void Game::checkPlayerIsOnBorder() {
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// Comprueba las colisiones del jugador con los enemigos
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bool Game::checkPlayerAndEnemies() {
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const bool death = room_->enemyCollision(player_->getCollider());
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if (death) {
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const bool DEATH = room_->enemyCollision(player_->getCollider());
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if (DEATH) {
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killPlayer();
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}
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return death;
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return DEATH;
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}
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// Comprueba las colisiones del jugador con los objetos
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@@ -393,12 +393,12 @@ void Game::updateBlackScreen() {
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}
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// Dibuja la pantalla negra
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void Game::renderBlackScreen() {
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void Game::renderBlackScreen() const {
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if (black_screen_) {
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auto const color = static_cast<Uint8>(PaletteColor::BLACK);
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auto const COLOR = static_cast<Uint8>(PaletteColor::BLACK);
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Screen::get()->setRendererSurface();
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Screen::get()->clearSurface(color);
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Screen::get()->setBorderColor(color);
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Screen::get()->clearSurface(COLOR);
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Screen::get()->setBorderColor(COLOR);
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}
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}
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@@ -416,15 +416,15 @@ void Game::setScoreBoardColor() {
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// Comprueba si ha finalizado el juego
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bool Game::checkEndGame() {
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const bool isOnTheRoom = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
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const bool haveTheItems = board_->items >= int(total_items_ * 0.9f) || Options::cheats.jail_is_open == Options::Cheat::State::ENABLED; // Con mas del 90% de los items recogidos
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const bool isOnTheDoor = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
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const bool IS_ON_THE_ROOM = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
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const bool HAVE_THE_ITEMS = board_->items >= int(total_items_ * 0.9F) || Options::cheats.jail_is_open == Options::Cheat::State::ENABLED; // Con mas del 90% de los items recogidos
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const bool IS_ON_THE_DOOR = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
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if (haveTheItems) {
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if (HAVE_THE_ITEMS) {
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board_->jail_is_open = true;
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}
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if (haveTheItems && isOnTheRoom && isOnTheDoor) {
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if (HAVE_THE_ITEMS && IS_ON_THE_ROOM && IS_ON_THE_DOOR) {
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// Comprueba los logros de completar el juego
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checkEndGameCheevos();
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@@ -462,21 +462,21 @@ void Game::checkRestoringJail() {
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return;
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}
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static int counter = 0;
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static int counter_ = 0;
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if (!paused_) {
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counter++;
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counter_++;
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}
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// Incrementa el numero de vidas
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if (counter == 100) {
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counter = 0;
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if (counter_ == 100) {
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counter_ = 0;
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board_->lives++;
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JA_PlaySound(Resource::get()->getSound("death.wav"));
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// Invalida el logro de completar el juego sin entrar a la jail
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const bool haveTheItems = board_->items >= int(total_items_ * 0.9f);
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if (!haveTheItems) {
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const bool HAVE_THE_ITEMS = board_->items >= int(total_items_ * 0.9F);
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if (!HAVE_THE_ITEMS) {
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Cheevos::get()->setUnobtainable(9);
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}
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}
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@@ -512,7 +512,7 @@ void Game::fillRoomNameTexture() {
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// Comprueba algunos logros
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void Game::checkSomeCheevos() {
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auto cheevos = Cheevos::get();
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auto* cheevos = Cheevos::get();
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// Logros sobre la cantidad de items
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if (board_->items == total_items_) {
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@@ -520,14 +520,14 @@ void Game::checkSomeCheevos() {
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cheevos->unlock(3);
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cheevos->unlock(2);
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cheevos->unlock(1);
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} else if (board_->items >= total_items_ * 0.75f) {
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} else if (board_->items >= total_items_ * 0.75F) {
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cheevos->unlock(3);
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cheevos->unlock(2);
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cheevos->unlock(1);
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} else if (board_->items >= total_items_ * 0.5f) {
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} else if (board_->items >= total_items_ * 0.5F) {
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cheevos->unlock(2);
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cheevos->unlock(1);
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} else if (board_->items >= total_items_ * 0.25f) {
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} else if (board_->items >= total_items_ * 0.25F) {
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cheevos->unlock(1);
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}
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@@ -546,7 +546,7 @@ void Game::checkSomeCheevos() {
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// Comprueba los logros de completar el juego
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void Game::checkEndGameCheevos() {
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auto cheevos = Cheevos::get();
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auto* cheevos = Cheevos::get();
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// "Complete the game"
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cheevos->unlock(8);
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@@ -572,8 +572,8 @@ void Game::checkEndGameCheevos() {
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void Game::initPlayer(const PlayerSpawn& spawn_point, std::shared_ptr<Room> room) {
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std::string player_texture = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.gif" : "player.gif";
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std::string player_animations = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.ani" : "player.ani";
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const PlayerData player(spawn_point, player_texture, player_animations, room);
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player_ = std::make_shared<Player>(player);
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const PlayerData PLAYER(spawn_point, player_texture, player_animations, room);
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player_ = std::make_shared<Player>(PLAYER);
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}
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// Crea la textura para poner el nombre de la habitación
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@@ -587,16 +587,16 @@ void Game::createRoomNameTexture() {
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// Hace sonar la música
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void Game::keepMusicPlaying() {
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const std::string music_path = mode_ == GameMode::GAME ? "game.ogg" : "title.ogg";
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const std::string MUSIC_PATH = mode_ == GameMode::GAME ? "game.ogg" : "title.ogg";
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// Si la música no está sonando
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if (JA_GetMusicState() == JA_MUSIC_INVALID || JA_GetMusicState() == JA_MUSIC_STOPPED) {
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JA_PlayMusic(Resource::get()->getMusic(music_path));
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JA_PlayMusic(Resource::get()->getMusic(MUSIC_PATH));
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}
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}
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// DEMO MODE: Inicializa las variables para el modo demo
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void Game::DEMO_init() {
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void Game::demoInit() {
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if (mode_ == GameMode::DEMO) {
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demo_ = DemoData(0, 400, 0, {"04.room", "54.room", "20.room", "09.room", "05.room", "11.room", "31.room", "44.room"});
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current_room_ = demo_.rooms.front();
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@@ -604,7 +604,7 @@ void Game::DEMO_init() {
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}
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// DEMO MODE: Comprueba si se ha de cambiar de habitación
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void Game::DEMO_checkRoomChange() {
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void Game::demoCheckRoomChange() {
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if (mode_ == GameMode::DEMO) {
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demo_.counter++;
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if (demo_.counter == demo_.room_time) {
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