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@@ -102,13 +102,13 @@ void GameOver::render() {
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void GameOver::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 GameOver::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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@@ -122,14 +122,14 @@ void GameOver::run() {
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// Actualiza el color usado para renderizar los textos e imagenes
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void GameOver::updateColor() {
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const int half = COUNTER_SECTION_END_ / 2;
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const int HALF = COUNTER_SECTION_END / 2;
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if (counter_ < half) {
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const float STEP = std::min(counter_, COUNTER_FADE_LENGHT_) / (float)COUNTER_FADE_LENGHT_;
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if (counter_ < HALF) {
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const float STEP = std::min(counter_, COUNTER_FADE_LENGHT) / (float)COUNTER_FADE_LENGHT;
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const int INDEX = (colors_.size() - 1) - int((colors_.size() - 1) * STEP);
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color_ = colors_[INDEX];
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} else {
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const float STEP = std::min(std::max(counter_, COUNTER_INIT_FADE_) - COUNTER_INIT_FADE_, COUNTER_FADE_LENGHT_) / (float)COUNTER_FADE_LENGHT_;
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const float STEP = std::min(std::max(counter_, COUNTER_INIT_FADE) - COUNTER_INIT_FADE, COUNTER_FADE_LENGHT) / (float)COUNTER_FADE_LENGHT;
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const int INDEX = (colors_.size() - 1) * STEP;
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color_ = colors_[INDEX];
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}
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@@ -156,7 +156,7 @@ void GameOver::updateCounters() {
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}
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// Comprueba si ha terminado la sección
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else if (counter_ == COUNTER_SECTION_END_) {
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else if (counter_ == COUNTER_SECTION_END) {
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SceneManager::current = SceneManager::Scene::LOGO;
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SceneManager::options = SceneManager::Options::LOGO_TO_TITLE;
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}
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