layout de TITOL
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@@ -63,8 +63,8 @@ struct KeyboardControls {
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struct GamepadControls {
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int button_left{SDL_GAMEPAD_BUTTON_DPAD_LEFT};
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int button_right{SDL_GAMEPAD_BUTTON_DPAD_RIGHT};
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int button_thrust{SDL_GAMEPAD_BUTTON_WEST}; // X button
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int button_shoot{SDL_GAMEPAD_BUTTON_SOUTH}; // A button
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int button_thrust{SDL_GAMEPAD_BUTTON_WEST}; // X button
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int button_shoot{SDL_GAMEPAD_BUTTON_SOUTH}; // A button
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};
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struct PlayerControls {
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@@ -85,23 +85,23 @@ inline Audio audio{};
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// Controles per jugador
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inline PlayerControls player1{
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.keyboard =
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{.key_left = SDL_SCANCODE_LEFT,
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.key_right = SDL_SCANCODE_RIGHT,
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.key_thrust = SDL_SCANCODE_UP,
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.key_shoot = SDL_SCANCODE_SPACE,
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.key_start = SDL_SCANCODE_1},
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.gamepad_name = "" // Primer gamepad disponible
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.keyboard =
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{.key_left = SDL_SCANCODE_LEFT,
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.key_right = SDL_SCANCODE_RIGHT,
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.key_thrust = SDL_SCANCODE_UP,
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.key_shoot = SDL_SCANCODE_SPACE,
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.key_start = SDL_SCANCODE_1},
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.gamepad_name = "" // Primer gamepad disponible
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};
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inline PlayerControls player2{
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.keyboard =
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{.key_left = SDL_SCANCODE_A,
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.key_right = SDL_SCANCODE_D,
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.key_thrust = SDL_SCANCODE_W,
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.key_shoot = SDL_SCANCODE_LSHIFT,
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.key_start = SDL_SCANCODE_2},
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.gamepad_name = "" // Segon gamepad disponible
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.keyboard =
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{.key_left = SDL_SCANCODE_A,
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.key_right = SDL_SCANCODE_D,
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.key_thrust = SDL_SCANCODE_W,
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.key_shoot = SDL_SCANCODE_LSHIFT,
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.key_start = SDL_SCANCODE_2},
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.gamepad_name = "" // Segon gamepad disponible
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};
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// Per compatibilitat amb pollo (no utilitzat en orni, però necessari per Input)
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