forked from jaildesigner-jailgames/jaildoctors_dilemma
Nuevo mapa de 60 habitaciones. Movido el contenido de media a data
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@@ -18,16 +18,16 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
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// ****
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// this->debug->setEnabled(true);
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currentRoom = "11.room";
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spawnPoint = {2 * 8, 5 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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//currentRoom = "11.room";
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//spawnPoint = {2 * 8, 5 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// currentRoom = "06.room";
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// spawnPoint = {14 * 8, 9 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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//currentRoom = "06.room";
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//spawnPoint = {14 * 8, 9 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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currentRoom = "13.room";
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const int x = 28;
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currentRoom = "03.room";
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const int x = 26;
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const int y = 13;
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spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_NONE};
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spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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// ****
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// Crea los objetos
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@@ -424,7 +424,7 @@ void Game::reLoadTextures()
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void Game::setBlackScreen()
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{
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blackScreen = true;
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screen->setspectrumFade();
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//screen->setspectrumFade();
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}
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// Actualiza las variables relativas a la pantalla en negro
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@@ -432,16 +432,17 @@ void Game::updateBlackScreen()
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{
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if (blackScreen)
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{
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if (screen->spectrumFadeEnded())
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//if (screen->spectrumFadeEnded())
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{
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blackScreenCounter++;
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if (blackScreenCounter > 50)
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if (blackScreenCounter > 10)
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{
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blackScreen = false;
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blackScreenCounter = 0;
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player->resume();
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room->resume();
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screen->setBorderColor(room->getBorderColor());
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}
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}
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}
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