|     Inicio    |   |         |  |   FOROS      |  |      |      
   Elastix - VoIP B4A (Basic4Android) App inventor 2 PHP - MySQL
  Estación meteorológica B4J (Basic4Java) ADB Shell - Android Arduino
  Raspberry Pi Visual Basic Script (VBS) FireBase (BD autoactualizable) NodeMCU como Arduino
  AutoIt (Programación) Visual Basic Cosas de Windows Webs interesantes
Translate:
Búsqueda en este sitio:


.

Firebase en español
Base de datos activa. Firebase - Juan Antonio Villalpando

-- Tutorial de iniciación de Firebase en español --

Volver al índice del tutorial

____________________________

________________________________________________________

4.- Tetris. Juego del Tetris online.

________________________________

- Vamos a crear una página web en donde podamos jugar al Tetris online con otro usuario.

- Simplemente copia este archivo en tu ordenador.

- Debes cambiar mi dirección:

var tetrisRef = new Firebase('https://kio4.firebaseio.com/');

por la tuya de Firebase.

Además debes bajar este archivo y subirlo a tu servidor

http://www.kio4.com/firebase/imagenes/example.css

tetris.htm
<html>
<head>
  <script src="https://cdn.firebase.com/js/client/2.2.1/firebase.js"></script>
  <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.0/jquery.min.js"></script>
  <link rel="stylesheet" type="text/css" href="http://www.kio4.com/firebase/imagenes/example.css">
</head>

<body class="tetris-body example-base">
  <div>
    <canvas id="canvas0" width="250" height="500"></canvas>
    <canvas id="canvas1" width="250" height="500"></canvas>
  </div>
  <input type="button" id="restartButton" value="Restart Game" class="hide" />
  <div id="gameInProgress">Game is in progress.  You will automatically join if either player leaves.</div>


<script>

  var canvas = $("#canvas0").get(0);
  if (!canvas || !canvas.getContext || !canvas.getContext('2d'))
    alert("You must use a browser that supports HTML5 Canvas to run this demo.");

  function start() {
    var tetrisRef = new Firebase('https://kio4.firebaseio.com/');
    var tetrisController = new Tetris.Controller(tetrisRef);
  }

  var Tetris = { };

  /**
   * Various constants related to board size / drawing.
   */
  Tetris.BOARD_WIDTH = 10; // (in "blocks", not pixels)
  Tetris.BOARD_HEIGHT = 20;

  Tetris.BLOCK_SIZE_PIXELS = 25;
  Tetris.BOARD_HEIGHT_PIXELS = Tetris.BOARD_HEIGHT * Tetris.BLOCK_SIZE_PIXELS;
  Tetris.BOARD_WIDTH_PIXELS = Tetris.BOARD_WIDTH * Tetris.BLOCK_SIZE_PIXELS;

  Tetris.BLOCK_BORDER_COLOR = "#484848";
  Tetris.BLOCK_COLORS = { 'X': 'black', 'b': 'cyan', 'B': 'blue', 'O': 'orange',
                          'Y': 'yellow', 'G': 'green', 'P': '#9370D8', 'R': 'red' };

  Tetris.GRAVITY_DELAY = 300; // 300ms

  Tetris.EMPTY_LINE  = "          ";
  Tetris.FILLED_LINE = "XXXXXXXXXX";
  Tetris.COMPLETE_LINE_PATTERN = /[^ ]{10}/;

  // Pieces.  (Indexed by piece rotation (0-3), row (0-3), piece number (0-6))
  Tetris.PIECES = [];
  for (var i = 0; i < 4; i++) { Tetris.PIECES[i] = []; }
  Tetris.PIECES[0][0] = [ "    ",   "    ",   "    ",   "    ",   "    ",   "    ",   "    " ];
  Tetris.PIECES[0][1] = [ "    ",   "B   ",   "  O ",   " YY ",   " GG ",   " P  ",   "RR  " ];
  Tetris.PIECES[0][2] = [ "bbbb",   "BBB ",   "OOO ",   " YY ",   "GG  ",   "PPP ",   " RR " ];
  Tetris.PIECES[0][3] = [ "    ",   "    ",   "    ",   "    ",   "    ",   "    ",   "    " ];
  Tetris.PIECES[1][0] = [ " b  ",   "    ",   "    ",   "    ",   "    ",   "    ",   "  R " ];
  Tetris.PIECES[1][1] = [ " b  ",   " B  ",   "OO  ",   " YY ",   " G  ",   " P  ",   " RR " ];
  Tetris.PIECES[1][2] = [ " b  ",   " B  ",   " O  ",   " YY ",   " GG ",   " PP ",   " R  " ];
  Tetris.PIECES[1][3] = [ " b  ",   "BB  ",   " O  ",   "    ",   "  G ",   " P  ",   "    " ];
  Tetris.PIECES[2][0] = [ "    ",   "    ",   "    ",   "    ",   "    ",   "    ",   "    " ];
  Tetris.PIECES[2][1] = [ "    ",   "    ",   "    ",   " YY ",   " GG ",   "    ",   "RR  " ];
  Tetris.PIECES[2][2] = [ "bbbb",   "BBB ",   "OOO ",   " YY ",   "GG  ",   "PPP ",   " RR " ];
  Tetris.PIECES[2][3] = [ "    ",   "  B ",   "O   ",   "    ",   "    ",   " P  ",   "    " ];
  Tetris.PIECES[3][0] = [ " b  ",   "    ",   "    ",   "    ",   "    ",   "    ",   "  R " ];
  Tetris.PIECES[3][1] = [ " b  ",   " BB ",   " O  ",   " YY ",   " G  ",   " P  ",   " RR " ];
  Tetris.PIECES[3][2] = [ " b  ",   " B  ",   " O  ",   " YY ",   " GG ",   "PP  ",   " R  " ];
  Tetris.PIECES[3][3] = [ " b  ",   " B  ",   " OO ",   "    ",   "  G ",   " P  ",   "    " ];



  /**
   * Stores the state of a tetris board and handles drawing it.
   */
  Tetris.Board = function (canvas, playerRef) {
    this.context = canvas.getContext('2d');
    this.playerRef = playerRef;
    this.snapshot = null;
    this.isMyBoard = false;

    // Listen for changes to our board.
    var self = this;
    playerRef.on('value', function(snapshot) {
      self.snapshot = snapshot;
      self.draw();
    });
  };


  /**
   * Draws the contents of the board as well as the current piece.
   */
  Tetris.Board.prototype.draw = function () {
    // Clear canvas.
    this.context.clearRect(0, 0, Tetris.BOARD_WIDTH_PIXELS, Tetris.BOARD_HEIGHT_PIXELS);

    // Iterate over columns / rows in board data and draw each non-empty block.
    for (var x = 0; x < Tetris.BOARD_WIDTH; x++) {
      for (var y = 0; y < Tetris.BOARD_HEIGHT; y++) {
        var colorValue = this.getBlockVal(x, y);
        if (colorValue != ' ') {
          // Calculate block position and draw a correctly-colored square.
          var left = x * Tetris.BLOCK_SIZE_PIXELS;
          var top = y * Tetris.BLOCK_SIZE_PIXELS;
          this.context.fillStyle = Tetris.BLOCK_COLORS[colorValue];
          this.context.fillRect(left, top, Tetris.BLOCK_SIZE_PIXELS, Tetris.BLOCK_SIZE_PIXELS);
          this.context.lineWidth = 1;
          this.context.strokeStyle = Tetris.BLOCK_BORDER_COLOR;
          this.context.strokeRect(left, top, Tetris.BLOCK_SIZE_PIXELS, Tetris.BLOCK_SIZE_PIXELS);
        }
      }
    }

    // If there's a falling piece, draw it.
    if (this.snapshot !== null && this.snapshot.hasChild('piece')) {
      var piece = Tetris.Piece.fromSnapshot(this.snapshot.child('piece'));
      this.drawPiece(piece);
    }

    // If this isn't my board, dim it out with a 25% opacity black rectangle.
    if (!this.isMyBoard) {
      this.context.fillStyle = "rgba(0, 0, 0, 0.25)";
      this.context.fillRect(0, 0, Tetris.BOARD_WIDTH_PIXELS, Tetris.BOARD_HEIGHT_PIXELS);
    }
  };


  /**
   * Draw the currently falling piece.
   */
  Tetris.Board.prototype.drawPiece = function (piece) {
    var self = this;
    this.forEachBlockOfPiece(piece,
      function (x, y, colorValue) {
        var left = x * Tetris.BLOCK_SIZE_PIXELS;
        var top = y * Tetris.BLOCK_SIZE_PIXELS;

        self.context.fillStyle = Tetris.BLOCK_COLORS[colorValue];
        self.context.fillRect(left, top, Tetris.BLOCK_SIZE_PIXELS, Tetris.BLOCK_SIZE_PIXELS);
        self.context.lineWidth = 1;
        self.context.strokeStyle = Tetris.BLOCK_BORDER_COLOR;
        self.context.strokeRect(left, top, Tetris.BLOCK_SIZE_PIXELS, Tetris.BLOCK_SIZE_PIXELS);
      });
  };


  /**
   * Clear the board contents.
   */
  Tetris.Board.prototype.clear = function () {
    for (var row = 0; row < Tetris.BOARD_HEIGHT; row++) {
      this.setRow(row, Tetris.EMPTY_LINE);
    }
  };


  /**
   * Given a Tetris.Piece, returns true if it has collided with the board (i.e. its current position
   * and rotation causes it to overlap blocks already on the board).
   */
  Tetris.Board.prototype.checkForPieceCollision = function (piece) {
    var collision = false;
    var self = this;
    this.forEachBlockOfPiece(piece,
      function (x, y, colorValue) {
        // NOTE: we explicitly allow y < 0 since pieces can be partially visible.
        if (x < 0 || x >= Tetris.BOARD_WIDTH || y >= Tetris.BOARD_HEIGHT) {
          collision = true;
        }
        else if (y >= 0 && self.getBlockVal(x, y) != ' ') {
          collision = true; // collision with board contents.
        }
      }, /*includeInvalid=*/ true);

    return collision;
  };


  /**
   * Given a Tetris.Piece that has landed, add it to the board contents.
   */
  Tetris.Board.prototype.addLandedPiece = function (piece) {
    var self = this;
    // We go out of our way to set an entire row at a time just so the rows show up as
    // child_added in the graphical debugger, rather than child_changed.
    var rowY = -1, rowContents = null;
    this.forEachBlockOfPiece(piece,
      function (x, y, val) {
        if (y != rowY) {
          if (rowY !== -1)
            self.setRow(rowY, rowContents);

          rowContents = self.getRow(y);
          rowY = y;
        }
        rowContents = rowContents.substring(0, x).concat(val)
          .concat(rowContents.substring(x + 1, Tetris.BOARD_WIDTH));
      });

    if (rowY !== -1)
      self.setRow(rowY, rowContents);
  };


  /**
   * Check for any completed lines (no gaps) and remove them, then return the number
   * of removed lines.
   */
  Tetris.Board.prototype.removeCompletedRows = function () {
    // Start at the bottom of the board, working up, removing completed lines.
    var copyFrom = Tetris.BOARD_HEIGHT - 1;
    var copyTo = copyFrom;

    var completedRows = 0;
    while (copyFrom >= 0) {
      var fromContents = this.getRow(copyFrom);

      // See if the line is complete (if so, we'll skip it)
      if (fromContents.match(Tetris.COMPLETE_LINE_PATTERN)) {
        copyFrom--;
        completedRows++;
      } else {
        // Copy the row down (to fill the gap from any removed rows) and continue on.
        this.setRow(copyTo, fromContents);
        copyFrom--;
        copyTo--;
      }
    }

    return completedRows;
  };


  /**
   * Generate the specified number of junk rows at the bottom of the board. Return true if the added
   * rows overflowed the board (in which case the player loses).
   */
  Tetris.Board.prototype.addJunkRows = function (numRows) {
    var overflow = false;
    // First, check if any blocks are going to overflow off the top of the screen.
    var topRowContents = this.getRow(numRows - 1);
    overflow = topRowContents.match(/[^ ]/);

    // Shift rows up to make room for the new rows.
    for (var i = 0; i < Tetris.BOARD_HEIGHT - numRows; i++) {
      var moveLineContents = this.getRow(i + numRows);
      this.setRow(i, moveLineContents);
    }

    // Fill the bottom with junk rows that are full except for a single random gap.
    var gap = Math.floor(Math.random() * Tetris.FILLED_LINE.length);
    var junkRow = Tetris.FILLED_LINE.substring(0, gap) + ' ' + Tetris.FILLED_LINE.substring(gap + 1);
    for (i = Tetris.BOARD_HEIGHT - numRows; i < Tetris.BOARD_HEIGHT; i++) {
      this.setRow(i, junkRow);
    }

    return overflow;
  };


  /**
   * Helper to enumerate the blocks that make up a particular piece.  Calls fn() for each block,
   * passing the x and y position of the block and the color value.  If includeInvalid is true, it
   * includes blocks that would fall outside the bounds of the board.
   */
  Tetris.Board.prototype.forEachBlockOfPiece = function (piece, fn, includeInvalid) {
    for (var blockY = 0; blockY < 4; blockY++) {
      for (var blockX = 0; blockX < 4; blockX++) {
        var colorValue = Tetris.PIECES[piece.rotation][blockY][piece.pieceNum].charAt(blockX);
        if (colorValue != ' ') {
          var x = piece.x + blockX, y = piece.y + blockY;
          if (includeInvalid || (x >= 0 && x < Tetris.BOARD_WIDTH && y >= 0 && y < Tetris.BOARD_HEIGHT)) {
            fn(x, y, colorValue);
          }
        }
      }
    }
  };


  Tetris.Board.prototype.getRow = function (y) {
    var row = (y < 10) ? ('0' + y) : ('' + y); // Pad row so they sort nicely in debugger. :-)

    var rowContents = this.snapshot === null ? null : this.snapshot.child('board/' + row).val();
    return rowContents || Tetris.EMPTY_LINE;
  };


  Tetris.Board.prototype.getBlockVal = function (x, y) {
    return this.getRow(y).charAt(x);
  };


  Tetris.Board.prototype.setRow = function (y, rowContents) {
    var row = (y < 10) ? ('0' + y) : ('' + y); // Pad row so they sort nicely in debugger. :-)

    if (rowContents === Tetris.EMPTY_LINE)
      rowContents = null; // delete empty lines so we get remove / added events in debugger. :-)

    this.playerRef.child('board').child(row).set(rowContents);
  };


  Tetris.Board.prototype.setBlockVal = function (x, y, val) {
    var rowContents = this.getRow(y);
    rowContents = rowContents.substring(0, x) + val + rowContents.substring(x+1);
    this.setRow(y, rowContents);
  };


  /**
   * Immutable object representing a falling piece along with its rotation and board position.
   * Has helpers for generating mutated Tetris.Piece objects (e.g. rotated or dropped).
   */
  Tetris.Piece = function (pieceNum, x, y, rotation) {
    if (arguments.length > 0) {
      this.pieceNum = pieceNum;
      this.x = x;
      this.y = y;
      this.rotation = rotation;
    } else {
      // Initialize new random piece.
      this.pieceNum = Math.floor(Math.random() * 7);
      this.x = 4; // "center" it.
      this.y = -2; // this will make the bottom line of the piece visible.
      this.rotation = 0;
    }
  };


  /**
   * Create a piece from a Firebase snapshot representing a piece.
   */
  Tetris.Piece.fromSnapshot = function (snapshot) {
    var piece = snapshot.val();
    return new Tetris.Piece(piece.pieceNum, piece.x, piece.y, piece.rotation);
  };


  /**
   * Writes the current piece data into Firebase.
   */
  Tetris.Piece.prototype.writeToFirebase = function (pieceRef) {
    pieceRef.set({pieceNum: this.pieceNum, x: this.x, y: this.y, rotation: this.rotation});
  };


  Tetris.Piece.prototype.drop = function () {
    return new Tetris.Piece(this.pieceNum, this.x, this.y + 1, this.rotation);
  };


  Tetris.Piece.prototype.rotate = function () {
    return new Tetris.Piece(this.pieceNum, this.x, this.y, (this.rotation + 1) % 4);
  };


  Tetris.Piece.prototype.moveLeft = function () {
    return new Tetris.Piece(this.pieceNum, this.x - 1, this.y, this.rotation);
  };


  Tetris.Piece.prototype.moveRight = function () {
    return new Tetris.Piece(this.pieceNum, this.x + 1, this.y, this.rotation);
  };



  /**
   * Manages joining the game, responding to keypresses, making the piece drop, etc.
   */
  Tetris.PlayingState = { Watching: 0, Joining: 1, Playing: 2 };
  Tetris.Controller = function (tetrisRef) {
    this.tetrisRef = tetrisRef;
    this.createBoards();

    this.playingState = Tetris.PlayingState.Watching;
    this.waitToJoin();
  };


  Tetris.Controller.prototype.createBoards = function () {
    this.boards = [];
    for(var i = 0; i <= 1; i++) {
      var playerRef = this.tetrisRef.child('player' + i);
      var canvas = $('#canvas' + i).get(0);
      this.boards.push(new Tetris.Board(canvas, playerRef));
    }
  };


  Tetris.Controller.prototype.waitToJoin = function() {
    var self = this;

    // Listen on 'online' location for player0 and player1.
    this.tetrisRef.child('player0/online').on('value', function(onlineSnap) {
      if (onlineSnap.val() === null && self.playingState === Tetris.PlayingState.Watching) {
        self.tryToJoin(0);
      }
    });

    this.tetrisRef.child('player1/online').on('value', function(onlineSnap) {
      if (onlineSnap.val() === null && self.playingState === Tetris.PlayingState.Watching) {
        self.tryToJoin(1);
      }
    });
  };


  /**
   * Try to join the game as the specified playerNum.
   */
  Tetris.Controller.prototype.tryToJoin = function(playerNum) {
    // Set ourselves as joining to make sure we don't try to join as both players. :-)
    this.playingState = Tetris.PlayingState.Joining;

    // Use a transaction to make sure we don't conflict with other people trying to join.
    var self = this;
    this.tetrisRef.child('player' + playerNum + '/online').transaction(function(onlineVal) {
      if (onlineVal === null) {
        return true; // Try to set online to true.
      } else {
        return; // Somebody must have beat us.  Abort the transaction.
      }
    }, function(error, committed) {
      if (committed) { // We got in!
        self.playingState = Tetris.PlayingState.Playing;
        self.startPlaying(playerNum);
      } else {
        self.playingState = Tetris.PlayingState.Watching;
      }
    });
  };


  /**
   * Once we've joined, enable controlling our player.
   */
  Tetris.Controller.prototype.startPlaying = function (playerNum) {
    this.myPlayerRef = this.tetrisRef.child('player' + playerNum);
    this.opponentPlayerRef = this.tetrisRef.child('player' + (1 - playerNum));
    this.myBoard = this.boards[playerNum];
    this.myBoard.isMyBoard = true;
    this.myBoard.draw();

    // Clear our 'online' status when we disconnect so somebody else can join.
    this.myPlayerRef.child('online').onDisconnect().remove();

    // Detect when other player pushes rows to our board.
    this.watchForExtraRows();

    // Detect when game is restarted by other player.
    this.watchForRestart();

    $('#gameInProgress').hide();

    var self = this;
    $('#restartButton').show();
    $("#restartButton").click(function () {
      self.restartGame();
    });

    this.initializePiece();
    this.enableKeyboard();
    this.resetGravity();
  };


  Tetris.Controller.prototype.initializePiece = function() {
    this.fallingPiece = null;
    var pieceRef = this.myPlayerRef.child('piece');
    var self = this;

    // Watch for changes to the current piece (and initialize it if it's null).
    pieceRef.on('value', function(snapshot) {
      if (snapshot.val() === null) {
        var newPiece = new Tetris.Piece();
        newPiece.writeToFirebase(pieceRef);
      } else {
        self.fallingPiece = Tetris.Piece.fromSnapshot(snapshot);
      }
    });
  };


  /**
   * Sets up handlers for all keyboard commands.
   */
  Tetris.Controller.prototype.enableKeyboard = function () {
    var self = this;
    $(document).on('keydown', function (evt) {
      if (self.fallingPiece === null)
        return; // piece isn't initialized yet.

      var keyCode = evt.which;
      var key = { space:32, left:37, up:38, right:39, down:40 };

      var newPiece = null;
      switch (keyCode) {
        case key.left:
          newPiece = self.fallingPiece.moveLeft();
          break;
        case key.up:
          newPiece = self.fallingPiece.rotate();
          break;
        case key.right:
          newPiece = self.fallingPiece.moveRight();
          break;
        case key.down:
          newPiece = self.fallingPiece.drop();
          break;
        case key.space:
          // Drop as far as we can.
          var droppedPiece = self.fallingPiece;
          do {
            newPiece = droppedPiece;
            droppedPiece = droppedPiece.drop();
          } while (!self.myBoard.checkForPieceCollision(droppedPiece));
          break;
      }

      if (newPiece !== null) {
        // If the new piece position / rotation is valid, update self.fallingPiece and firebase.
        if (!self.myBoard.checkForPieceCollision(newPiece)) {
          // If the keypress moved the piece down, reset gravity.
          if (self.fallingPiece.y != newPiece.y) {
            self.resetGravity();
          }

          newPiece.writeToFirebase(self.myPlayerRef.child('piece'));
        }
        return false; // handled
      }

      return true;
    });
  };


  /**
   * Sets a timer to make the piece repeatedly drop after GRAVITY_DELAY ms.
   */
  Tetris.Controller.prototype.resetGravity = function () {
    // If there's a timer already active, clear it first.
    if (this.gravityIntervalId !== null) {
      clearInterval(this.gravityIntervalId);
    }

    var self = this;
    this.gravityIntervalId = setInterval(function() {
      self.doGravity();
    }, Tetris.GRAVITY_DELAY);
  };


  Tetris.Controller.prototype.doGravity = function () {
    if (this.fallingPiece === null)
      return; // piece isn't initialized yet.

    var newPiece = this.fallingPiece.drop();

    // If we've hit the bottom, add the (pre-drop) piece to the board and create a new piece.
    if (this.myBoard.checkForPieceCollision(newPiece)) {
      this.myBoard.addLandedPiece(this.fallingPiece);

      // Check for completed lines and if appropriate, push extra rows to our opponent.
      var completedRows = this.myBoard.removeCompletedRows();
      var rowsToPush = (completedRows === 4) ? 4 : completedRows - 1;
      if (rowsToPush > 0)
        this.opponentPlayerRef.child('extrarows').push(rowsToPush);

      // Create new piece (it'll be initialized to a random piece at the top of the screen).
      newPiece = new Tetris.Piece();

      // Is the board full?
      if (this.myBoard.checkForPieceCollision(newPiece))
        this.gameOver();
    }

    newPiece.writeToFirebase(this.myPlayerRef.child('piece'));
  };


  /**
   * Detect when our opponent pushes extra rows to us.
   */
  Tetris.Controller.prototype.watchForExtraRows = function () {
    var self = this;
    var extraRowsRef = this.myPlayerRef.child('extrarows');
    extraRowsRef.on('child_added', function(snapshot) {
      var rows = snapshot.val();
      extraRowsRef.child(snapshot.key()).remove();

      var overflow = self.myBoard.addJunkRows(rows);
      if (overflow)
        self.gameOver();

      // Also move piece up to avoid collisions.
      if (self.fallingPiece) {
        self.fallingPiece.y -= rows;
        self.fallingPiece.writeToFirebase(self.myPlayerRef.child('piece'));
      }
    });
  };


  /**
   * Detect when our opponent restarts the game.
   */
  Tetris.Controller.prototype.watchForRestart = function () {
    var self = this;
    var restartRef = this.myPlayerRef.child('restart');
    restartRef.on('value', function(snap) {
      if (snap.val() === 1) {
        restartRef.set(0);
        self.resetMyBoardAndPiece();
      }
    });
  };


  Tetris.Controller.prototype.gameOver = function () {
    this.restartGame();
  };


  Tetris.Controller.prototype.restartGame = function () {
    this.opponentPlayerRef.child('restart').set(1);
    this.resetMyBoardAndPiece();
  };


  Tetris.Controller.prototype.resetMyBoardAndPiece = function () {
    this.myBoard.clear();
    var newPiece = new Tetris.Piece();
    newPiece.writeToFirebase(this.myPlayerRef.child('piece'));
  };


  start();

</script>
</body>
</html>

____________________________________________________________
- Subimos el archivo a un servidor web.

- Voy a subir mi archivo tetris.htm a mi hosting de kio4.com

- Aquí está:

http://kio4.com/firebase/tetris.htm

- La información de los jugadores se guarda en player0 y player1 en Firebase.

____________________________________
__________________________________

 

- Mi correo:
juana1991@yahoo.com
- KIO4.COM - Política de cookies. Textos e imágenes propiedad del autor:
© Juan A. Villalpando
No se permite la copia de información ni imágenes.
Usamos cookies propias y de terceros que entre otras cosas recogen datos sobre sus hábitos de navegación y realizan análisis de uso de nuestro sitio.
Si continúa navegando consideramos que acepta su uso. Acepto    Más información