forked from jaildesigner-jailgames/jaildoctors_dilemma
canvi de pc
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@@ -84,7 +84,7 @@ void Ending::render()
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clear(stringToColor("yellow"));
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Screen::get()->clearSurface(stringToColor("yellow"));
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// Dibuja las imagenes de la escena
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sprite_pics_.at(current_scene_).image_sprite->render();
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@@ -185,7 +185,7 @@ void Ending::iniTexts()
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Screen::get()->setRenderSurfaceData(st.cover_surface);
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// Rellena la cover_surface con color transparente
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Screen::get()->clear(stringToColor("transparent"));
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Screen::get()->clearSurface(stringToColor("transparent"));
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// Crea una malla de 8 pixels de alto
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auto surface = Screen::get()->getRenderSurfaceData();
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@@ -252,7 +252,7 @@ void Ending::iniPics()
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Screen::get()->setRenderSurfaceData(sp.cover_surface);
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// Rellena la cover_surface con color transparente
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Screen::get()->clear(stringToColor("transparent"));
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Screen::get()->clearSurface(stringToColor("transparent"));
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// Crea una malla en los primeros 8 pixels
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auto surface = Screen::get()->getRenderSurfaceData();
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@@ -473,14 +473,14 @@ void Ending::fillCoverTexture()
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{
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// Rellena la textura que cubre el texto con color transparente
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Screen::get()->setRenderSurfaceData(cover_surface_);
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Screen::get()->clear(stringToColor("transparent"));
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Screen::get()->clearSurface(stringToColor("transparent"));
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// Los primeros 8 pixels crea una malla
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const Uint8 color = stringToColor("black");
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auto surface = Screen::get()->getRenderSurfaceData();
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for (int i = 0; i < 256; i += 2)
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{
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cover_surface_->putPixel(surface, i + 0, options.game.height + 0, color);
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cover_surface_->putPixel(surface, i + 1, options.game.height + 1, color);
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cover_surface_->putPixel(surface, i + 0, options.game.height + 2, color);
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