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@@ -14,11 +14,11 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *mAsset
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// Reserva memoria para los punteros
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mEventHandler = new SDL_Event();
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mItemTexture = new LTexture(mRenderer);
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mSprite = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, mItemTexture, mRenderer);
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mSprite = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, mItemTexture, mRenderer);
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mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), mRenderer);
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// Crea un backbuffer para el renderizador
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAME_WIDTH, GAME_HEIGHT);
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if (mBackbuffer == nullptr)
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{
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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@@ -135,7 +135,7 @@ void Instructions::run(Uint8 mode)
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}
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// Pinta en pantalla
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SDL_Rect window = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
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SDL_Rect window = {0, 0, GAME_WIDTH, GAME_HEIGHT};
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SDL_Rect srcRect = {0, 0, 16, 16};
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const color_t orangeColor = {0xFF, 0x7A, 0x00};
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@@ -166,7 +166,7 @@ void Instructions::run(Uint8 mode)
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mText->writeShadowed(84, 156, mLang->getText(21), shdwTxtColor);
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if ((mode == INSTRUCTIONS_MODE_MANUAL) && (mCounter % 50 > 14))
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, SCREEN_HEIGHT - 12, mLang->getText(22), 1, orangeColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, GAME_HEIGHT - 12, mLang->getText(22), 1, orangeColor, 1, shdwTxtColor);
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// Disquito
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mSprite->setPos(destRect1);
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@@ -214,7 +214,7 @@ void Instructions::run(Uint8 mode)
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// Establece la ventana del backbuffer
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if (mode == INSTRUCTIONS_MODE_AUTO)
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window.y = std::max(8, SCREEN_HEIGHT - mCounter + 100);
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window.y = std::max(8, GAME_HEIGHT - mCounter + 100);
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else
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window.y = 0;
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