se va la luz
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@@ -13,11 +13,11 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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texture = new LTexture(renderer,asset->get("logo.png");
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sprite = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, texture, renderer);
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texture = new LTexture(renderer, asset->get("logo.png"));
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sprite = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, texture, renderer);
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAME_WIDTH, GAME_HEIGHT);
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if (backbuffer == 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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@@ -91,7 +91,7 @@ void Logo::checkEventHandler()
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// Dibuja el fade
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void Logo::renderFade()
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{
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const SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
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const SDL_Rect rect = {0, 0, GAME_WIDTH, GAME_HEIGHT};
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const int fadeLenght = END_LOGO - INIT_FADE;
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// Dibuja el fade
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