Añadiendo la clase asset
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@@ -3,12 +3,12 @@
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const Uint8 SELF = 0;
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// Constructor
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Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, std::string *fileList, Lang *lang)
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Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *mAsset, Lang *lang)
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{
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// Copia los punteros
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mRenderer = renderer;
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mScreen = screen;
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mFileList = fileList;
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this->mAsset = mAsset;
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mLang = lang;
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// Reserva memoria para los punteros
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@@ -16,12 +16,14 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, std::string *
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mItemTexture = new LTexture(mRenderer);
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mTextTexture = new LTexture(mRenderer);
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mSprite = new Sprite();
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mText = new Text(mFileList[48], mTextTexture, mRenderer);
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mText = new Text(mAsset->get("smb2.txt"), mTextTexture, 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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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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}
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}
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// Destructor
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@@ -29,7 +31,7 @@ Instructions::~Instructions()
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{
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mRenderer = nullptr;
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mScreen = nullptr;
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mFileList = nullptr;
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mAsset = nullptr;
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mLang = nullptr;
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mItemTexture->unload();
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@@ -58,8 +60,8 @@ bool Instructions::loadMedia()
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{
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bool success = true;
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success &= loadTextureFromFile(mItemTexture, mFileList[34], mRenderer);
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success &= loadTextureFromFile(mTextTexture, mFileList[30], mRenderer);
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success &= loadTextureFromFile(mItemTexture, mAsset->get("items.png"), mRenderer);
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success &= loadTextureFromFile(mTextTexture, mAsset->get("smb2.png"), mRenderer);
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return success;
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}
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