Actualizadas las librerias comunes
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@@ -6,7 +6,7 @@ Fade::Fade(SDL_Renderer *renderer)
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{
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mRenderer = renderer;
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAME_WIDTH, GAME_HEIGHT);
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (mBackbuffer == nullptr)
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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@@ -38,7 +38,7 @@ void Fade::render()
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switch (mFadeType)
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{
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case FADE_FULLSCREEN:
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mRect1 = {0, 0, GAME_WIDTH, GAME_HEIGHT};
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mRect1 = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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for (int i = 0; i < 256; i += 4)
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{
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@@ -66,21 +66,21 @@ void Fade::render()
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break;
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case FADE_CENTER:
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mRect1 = {0, 0, GAME_WIDTH, 0};
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mRect2 = {0, 0, GAME_WIDTH, 0};
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mRect1 = {0, 0, GAMECANVAS_WIDTH, 0};
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mRect2 = {0, 0, GAMECANVAS_WIDTH, 0};
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
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for (int i = 0; i < mCounter; i++)
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{
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mRect1.h = mRect2.h = i * 4;
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mRect2.y = GAME_HEIGHT - (i * 4);
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mRect2.y = GAMECANVAS_HEIGHT - (i * 4);
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SDL_RenderFillRect(mRenderer, &mRect1);
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SDL_RenderFillRect(mRenderer, &mRect2);
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}
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if ((mCounter * 4) > GAME_HEIGHT)
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if ((mCounter * 4) > GAMECANVAS_HEIGHT)
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mFinished = true;
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break;
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@@ -98,8 +98,8 @@ void Fade::render()
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// Dibujamos sobre el backbuffer
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SDL_SetRenderTarget(mRenderer, mBackbuffer);
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mRect1.x = rand() % (GAME_WIDTH - mRect1.w);
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mRect1.y = rand() % (GAME_HEIGHT - mRect1.h);
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mRect1.x = rand() % (GAMECANVAS_WIDTH - mRect1.w);
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mRect1.y = rand() % (GAMECANVAS_HEIGHT - mRect1.h);
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SDL_RenderFillRect(mRenderer, &mRect1);
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// Volvemos a usar el renderizador de forma normal
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