Trabajando en la reescritura del código
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@@ -75,19 +75,19 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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mFade = new Fade(mRenderer);
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mEventHandler = new SDL_Event();
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mClouds1a = new MovingSprite();
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mClouds1b = new MovingSprite();
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mClouds2a = new MovingSprite();
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mClouds2b = new MovingSprite();
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mClouds1a = new MovingSprite(0, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer);
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mClouds1b = new MovingSprite(256, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer);
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mClouds2a = new MovingSprite(0, 52, 256, 32, -0.2f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer);
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mClouds2b = new MovingSprite(256, 52, 256, 32, -0.2f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer);
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m1000Bitmap = new SmartSprite();
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m2500Bitmap = new SmartSprite();
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m5000Bitmap = new SmartSprite();
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mSpriteBackground = new Sprite();
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mSpriteGetReady = new Sprite();
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mSpriteGradient = new Sprite();
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mSpriteGrass = new Sprite();
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mSpritePowerMeter = new Sprite();
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mSpriteScoreBoard = new Sprite();
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mSpriteBackground = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, mTextureGameBG, mRenderer);
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mSpriteGetReady = new Sprite(0, PLAY_AREA_CENTER_Y - 10, 109, 20, mTextureGameText, mRenderer);
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mSpriteGradient = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, mTextureGameBG, mRenderer);
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mSpriteGrass = new Sprite(0, 85, SCREEN_WIDTH, 6, mTextureGameBG, mRenderer);
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mSpritePowerMeter = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 8, mTextureGameBG, mRenderer);
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mSpriteScoreBoard = new Sprite(0, 160, SCREEN_WIDTH, 32, mTextureGameBG, mRenderer);
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}
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Game::~Game()
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@@ -417,25 +417,13 @@ void Game::init()
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mMenuGameOver->centerMenuElementsOnX();
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// Sprites
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mClouds1a->init(0, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer);
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mClouds1a->setSpriteClip(256, 0, 256, 52);
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mClouds1b->init(256, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer);
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mClouds1b->setSpriteClip(256, 0, 256, 52);
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mClouds2a->init(0, 52, 256, 32, -0.2f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer);
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mClouds2a->setSpriteClip(256, 52, 256, 32);
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mClouds2b->init(256, 52, 256, 32, -0.2f, 0.0f, 0.0f, 0.0f, mTextureGameBG, mRenderer);
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mClouds2b->setSpriteClip(256, 52, 256, 32);
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mSpriteGrass->init(0, 85, SCREEN_WIDTH, 6, mTextureGameBG, mRenderer);
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mSpriteGrass->setPosY(154);
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mSpriteScoreBoard->init(0, 160, SCREEN_WIDTH, 32, mTextureGameBG, mRenderer);
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mSpriteScoreBoard->setSpriteClip(0, 160, 256, 32);
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mSpritePowerMeter->init(PLAY_AREA_CENTER_X - 20, 170, 40, 8, mTextureGameBG, mRenderer);
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mSpritePowerMeter->setSpriteClip(256, 192 - 8, 40, 8);
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// Vector de jugadores
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@@ -466,7 +454,6 @@ void Game::init()
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resetSmartSprites();
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// Inicializa el bitmap de GetReady!
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mSpriteGetReady->init(0, PLAY_AREA_CENTER_Y - 10, 109, 20, mTextureGameText, mRenderer);
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mSpriteGetReady->setSpriteClip(0, 0, 109, 20);
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// Inicializa el bitmap de 1000 puntos
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@@ -518,8 +505,6 @@ void Game::init()
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m5000Bitmap->setDestY(0);
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// Los fondos
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mSpriteBackground->init(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, mTextureGameBG, mRenderer);
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mSpriteGradient->init(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, mTextureGameBG, mRenderer);
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mGradientRect[0] = {0, 192, SCREEN_WIDTH, SCREEN_HEIGHT};
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mGradientRect[1] = {256, 192, SCREEN_WIDTH, SCREEN_HEIGHT};
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mGradientRect[2] = {0, 384, SCREEN_WIDTH, SCREEN_HEIGHT};
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