Añadido puntero a la estructura param en las clases necesarias
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@@ -11,18 +11,18 @@
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#define HALF_BLOCK BLOCK / 2
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// Resolución nativa del juego
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#define GAMECANVAS_WIDTH 320
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#define GAMECANVAS_HEIGHT 240
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#define WIDTH 320
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#define HEIGHT 240
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// Marcador
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const int SCOREBOARD_WIDTH = GAMECANVAS_WIDTH;
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const int SCOREBOARD_WIDTH = WIDTH;
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const int SCOREBOARD_HEIGHT = 32;
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const int SCOREBOARD_X = 0;
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const int SCOREBOARD_Y = GAMECANVAS_HEIGHT - SCOREBOARD_HEIGHT;
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const int SCOREBOARD_Y = HEIGHT - SCOREBOARD_HEIGHT;
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// Zona de juego
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const SDL_Rect windowArea = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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const SDL_Rect playArea = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT - SCOREBOARD_HEIGHT};
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const SDL_Rect windowArea = {0, 0, WIDTH, HEIGHT};
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const SDL_Rect playArea = {0, 0, WIDTH, HEIGHT - SCOREBOARD_HEIGHT};
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const int PLAY_AREA_TOP = 0;
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const int PLAY_AREA_BOTTOM = playArea.h;
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const int PLAY_AREA_LEFT = 0;
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@@ -37,12 +37,12 @@ const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
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const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
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// Anclajes de pantalla
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const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
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const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
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const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
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const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
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const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
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const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
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const int GAMECANVAS_CENTER_X = WIDTH / 2;
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const int GAMECANVAS_FIRST_QUARTER_X = WIDTH / 4;
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const int GAMECANVAS_THIRD_QUARTER_X = (WIDTH / 4) * 3;
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const int GAMECANVAS_CENTER_Y = HEIGHT / 2;
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const int GAMECANVAS_FIRST_QUARTER_Y = HEIGHT / 4;
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const int GAMECANVAS_THIRD_QUARTER_Y = (HEIGHT / 4) * 3;
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// Secciones del programa
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#define SECTION_PROG_LOGO 0
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