Text: revisada la classe
window_message: correcions
This commit is contained in:
@@ -24,7 +24,7 @@
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#include "screen.h" // Para Screen
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#include "section.hpp" // Para Name, name
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW
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#include "text.h" // Para Text, Text::CENTER, Text::SHADOW
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#include "texture.h" // Para Texture
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "ui/service_menu.h" // Para ServiceMenu
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@@ -171,37 +171,37 @@ void Credits::fillTextTexture() {
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// PROGRAMMED_AND_DESIGNED_BY
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int y = 0;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text_grad->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// PIXELART_DRAWN_BY
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text_grad->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// MUSIC_COMPOSED_BY
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text_grad->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// SOUND_EFFECTS
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text_grad->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(10), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(10), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// Mini logo
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y += SPACE_PRE_TITLE;
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@@ -217,7 +217,7 @@ void Credits::fillTextTexture() {
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// Texto con el copyright
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y += mini_logo_sprite->getHeight() + 3;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, std::string(TEXT_COPYRIGHT), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, std::string(TEXT_COPYRIGHT), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// Resetea el renderizador
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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@@ -23,7 +23,7 @@
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#include "screen.h" // Para Screen
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#include "section.hpp" // Para Name, name, Options, options
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text, TEXT_SHADOW, TEXT_COLOR
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#include "text.h" // Para Text, Text::SHADOW, Text::COLOR
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#include "texture.h" // Para Texture
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#include "utils.h"
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@@ -186,13 +186,13 @@ void HiScoreTable::createSprites() {
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const int FIRST_LINE = (param.game.height - SIZE) / 2;
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// Crea el sprite para el texto de cabecera
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header_ = std::make_unique<Sprite>(header_text->writeDXToTexture(TEXT_COLOR, Lang::getText("[HIGHSCORE_TABLE] CAPTION"), -2, background_fade_color_.INVERSE().LIGHTEN(25)));
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header_ = std::make_unique<Sprite>(header_text->writeDXToTexture(Text::COLOR, Lang::getText("[HIGHSCORE_TABLE] CAPTION"), -2, background_fade_color_.INVERSE().LIGHTEN(25)));
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header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), FIRST_LINE);
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// Crea los sprites para las entradas en la tabla de puntuaciones
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const int ANIMATION = rand() % 4;
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const std::string SAMPLE_LINE(ENTRY_LENGHT + 3, ' ');
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auto sample_entry = std::make_unique<Sprite>(entry_text->writeDXToTexture(TEXT_SHADOW, SAMPLE_LINE, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR));
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auto sample_entry = std::make_unique<Sprite>(entry_text->writeDXToTexture(Text::SHADOW, SAMPLE_LINE, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR));
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const auto ENTRY_WIDTH = sample_entry->getWidth();
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for (int i = 0; i < MAX_NAMES; ++i) {
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const auto TABLE_POSITION = format(i + 1) + ". ";
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@@ -205,7 +205,7 @@ void HiScoreTable::createSprites() {
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}
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const auto LINE = TABLE_POSITION + Options::settings.hi_score_table.at(i).name + dots + SCORE + ONE_CC;
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entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(TEXT_SHADOW, LINE, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR)));
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entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(Text::SHADOW, LINE, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR)));
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const int DEFAULT_POS_X = (backbuffer_width - ENTRY_WIDTH) / 2;
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const int POS_X = (i < 9) ? DEFAULT_POS_X : DEFAULT_POS_X - entry_text->getCharacterSize();
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const int POS_Y = (i * SPACE_BETWEEN_LINES) + FIRST_LINE + SPACE_BETWEEN_HEADER;
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@@ -20,7 +20,7 @@
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#include "screen.h" // Para Screen
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#include "section.hpp" // Para Name, name, Options, options
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text, TEXT_CENTER, TEXT_COLOR, TEXT_SHADOW
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#include "text.h" // Para Text, Text::CENTER, Text::COLOR, Text::SHADOW
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "utils.h"
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@@ -145,26 +145,26 @@ void Instructions::fillTexture() {
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Lang::getText("[INSTRUCTIONS] 10"),
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Lang::getText("[INSTRUCTIONS] 11")};
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for (const auto &desc : ITEM_DESCRIPTIONS) {
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const int L = text_->lenght(desc);
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const int L = text_->length(desc);
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lenght = L > lenght ? L : lenght;
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}
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const int ANCHOR_ITEM = (param.game.width - (lenght + X_OFFSET)) / 2;
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auto caption_style = TextStyle(ORANGE_TEXT_COLOR, SHADOW_TEXT_COLOR);
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auto text_style = TextStyle(NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
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auto caption_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, ORANGE_TEXT_COLOR, SHADOW_TEXT_COLOR);
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auto text_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
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// Escribe el texto de las instrucciones
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, FIRST_LINE, Lang::getText("[INSTRUCTIONS] 01"), caption_style);
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text_->writeStyle(param.game.game_area.center_x, FIRST_LINE, Lang::getText("[INSTRUCTIONS] 01"), caption_style);
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const int ANCHOR1 = FIRST_LINE + SPACE_POST_HEADER;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 0, Lang::getText("[INSTRUCTIONS] 02"), text_style);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 1, Lang::getText("[INSTRUCTIONS] 03"), text_style);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 2, Lang::getText("[INSTRUCTIONS] 04"), text_style);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 3, Lang::getText("[INSTRUCTIONS] 05"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 0, Lang::getText("[INSTRUCTIONS] 02"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 1, Lang::getText("[INSTRUCTIONS] 03"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 2, Lang::getText("[INSTRUCTIONS] 04"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 3, Lang::getText("[INSTRUCTIONS] 05"), text_style);
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// Escribe el texto de los objetos y sus puntos
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const int ANCHOR2 = ANCHOR1 + SPACE_PRE_HEADER + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 3;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR2, Lang::getText("[INSTRUCTIONS] 06"), caption_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR2, Lang::getText("[INSTRUCTIONS] 06"), caption_style);
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const int ANCHOR3 = ANCHOR2 + SPACE_POST_HEADER;
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 0, Lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
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@@ -24,7 +24,7 @@
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#include "screen.h" // Para Screen
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#include "section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para TEXT_CENTER, TEXT_SHADOW, Text
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#include "text.h" // Para Text::CENTER, Text::SHADOW, Text
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "ui/notifier.h" // Para Notifier
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#include "ui/service_menu.h" // Para ServiceMenu
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@@ -405,7 +405,7 @@ void Title::updateStartPrompt() {
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void Title::renderStartPrompt() {
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if (should_render_start_prompt_) {
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text_->writeDX(TEXT_CENTER | TEXT_SHADOW,
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text_->writeDX(Text::CENTER | Text::SHADOW,
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param.game.game_area.center_x,
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param.title.press_start_position,
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Lang::getText("[TITLE] PRESS_BUTTON_TO_PLAY"),
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@@ -422,7 +422,7 @@ void Title::renderCopyright() {
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mini_logo_sprite_->render();
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// Texto con el copyright
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text_->writeDX(TEXT_CENTER | TEXT_SHADOW,
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text_->writeDX(Text::CENTER | Text::SHADOW,
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param.game.game_area.center_x,
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anchor_.copyright_text,
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std::string(TEXT_COPYRIGHT),
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