Renombradas las variables de param_t
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@@ -10,7 +10,7 @@ Fade::Fade(SDL_Renderer *renderer, param_t *param)
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this->param = param;
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// Crea la textura donde dibujar el fade
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->game.width, param->game.height);
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SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
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// Inicializa las variables
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@@ -37,10 +37,10 @@ void Fade::init()
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b = 0;
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postDuration = 20;
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postCounter = 0;
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numSquaresWidth = param->numSquaresWidth;
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numSquaresHeight = param->numSquaresHeight;
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fadeRandomSquaresDelay = param->fadeRandomSquaresDelay;
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fadeRandomSquaresMult = param->fadeRandomSquaresMult;
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numSquaresWidth = param->fade.numSquaresWidth;
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numSquaresHeight = param->fade.numSquaresHeight;
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fadeRandomSquaresDelay = param->fade.randomSquaresDelay;
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fadeRandomSquaresMult = param->fade.randomSquaresMult;
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}
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// Resetea algunas variables para volver a hacer el fade sin perder ciertos parametros
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@@ -97,7 +97,7 @@ void Fade::update()
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for (int i = 0; i < counter; i++)
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{
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rect1.h = rect2.h = i * 4;
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rect2.y = param->gameHeight - (i * 4);
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rect2.y = param->game.height - (i * 4);
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SDL_RenderFillRect(renderer, &rect1);
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SDL_RenderFillRect(renderer, &rect2);
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@@ -107,7 +107,7 @@ void Fade::update()
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SDL_SetRenderTarget(renderer, temp);
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// Comprueba si ha terminado
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if ((counter * 4) > param->gameHeight)
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if ((counter * 4) > param->game.height)
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{
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finished = true;
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a = 255;
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@@ -152,7 +152,7 @@ void Fade::update()
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case FADE_VENETIAN:
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{
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// Counter debe ir de 0 a 150
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if (square.back().h < param->venetianSize)
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if (square.back().h < param->fade.venetianSize)
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{
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// Dibuja sobre el backbuffer
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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@@ -221,15 +221,15 @@ void Fade::activate()
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case FADE_CENTER:
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{
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rect1 = {0, 0, param->gameWidth, 0};
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rect2 = {0, 0, param->gameWidth, 0};
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rect1 = {0, 0, param->game.width, 0};
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rect2 = {0, 0, param->game.width, 0};
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a = 64;
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break;
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}
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case FADE_RANDOM_SQUARE:
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{
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rect1 = {0, 0, param->gameWidth / numSquaresWidth, param->gameHeight / numSquaresHeight};
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rect1 = {0, 0, param->game.width / numSquaresWidth, param->game.height / numSquaresHeight};
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square.clear();
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// Añade los cuadrados al vector
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@@ -267,16 +267,16 @@ void Fade::activate()
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case FADE_VENETIAN:
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{
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rect1 = {0, 0, param->gameWidth, 0};
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rect1 = {0, 0, param->game.width, 0};
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square.clear();
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a = 255;
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// Añade los cuadrados al vector
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const int max = param->gameHeight / param->venetianSize;
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const int max = param->game.height / param->fade.venetianSize;
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for (int i = 0; i < max; ++i)
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{
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rect1.y = i * param->venetianSize;
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rect1.y = i * param->fade.venetianSize;
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square.push_back(rect1);
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}
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