path emscripten
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@@ -121,11 +121,27 @@ set(APP_SOURCES
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)
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# Configuración de SDL3
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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if(EMSCRIPTEN)
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# En Emscripten, SDL3 se compila desde source con FetchContent
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include(FetchContent)
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FetchContent_Declare(
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SDL3
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG release-3.2.12
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GIT_SHALLOW TRUE
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)
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set(SDL_SHARED OFF CACHE BOOL "" FORCE)
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set(SDL_STATIC ON CACHE BOOL "" FORCE)
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set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
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FetchContent_MakeAvailable(SDL3)
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message(STATUS "SDL3 compilado desde source para Emscripten")
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else()
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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endif()
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# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) ---
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if(NOT APPLE)
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# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal, Emscripten no soporta SDL3 GPU) ---
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if(NOT APPLE AND NOT EMSCRIPTEN)
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find_program(GLSLC_EXE NAMES glslc)
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set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
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@@ -184,13 +200,24 @@ if(NOT APPLE)
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message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
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endif()
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else()
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message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
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if(EMSCRIPTEN)
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message(STATUS "Emscripten: shaders SPIR-V omitidos (SDL3 GPU no soportado en WebGL2)")
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else()
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message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
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endif()
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endif()
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# --- 2. AÑADIR EJECUTABLE ---
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add_executable(${PROJECT_NAME} ${APP_SOURCES})
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if(EMSCRIPTEN)
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# En Emscripten no compilamos sdl3gpu_shader (SDL3 GPU no está soportado en WebGL2)
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set(APP_SOURCES_WASM ${APP_SOURCES})
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list(REMOVE_ITEM APP_SOURCES_WASM source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp)
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add_executable(${PROJECT_NAME} ${APP_SOURCES_WASM})
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else()
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add_executable(${PROJECT_NAME} ${APP_SOURCES})
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endif()
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if(NOT APPLE AND GLSLC_EXE)
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if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
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add_dependencies(${PROJECT_NAME} shaders)
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endif()
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@@ -233,12 +260,33 @@ elseif(APPLE)
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-rpath @executable_path/../Frameworks/
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)
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endif()
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elseif(EMSCRIPTEN)
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target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD NO_SHADERS)
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# -fexceptions: habilita excepciones C++ (fkyaml, std::runtime_error...) — sin esto cualquier throw llama a abort()
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target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions)
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target_link_options(${PROJECT_NAME} PRIVATE
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/config@/config"
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-fexceptions
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-sALLOW_MEMORY_GROWTH=1
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-sMAX_WEBGL_VERSION=2
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-sINITIAL_MEMORY=67108864
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-sASSERTIONS=1
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# ASYNCIFY solo para permitir emscripten_sleep(0) durante la precarga de recursos
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# (el bucle principal del juego ya usa SDL3 Callback API, no depende de ASYNCIFY).
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-sASYNCIFY=1
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)
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set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
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elseif(UNIX AND NOT APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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endif()
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# Especificar la ubicación del ejecutable
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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if(EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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else()
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# --- 5. STATIC ANALYSIS TARGETS ---
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20
Makefile
20
Makefile
@@ -407,6 +407,23 @@ raspi_release:
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# Elimina la carpeta temporal
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$(RMDIR) "$(RELEASE_FOLDER)"
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# ==============================================================================
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# COMPILACIÓN PARA WEBASSEMBLY (requiere Docker)
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# ==============================================================================
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wasm:
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@echo "Compilando para WebAssembly - Version: $(VERSION)"
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docker run --rm \
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-v $(DIR_ROOT):/src \
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-w /src \
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emscripten/emsdk:latest \
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bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release && cmake --build build/wasm"
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$(MKDIR) "$(DIST_DIR)/wasm"
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cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
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cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
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cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/
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cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/
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@echo "Output: $(DIST_DIR)/wasm/"
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# ==============================================================================
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# CODE QUALITY (delegados a cmake)
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# ==============================================================================
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@@ -447,6 +464,7 @@ help:
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@echo " make linux_release_desktop - Crear release con integracion desktop para Linux"
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@echo " make macos_release - Crear release para macOS"
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@echo " make raspi_release - Crear release para Raspberry Pi"
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@echo " make wasm - Crear build WebAssembly (requiere Docker) en dist/wasm"
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@echo ""
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@echo " Herramientas:"
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@echo " make spirv - Compilar shaders SPIR-V"
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@@ -463,4 +481,4 @@ help:
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@echo " make show_version - Mostrar version actual ($(VERSION))"
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@echo " make help - Mostrar esta ayuda"
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.PHONY: all debug release windows_release macos_release linux_release linux_release_desktop raspi_release pack_tool resources.pack spirv format format-check tidy tidy-fix show_version help
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.PHONY: all debug release windows_release macos_release linux_release linux_release_desktop raspi_release wasm pack_tool resources.pack spirv format format-check tidy tidy-fix show_version help
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@@ -10,7 +10,9 @@
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#include <vector> // Para vector
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#include "core/input/mouse.hpp" // Para updateCursorVisibility
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#ifndef NO_SHADERS
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#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
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#endif
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#include "core/rendering/text.hpp" // Para Text
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#include "core/rendering/texture.hpp" // Para Texture
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#include "core/resources/asset.hpp" // Para Asset
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@@ -51,8 +51,14 @@ Director::Director() {
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std::cout << "Game start\n";
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// Obtener la ruta del ejecutable desde SDL
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#ifdef __EMSCRIPTEN__
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// En Emscripten los assets viven en la raíz del MEMFS virtual (/data, /config),
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// preloaded vía --preload-file en el linker. No hay ruta de ejecutable.
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executable_path_ = "";
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#else
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const char* base_path = SDL_GetBasePath();
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executable_path_ = (base_path != nullptr) ? base_path : "";
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#endif
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// Crea la carpeta del sistema donde guardar los datos persistentes
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createSystemFolder("jailgames");
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@@ -92,11 +98,11 @@ void Director::init() {
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#endif
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// Inicializar sistema de recursos con o sin fallback según el tipo de build
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#ifdef RELEASE_BUILD
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// Release: Sin fallback - Solo resources.pack (estricto)
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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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// Release nativo: Sin fallback - Solo resources.pack (estricto)
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ResourceHelper::initializeResourceSystem(pack_path, false);
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#else
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// Desarrollo: Con fallback - Puede usar data/ si falta el pack (flexible)
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// Desarrollo o Emscripten: Con fallback - carga desde filesystem/MEMFS
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ResourceHelper::initializeResourceSystem(pack_path, true);
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#endif
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@@ -111,6 +117,14 @@ void Director::init() {
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Options::loadFromFile(); // Carga el archivo de configuración
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Options::loadPostFXFromFile(); // Carga los presets PostFX
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Options::loadCrtPiFromFile(); // Carga los presets CrtPi
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#ifdef __EMSCRIPTEN__
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// En la versión web el navegador gestiona la ventana: forzamos zoom=1,
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// fullscreen para ocupar el canvas, e integer scale para píxeles nítidos.
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Options::window.zoom = 1;
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Options::video.fullscreen = true;
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Options::video.integer_scale = true;
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#endif
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loadParams(); // Carga los parámetros del programa
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loadScoreFile(); // Carga el archivo de puntuaciones
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