fix: arreglats mil mini bugs d'estes ultimes coses que he estat fent. El cas es que el joc es veu igual pero porte dos matins aci fent el mongol.
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@@ -111,7 +111,7 @@ void Instructions::updateSprites() {
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// Rellena la textura de texto
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void Instructions::fillTexture() {
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const int DESP_X = param.game.item_size + 8;
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const int X_OFFSET = param.game.item_size + 8;
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// Modifica el renderizador para pintar en la textura
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auto *temp = SDL_GetRenderTarget(renderer_);
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@@ -148,7 +148,7 @@ void Instructions::fillTexture() {
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const int L = text_->lenght(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 + DESP_X)) / 2;
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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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@@ -167,11 +167,11 @@ void Instructions::fillTexture() {
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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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const int ANCHOR3 = ANCHOR2 + SPACE_POST_HEADER;
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 0, Lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 1, Lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 2, Lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 3, Lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 4, Lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
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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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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 1, Lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 2, Lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 3, Lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 4, Lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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