Añadido el objeto background al titulo
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@@ -30,6 +30,13 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset,
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text1 = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text2 = new Text(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
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backgroundObj = new Background(renderer, screen, asset);
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backgroundObj->setSrcDest(windowArea);
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backgroundObj->setDstDest(windowArea);
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backgroundObj->setCloudsSpeed(-0.5f);
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backgroundObj->setGradientNumber(1);
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backgroundObj->setTransition(0.8f);
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// Sonidos
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crashSound = JA_LoadSound(asset->get("title.wav").c_str());
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@@ -67,6 +74,8 @@ Title::~Title()
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delete text1;
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delete text2;
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delete backgroundObj;
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JA_DeleteSound(crashSound);
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JA_DeleteMusic(titleMusic);
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@@ -197,6 +206,9 @@ void Title::update()
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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backgroundObj->update();
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counter++;
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switch (section->subsection)
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{
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// Sección 1 - Titulo desplazandose
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@@ -364,9 +376,10 @@ void Title::render()
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// Dibuja el tileado de fondo
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SDL_RenderCopy(renderer, background, &backgroundWindow, nullptr);
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backgroundObj->render();
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// Dibuja el degradado
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gradient->render();
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// gradient->render();
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// Dibuja los objetos
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coffeeBitmap->render();
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@@ -396,9 +409,10 @@ void Title::render()
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// Dibuja el tileado de fondo
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SDL_RenderCopy(renderer, background, &backgroundWindow, nullptr);
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backgroundObj->render();
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// Dibuja el degradado
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gradient->render();
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// gradient->render();
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// Dibuja los objetos
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coffeeBitmap->setPosX(a + v[n / 3]);
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@@ -430,18 +444,23 @@ void Title::render()
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// Dibuja el tileado de fondo
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SDL_RenderCopy(renderer, background, &backgroundWindow, nullptr);
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backgroundObj->render();
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// Dibuja el degradado
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gradient->render();
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// gradient->render();
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coffeeBitmap->render();
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crisisBitmap->render();
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// Dibuja el polvillo del título
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dustBitmapR->render();
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dustBitmapL->render();
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// PRESS ANY KEY!
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if ((counter % 50 > 14) && (menuVisible == false))
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//if ((counter % 50 > 14) && (menuVisible == false))
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if (counter % 50 > 14)
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{
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text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, lang->getText(23), 1, noColor, 1, shdwTxtColor);
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text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_THIRD_QUARTER_Y + BLOCK, lang->getText(23), 1, noColor, 1, shdwTxtColor);
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}
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// Fade
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