Scoreboard: colorets al param.h
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@@ -188,39 +188,39 @@ void Credits::fillTextTexture()
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int y = (param.game.height - TEXTS_HEIGHT) / 2;
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y = 0;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->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->setPalette(0);
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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_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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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->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->setPalette(0);
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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_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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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->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->setPalette(0);
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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_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_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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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->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->setPalette(0);
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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_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_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_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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// Mini logo
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y += SPACE_PRE_TITLE;
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@@ -236,7 +236,7 @@ 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, TEXT_COPYRIGHT, 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, 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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