migrant a SDL3
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@@ -1,3 +1,4 @@
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#define _USE_MATH_DEFINES
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#include "background.h"
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#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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@@ -46,8 +47,8 @@ Background::Background()
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const float BOTTOM_CLOUDS_TEXTURE_HEIGHT = bottom_clouds_texture_->getHeight() / 4;
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for (int i = 0; i < 4; ++i)
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{
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top_clouds_rect_[i] = {0, i * TOP_CLOUDS_TEXTURE_HEIGHT, top_clouds_texture_->getWidth(), TOP_CLOUDS_TEXTURE_HEIGHT};
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bottom_clouds_rect_[i] = {0, i * BOTTOM_CLOUDS_TEXTURE_HEIGHT, bottom_clouds_texture_->getWidth(), BOTTOM_CLOUDS_TEXTURE_HEIGHT};
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top_clouds_rect_[i] = {0, i * TOP_CLOUDS_TEXTURE_HEIGHT, static_cast<float>(top_clouds_texture_->getWidth()), TOP_CLOUDS_TEXTURE_HEIGHT};
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bottom_clouds_rect_[i] = {0, i * BOTTOM_CLOUDS_TEXTURE_HEIGHT, static_cast<float>(bottom_clouds_texture_->getWidth()), BOTTOM_CLOUDS_TEXTURE_HEIGHT};
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}
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}
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@@ -56,11 +57,11 @@ Background::Background()
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const float TOP_CLOUDS_Y = base_ - 165;
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const float BOTTOM_CLOUDS_Y = base_ - 101;
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_Rect){0, TOP_CLOUDS_Y, rect_.w, top_clouds_texture_->getHeight()});
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_Rect){rect_.w, TOP_CLOUDS_Y, rect_.w, top_clouds_texture_->getHeight()});
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){0, TOP_CLOUDS_Y, rect_.w, top_clouds_texture_->getHeight()});
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){rect_.w, TOP_CLOUDS_Y, rect_.w, top_clouds_texture_->getHeight()});
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_Rect){0, BOTTOM_CLOUDS_Y, rect_.w, bottom_clouds_texture_->getHeight()});
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_Rect){rect_.w, BOTTOM_CLOUDS_Y, rect_.w, bottom_clouds_texture_->getHeight()});
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){0, BOTTOM_CLOUDS_Y, rect_.w, bottom_clouds_texture_->getHeight()});
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){rect_.w, BOTTOM_CLOUDS_Y, rect_.w, bottom_clouds_texture_->getHeight()});
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buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
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gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
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