Añadiendo la estructura param
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@@ -14,7 +14,7 @@ Background::Background(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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cloudsSpeed = 0;
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transition = 0;
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counter = 0;
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rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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rect = {0, 0, param->gameWidth, param->gameHeight};
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srcRect = {playArea.x, rect.h - playArea.h, playArea.w, playArea.h};
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dstRect = {0, 0, playArea.w, playArea.h};
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base = rect.h;
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@@ -1682,7 +1682,7 @@ void Game::renderDeathFade(int counter)
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{
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rect[i].x = 0;
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rect[i].y = i * 16;
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rect[i].w = GAMECANVAS_WIDTH;
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rect[i].w = param->gameWidth;
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if (i == 0)
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{
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rect[i].h = h;
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@@ -1696,7 +1696,7 @@ void Game::renderDeathFade(int counter)
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}
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else
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{
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SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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SDL_Rect rect = {0, 0, param->gameWidth, param->gameHeight};
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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@@ -2421,7 +2421,7 @@ void Game::throwCoffee(int x, int y)
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ss->setAccelX(0.0f);
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ss->setAccelY(0.2f);
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ss->setDestX(x + (ss->getVelX() * 50));
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ss->setDestY(GAMECANVAS_HEIGHT + 1);
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ss->setDestY(param->gameHeight + 1);
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ss->setEnabled(true);
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ss->setEnabledCounter(1);
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ss->setSpriteClip(0, 0, 16, 16);
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@@ -29,7 +29,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset,
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backgroundObj->setGradientNumber(1);
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backgroundObj->setTransition(0.8f);
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tiledbg = new Tiledbg(renderer, screen, asset, {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT});
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tiledbg = new Tiledbg(renderer, screen, asset, {0, 0, param->gameWidth, param->gameHeight});
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gameLogo = new GameLogo(renderer, screen, asset, GAMECANVAS_CENTER_X, GAMECANVAS_FIRST_QUARTER_Y + 20);
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gameLogo->enable();
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@@ -249,11 +249,11 @@ void Title::render()
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// 'PULSA 1P o 2P PARA JUGAR'
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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, GAMECANVAS_HEIGHT / 5 * 3, lang->getText(23), 1, noColor, 1, shdwTxtColor);
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text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, param->gameHeight / 5 * 3, lang->getText(23), 1, noColor, 1, shdwTxtColor);
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}
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// Mini logo
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const int pos1 = (GAMECANVAS_HEIGHT / 5 * 4) + BLOCK;
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const int pos1 = (param->gameHeight / 5 * 4) + BLOCK;
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const int pos2 = pos1 + miniLogoSprite->getHeight() + 3;
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miniLogoSprite->setPosY(pos1);
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miniLogoSprite->render();
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