Commit pa que Mon arregle el codi mentre em dutxe
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@@ -4,21 +4,18 @@
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#include <algorithm> // for max, min
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#include <string> // for basic_string
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#include "asset.h" // for Asset
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#include "moving_sprite.h" // for MovingSprite
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#include "param.h" // for param
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#include "sprite.h" // for Sprite
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#include "texture.h" // for Texture
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// Constructor
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Background::Background(SDL_Renderer *renderer)
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: renderer(renderer)
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{
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// Carga las texturas
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buildingsTexture = new Texture(renderer, Asset::get()->get("game_buildings.png"));
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topCloudsTexture = new Texture(renderer, Asset::get()->get("game_clouds1.png"));
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bottomCloudsTexture = new Texture(renderer, Asset::get()->get("game_clouds2.png"));
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grassTexture = new Texture(renderer, Asset::get()->get("game_grass.png"));
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gradientsTexture = new Texture(renderer, Asset::get()->get("game_sky_colors.png"));
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buildingsTexture = std::make_shared<Texture>(renderer, Asset::get()->get("game_buildings.png"));
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topCloudsTexture = std::make_shared<Texture>(renderer, Asset::get()->get("game_clouds1.png"));
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bottomCloudsTexture = std::make_shared<Texture>(renderer, Asset::get()->get("game_clouds2.png"));
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grassTexture = std::make_shared<Texture>(renderer, Asset::get()->get("game_grass.png"));
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gradientsTexture = std::make_shared<Texture>(renderer, Asset::get()->get("game_sky_colors.png"));
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// Inicializa variables
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gradientNumber = 0;
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@@ -53,15 +50,15 @@ Background::Background(SDL_Renderer *renderer)
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const int bottomClouds_y = base - 101;
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const float topCloudsSpeed = 0.1f;
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const float bottomCloudsSpeed = 0.05f;
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topCloudsSprite_A = new MovingSprite(0, topClouds_y, rect.w, topCloudsTexture->getHeight(), -topCloudsSpeed, 0.0f, 0.0f, 0.0f, topCloudsTexture);
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topCloudsSprite_B = new MovingSprite(rect.w, topClouds_y, rect.w, topCloudsTexture->getHeight(), -topCloudsSpeed, 0.0f, 0.0f, 0.0f, topCloudsTexture);
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topCloudsSprite_A = std::make_unique<MovingSprite>(0, topClouds_y, rect.w, topCloudsTexture->getHeight(), -topCloudsSpeed, 0.0f, 0.0f, 0.0f, topCloudsTexture);
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topCloudsSprite_B = std::make_unique<MovingSprite>(rect.w, topClouds_y, rect.w, topCloudsTexture->getHeight(), -topCloudsSpeed, 0.0f, 0.0f, 0.0f, topCloudsTexture);
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bottomCloudsSprite_A = new MovingSprite(0, bottomClouds_y, rect.w, bottomCloudsTexture->getHeight(), -bottomCloudsSpeed, 0.0f, 0.0f, 0.0f, bottomCloudsTexture);
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bottomCloudsSprite_B = new MovingSprite(rect.w, bottomClouds_y, rect.w, bottomCloudsTexture->getHeight(), -bottomCloudsSpeed, 0.0f, 0.0f, 0.0f, bottomCloudsTexture);
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bottomCloudsSprite_A = std::make_unique<MovingSprite>(0, bottomClouds_y, rect.w, bottomCloudsTexture->getHeight(), -bottomCloudsSpeed, 0.0f, 0.0f, 0.0f, bottomCloudsTexture);
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bottomCloudsSprite_B = std::make_unique<MovingSprite>(rect.w, bottomClouds_y, rect.w, bottomCloudsTexture->getHeight(), -bottomCloudsSpeed, 0.0f, 0.0f, 0.0f, bottomCloudsTexture);
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buildingsSprite = new Sprite(0, 0, buildingsTexture->getWidth(), buildingsTexture->getHeight(), buildingsTexture);
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gradientSprite = new Sprite(0, 0, rect.w, rect.h, gradientsTexture);
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grassSprite = new Sprite(0, 0, grassTexture->getWidth(), grassTexture->getHeight() / 2, grassTexture);
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buildingsSprite = std::make_unique<Sprite>(0, 0, buildingsTexture->getWidth(), buildingsTexture->getHeight(), buildingsTexture);
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gradientSprite = std::make_unique<Sprite>(0, 0, rect.w, rect.h, gradientsTexture);
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grassSprite = std::make_unique<Sprite>(0, 0, grassTexture->getWidth(), grassTexture->getHeight() / 2, grassTexture);
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// Inicializa objetos
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topCloudsSprite_A->setSpriteClip(0, 0, topCloudsTexture->getWidth(), topCloudsTexture->getHeight());
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@@ -85,19 +82,6 @@ Background::Background(SDL_Renderer *renderer)
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// Destructor
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Background::~Background()
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{
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delete buildingsTexture;
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delete topCloudsTexture;
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delete bottomCloudsTexture;
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delete grassTexture;
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delete gradientsTexture;
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delete topCloudsSprite_A;
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delete topCloudsSprite_B;
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delete bottomCloudsSprite_A;
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delete bottomCloudsSprite_B;
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delete buildingsSprite;
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delete gradientSprite;
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delete grassSprite;
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SDL_DestroyTexture(canvas);
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SDL_DestroyTexture(colorTexture);
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}
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