Añadido degradado en el fondo
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16
main.cpp
16
main.cpp
@@ -46,7 +46,7 @@ int main(int argc, char *argv[])
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Text *text = new Text("data/smb2.txt", "data/smb2.png", renderer);
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Text *text = new Text("data/smb2.txt", "data/smb2.png", renderer);
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// Bucle principal
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// Bucle principal
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JA_PlayMusic(music, true);
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// JA_PlayMusic(music, true);
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bool should_exit = false;
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bool should_exit = false;
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while (!should_exit)
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while (!should_exit)
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{
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{
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@@ -73,6 +73,20 @@ int main(int argc, char *argv[])
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// Dibuja en pantalla
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// Dibuja en pantalla
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer);
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// Dibuja un degradado de fondo
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const int gradFirstLine = options->gameHeight / 3;
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const int gradLastLine = options->gameHeight;
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const int gradNumLines = gradLastLine - gradFirstLine;
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const int gradColorFrom = 0;
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const int gradColorTo = 192;
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for (int i = gradFirstLine; i < gradLastLine; ++i)
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{
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float step = ((float)(i - gradFirstLine) / gradNumLines);
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int color = gradColorFrom + ((gradColorTo - gradColorFrom) * step);
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SDL_SetRenderDrawColor(renderer, color, 0x00, 0x00, 0xFF);
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SDL_RenderDrawLine(renderer, 0, i, options->gameWidth, i);
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}
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text->writeCentered(options->gameWidth / 2, text->getCharacterSize(), "Jail Engine DEMO");
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text->writeCentered(options->gameWidth / 2, text->getCharacterSize(), "Jail Engine DEMO");
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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}
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}
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