Borrado todo el código y vuelta a empezar
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@@ -1,20 +1,19 @@
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#include "screen.h"
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#include "const.h"
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int scr_w, int scr_h, int gc_w, int gc_h)
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{
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// Inicializa variables
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mWindow = window;
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mRenderer = renderer;
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mScreenWidth = SCREEN_WIDTH;
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mScreenHeight = SCREEN_HEIGHT;
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mGameCanvasWidth = GAMECANVAS_WIDTH;
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mGameCanvasHeight = GAMECANVAS_HEIGHT;
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mGameCanvasPosX = (SCREEN_WIDTH - GAMECANVAS_WIDTH) / 2;
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mGameCanvasPosY = (SCREEN_HEIGHT - GAMECANVAS_HEIGHT) / 2;
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mScreenWidth = scr_w;
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mScreenHeight = scr_h;
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mGameCanvasWidth = gc_w;
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mGameCanvasHeight = gc_h;
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mGameCanvasPosX = (scr_w - gc_w) / 2;
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mGameCanvasPosY = (scr_h - gc_h) / 2;
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mDest = {mGameCanvasPosX, mGameCanvasPosY, mGameCanvasWidth, mGameCanvasHeight};
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mBorderColor = {0x27, 0x27, 0x36};
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// Crea la textura donde se dibujan los graficos del juego
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@@ -52,11 +51,8 @@ void Screen::blit()
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SDL_SetRenderDrawColor(mRenderer, mBorderColor.r, mBorderColor.g, mBorderColor.b, 0xFF);
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SDL_RenderClear(mRenderer);
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// Rectangulo de destino donde se dibujarà la textura con el juego
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SDL_Rect dest = {mGameCanvasPosX, mGameCanvasPosY, mGameCanvasWidth, mGameCanvasHeight};
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &dest);
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SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &mDest);
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// Muestra por pantalla el renderizador
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SDL_RenderPresent(mRenderer);
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