Desaparición de la carpeta media
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@@ -15,10 +15,8 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset)
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// Crea los objetos
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texture_tile = new LTexture();
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texture_bg = new LTexture();
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load(file);
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loadTextureFromFile(texture_tile, asset->get(tileset_img), renderer);
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loadTextureFromFile(texture_bg, asset->get(bg_img), renderer);
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// Crea la textura para el mapa de tiles de la habitación
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map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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@@ -36,9 +34,6 @@ Map::~Map()
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texture_tile->unload();
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delete texture_tile;
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texture_bg->unload();
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delete texture_bg;
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SDL_DestroyTexture(map_texture);
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}
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@@ -180,12 +175,16 @@ void Map::fillMapTexture()
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer);
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// Dibuja la textura de fondo
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SDL_Rect clip = {0, 0, 320, 208};
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texture_bg->render(renderer, 0, 0, &clip);
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// Dibuja el degradado de fondo
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for (int i = 0; i < 208; i++)
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{
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SDL_SetRenderDrawColor(renderer, 234, 171, 159, 0xFF);
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SDL_SetRenderDrawColor(renderer, 144, 225, 231, 0xFF);
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SDL_RenderDrawLine(renderer, 0, i, 320, i);
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}
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// Dibuja el mapeado de tiles
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clip = {0, 0, tile_size, tile_size};
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SDL_Rect clip = {0, 0, tile_size, tile_size};
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for (int y = 0; y < map_height; y++)
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for (int x = 0; x < map_width; x++)
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