Marcador transparente. Area de juego ocupa toda la pantalla
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@@ -19,10 +19,10 @@
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#define GAMECANVAS_HEIGHT 240
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// Zona de juego
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const int PLAY_AREA_X = 0;
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const int PLAY_AREA_Y = (4 * BLOCK);
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const int PLAY_AREA_X = (0 * BLOCK);
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const int PLAY_AREA_Y = (0 * BLOCK);
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const int PLAY_AREA_TOP = (0 * BLOCK);
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const int PLAY_AREA_BOTTOM = (26 * BLOCK);
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const int PLAY_AREA_BOTTOM = (30 * BLOCK);
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const int PLAY_AREA_LEFT = (0 * BLOCK);
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const int PLAY_AREA_RIGHT = (40 * BLOCK);
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const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
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@@ -265,11 +265,10 @@ void Game::renderDebugInfo()
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// Pinta mascaras
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
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SDL_Rect rect = player->sprite->getRect();
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rect.y += SCOREBOARD_HEIGHT;
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SDL_RenderFillRect(renderer, &rect);
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// Pinta el texto
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debug->setPos({1, 1 + SCOREBOARD_HEIGHT});
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debug->setPos({1, 1});
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debug->render();
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}
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@@ -6,7 +6,7 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
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// Inicializa variables
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tile_size = 8;
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map_width = 40;
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map_height = 26;
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map_height = 30;
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name = file.substr(file.find_last_of("\\/") + 1);
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enemy_file = "";
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bgColor1 = bgColor2 = {0, 0, 0};
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@@ -508,7 +508,6 @@ e_tile_map Map::getTile(SDL_Point p)
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// Calcula el tile
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const int tile = collisionmap[((y / tile_size) * map_width) + (x / tile_size)];
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// Las 8 primeras filas son tiles de fondo
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if (tile == 0)
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{
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return nothing;
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@@ -40,8 +40,7 @@ void ScoreBoard::fillTexture()
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{
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// Cambia el puntero del renderizador a la textura y la limpia
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SDL_SetRenderTarget(renderer, layer);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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SDL_SetRenderDrawColor(renderer, 0, 171, 159, 255);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(renderer);
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// Escribe los textos
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