forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
This commit is contained in:
@@ -23,24 +23,14 @@
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// Constructor
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Ending::Ending()
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: screen_(Screen::get()),
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renderer_(Screen::get()->getRenderer()),
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resource_(Resource::get()),
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asset_(Asset::get()),
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input_(Input::get())
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: counter_(-1),
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pre_counter_(0),
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cover_counter_(0),
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ticks_(0),
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current_scene_(0)
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{
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// Reserva memoria para los punteros a objetos
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text_ = resource_->getText("smb2");
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music = resource_->getMusic("ending1.ogg");
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// Inicializa variables
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counter_ = -1;
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pre_counter_ = 0;
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cover_counter_ = 0;
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options.section.section = Section::ENDING;
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options.section.subsection = Subsection::NONE;
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ticks_ = 0;
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current_scene_ = 0;
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// Inicializa los textos
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iniTexts();
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@@ -52,10 +42,10 @@ Ending::Ending()
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iniScenes();
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// Cambia el color del borde
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screen_->setBorderColor(stringToColor(options.video.palette, "black"));
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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// Crea la textura para cubrir el rexto
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cover_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
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cover_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
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if (cover_texture_ == nullptr)
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{
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if (options.console)
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@@ -100,7 +90,7 @@ void Ending::update()
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// Actualiza el volumen de la musica
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updateMusicVolume();
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screen_->update();
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Screen::get()->update();
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}
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}
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@@ -108,10 +98,10 @@ void Ending::update()
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void Ending::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen_->start();
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Screen::get()->start();
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// Limpia la pantalla
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screen_->clean(stringToColor(options.video.palette, "black"));
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Screen::get()->clean(stringToColor(options.video.palette, "black"));
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// Dibuja las imagenes de la escena
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sprite_pics_[current_scene_].sprite->render();
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@@ -131,7 +121,7 @@ void Ending::render()
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renderCoverTexture();
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// Vuelca el contenido del renderizador en pantalla
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screen_->render();
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Screen::get()->render();
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}
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// Comprueba el manejador de eventos
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@@ -190,51 +180,54 @@ void Ending::iniTexts()
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for (const auto &t : texts)
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{
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EndingTexture st;
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const int width = text_->lenght(t.caption, 1) + 2 + 2;
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const int height = text_->getCharacterSize() + 2 + 2;
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Color c = stringToColor(options.video.palette, "black");
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auto text = Resource::get()->getText("smb2");
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const int WIDTH = text->lenght(t.caption, 1) + 2 + 2;
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const int HEIGHT = text->getCharacterSize() + 2 + 2;
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Color color = stringToColor(options.video.palette, "black");
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EndingTexture st;
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// Crea la texture
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st.texture = std::make_shared<Texture>(renderer_);
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st.texture->createBlank(width, height);
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st.texture->setAsRenderTarget(renderer_);
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st.texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.texture->createBlank(WIDTH, HEIGHT);
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st.texture->setAsRenderTarget(Screen::get()->getRenderer());
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st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text_->writeDX(TEXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
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text->writeDX(TEXT_STROKE, 2, 2, t.caption, 1, color, 2, color);
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// Crea el sprite
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st.sprite = std::make_shared<Sprite>(st.texture, 0, 0, st.texture->getWidth(), st.texture->getHeight());
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st.sprite->setPosition((GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos);
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// Crea la coverTexture
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st.cover_texture = std::make_shared<Texture>(renderer_);
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st.cover_texture->createBlank(width, height + 8);
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st.cover_texture->setAsRenderTarget(renderer_);
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st.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.cover_texture->createBlank(WIDTH, HEIGHT + 8);
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st.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
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st.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Rellena la coverTexture con color transparente
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Los primeros 8 pixels crea una malla
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < width; i += 2)
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color = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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for (int i = 0; i < WIDTH; i += 2)
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{
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SDL_RenderDrawPoint(renderer_, i, 0);
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SDL_RenderDrawPoint(renderer_, i, 2);
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SDL_RenderDrawPoint(renderer_, i, 4);
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SDL_RenderDrawPoint(renderer_, i, 6);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6);
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SDL_RenderDrawPoint(renderer_, i + 1, 5);
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SDL_RenderDrawPoint(renderer_, i + 1, 7);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, width, height};
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer_, &rect);
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SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
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color = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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// Crea el sprite
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st.cover_sprite = std::make_shared<Sprite>(st.cover_texture, 0, 0, st.cover_texture->getWidth(), st.cover_texture->getHeight() - 8);
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@@ -243,7 +236,7 @@ void Ending::iniTexts()
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// Inicializa variables
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st.clip_desp = 8;
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st.clip_height = height;
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st.clip_height = HEIGHT;
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sprite_texts_.push_back(st);
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}
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@@ -280,7 +273,7 @@ void Ending::iniPics()
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EndingTexture sp;
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// Crea la texture
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sp.texture = resource_->getTexture(p.caption);
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sp.texture = Resource::get()->getTexture(p.caption);
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const int width = sp.texture->getWidth();
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const int height = sp.texture->getHeight();
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@@ -289,34 +282,34 @@ void Ending::iniPics()
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sp.sprite->setPosition((GAMECANVAS_WIDTH - width) / 2, p.pos);
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// Crea la coverTexture
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sp.cover_texture = std::make_shared<Texture>(renderer_);
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sp.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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sp.cover_texture->createBlank(width, height + 8);
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sp.cover_texture->setAsRenderTarget(renderer_);
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sp.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
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sp.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Rellena la coverTexture con color transparente
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Los primeros 8 pixels crea una malla
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Color c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < width; i += 2)
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{
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SDL_RenderDrawPoint(renderer_, i, 0);
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SDL_RenderDrawPoint(renderer_, i, 2);
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SDL_RenderDrawPoint(renderer_, i, 4);
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SDL_RenderDrawPoint(renderer_, i, 6);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6);
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SDL_RenderDrawPoint(renderer_, i + 1, 5);
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SDL_RenderDrawPoint(renderer_, i + 1, 7);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, width, height};
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer_, &rect);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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// Crea el sprite
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sp.cover_sprite = std::make_shared<Sprite>(sp.cover_texture, 0, 0, sp.cover_texture->getWidth(), sp.cover_texture->getHeight() - 8);
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@@ -417,7 +410,7 @@ void Ending::iniScenes()
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// Bucle principal
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void Ending::run()
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{
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JA_PlayMusic(music);
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JA_PlayMusic(Resource::get()->getMusic("ending1.ogg"));
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while (options.section.section == Section::ENDING)
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{
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@@ -516,29 +509,29 @@ void Ending::checkChangeScene()
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void Ending::fillCoverTexture()
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{
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// Rellena la textura que cubre el texto con color transparente
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SDL_SetRenderTarget(renderer_, cover_texture_);
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), cover_texture_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Los primeros 8 pixels crea una malla
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const Color color = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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for (int i = 0; i < 256; i += 2)
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{
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SDL_RenderDrawPoint(renderer_, i + 0, GAMECANVAS_HEIGHT + 0);
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SDL_RenderDrawPoint(renderer_, i + 1, GAMECANVAS_HEIGHT + 1);
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SDL_RenderDrawPoint(renderer_, i + 0, GAMECANVAS_HEIGHT + 2);
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SDL_RenderDrawPoint(renderer_, i + 1, GAMECANVAS_HEIGHT + 3);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, GAMECANVAS_HEIGHT + 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, GAMECANVAS_HEIGHT + 1);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, GAMECANVAS_HEIGHT + 2);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, GAMECANVAS_HEIGHT + 3);
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SDL_RenderDrawPoint(renderer_, i, GAMECANVAS_HEIGHT + 4);
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SDL_RenderDrawPoint(renderer_, i, GAMECANVAS_HEIGHT + 6);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, GAMECANVAS_HEIGHT + 4);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, GAMECANVAS_HEIGHT + 6);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 0, 256, GAMECANVAS_HEIGHT};
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SDL_RenderFillRect(renderer_, &rect);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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SDL_SetRenderTarget(renderer_, nullptr);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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}
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// Dibuja la cortinilla de cambio de escena
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@@ -549,7 +542,7 @@ void Ending::renderCoverTexture()
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const int offset = std::min(cover_counter_, 100);
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SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, offset * 2};
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SDL_Rect dstRect = {0, 0, 256, offset * 2};
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SDL_RenderCopy(renderer_, cover_texture_, &srcRect, &dstRect);
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SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
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}
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}
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