corregides cridades a SDL3 i migrat casi tot de int a float. Falta jail_shader

This commit is contained in:
2025-10-15 12:16:50 +02:00
parent 7c102e42cc
commit e4a08d2ec7
52 changed files with 879 additions and 823 deletions

View File

@@ -190,7 +190,7 @@ void Ending::iniTexts() {
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
SDL_FRect rect = {0, 8, WIDTH, HEIGHT};
surface->fillRect(&rect, color);
// Crea el sprite
@@ -256,7 +256,7 @@ void Ending::iniPics() {
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
SDL_FRect rect = {0, 8, WIDTH, HEIGHT};
surface->fillRect(&rect, color);
// Crea el sprite
@@ -453,7 +453,7 @@ void Ending::fillCoverTexture() {
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 0, 256, options.game.height};
SDL_FRect rect = {0, 0, 256, options.game.height};
surface->fillRect(&rect, color);
Screen::get()->setRendererSurface(previuos_renderer);
@@ -464,8 +464,8 @@ void Ending::renderCoverTexture() {
if (cover_counter_ > 0) {
// Dibuja la textura que cubre el texto
const int OFFSET = std::min(cover_counter_, 100);
SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
SDL_Rect dstRect = {0, 0, 256, OFFSET * 2};
SDL_FRect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
SDL_FRect dstRect = {0, 0, 256, OFFSET * 2};
cover_surface_->render(&srcRect, &dstRect);
}
}