forked from jaildesigner-jailgames/jaildoctors_dilemma
corregides cridades a SDL3 i migrat casi tot de int a float. Falta jail_shader
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@@ -190,7 +190,7 @@ void Ending::iniTexts() {
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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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SDL_FRect rect = {0, 8, WIDTH, HEIGHT};
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surface->fillRect(&rect, color);
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// Crea el sprite
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@@ -256,7 +256,7 @@ void Ending::iniPics() {
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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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SDL_FRect rect = {0, 8, WIDTH, HEIGHT};
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surface->fillRect(&rect, color);
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// Crea el sprite
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@@ -453,7 +453,7 @@ void Ending::fillCoverTexture() {
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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, options.game.height};
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SDL_FRect rect = {0, 0, 256, options.game.height};
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surface->fillRect(&rect, color);
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Screen::get()->setRendererSurface(previuos_renderer);
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@@ -464,8 +464,8 @@ void Ending::renderCoverTexture() {
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if (cover_counter_ > 0) {
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// Dibuja la textura que cubre el texto
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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_FRect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
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SDL_FRect dstRect = {0, 0, 256, OFFSET * 2};
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cover_surface_->render(&srcRect, &dstRect);
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}
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}
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