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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@@ -3,19 +3,19 @@
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#include "surface.h" // Para Surface
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// Constructor
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SSprite::SSprite(std::shared_ptr<Surface> surface, int x, int y, int w, int h)
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SSprite::SSprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h)
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: surface_(surface),
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pos_((SDL_Rect){x, y, w, h}),
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clip_((SDL_Rect){0, 0, pos_.w, pos_.h}) {}
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pos_((SDL_FRect){x, y, w, h}),
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clip_((SDL_FRect){0.0F, 0.0F, pos_.w, pos_.h}) {}
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SSprite::SSprite(std::shared_ptr<Surface> surface, SDL_Rect rect)
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SSprite::SSprite(std::shared_ptr<Surface> surface, SDL_FRect rect)
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: surface_(surface),
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pos_(rect),
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clip_((SDL_Rect){0, 0, pos_.w, pos_.h}) {}
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clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {}
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SSprite::SSprite(std::shared_ptr<Surface> surface)
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: surface_(surface),
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pos_({0, 0, surface_->getWidth(), surface_->getHeight()}),
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pos_((SDL_FRect){0.0F, 0.0F, surface_->getWidth(), surface_->getHeight()}),
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clip_(pos_) {}
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// Muestra el sprite por pantalla
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@@ -28,13 +28,13 @@ void SSprite::render(Uint8 source_color, Uint8 target_color) {
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}
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// Establece la posición del objeto
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void SSprite::setPosition(int x, int y) {
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void SSprite::setPosition(float x, float y) {
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pos_.x = x;
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pos_.y = y;
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}
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// Establece la posición del objeto
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void SSprite::setPosition(SDL_Point p) {
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void SSprite::setPosition(SDL_FPoint p) {
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pos_.x = p.x;
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pos_.y = p.y;
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}
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