text: #ifndef __SCREEN_INTRO_H__
  #define __SCREEN_INTRO_H__
  
  #include "Module.h"
  #include "Animation.h"
  #include "p2Point.h"
  
  struct SDL_Texture;
  
  class ScreenIntro : public Module
  {
  public:
  	//Constructor
  	ScreenIntro(bool startEnabled);
  
  	//Destructor
  	~ScreenIntro();
  
  	// Called when the module is activated
  	// Loads the necessary textures for the map background
  	bool Start() override;
  
  	// Called at the middle of the application loop
  	// Updates the scene's background animations
  	Update_Status Update() override;
  
  	// Called at the end of the application loop.
  	// Performs the render call of all the parts of the scene's background
  	Update_Status PostUpdate() override;
  
  public:
  	//iPoint logoposition;
  	// The scene sprite sheet loaded into an SDL_Texture
  	SDL_Texture* bgTexture = nullptr;
  	SDL_Texture* bgTexture1 = nullptr;
  	SDL_Texture* bgTexture2 = nullptr;
  	SDL_Texture* bgTexture3 = nullptr;
  	/*Animation* currentAnimation = nullptr;
  
  	Animation logo;
  
  	SDL_Rect logosprite = { 0,0,270,240 };*/
  	//Background animation
  	Animation black;
  
  	// Font credits index 
  	uint title = 000;
  	int titleFont = -1;
  	char titleText[10] = { "\0" };
  
  	// Font names index 
  	uint names = 000;
  	int namesFont = -1;
  	char namesText[10] = { "\0" };
  };
  
  #endif