forked from jaildesigner-jailgames/coffee_crisis
v1.4
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@@ -75,7 +75,7 @@ const int VIEW_HEIGHT = SCREEN_HEIGHT * 3;
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// Cantidad de enteros a escribir en los ficheros de datos
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#define TOTAL_SCORE_DATA 3
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#define TOTAL_DEMO_DATA 2000
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#define TOTAL_DEMO_DATA 2000
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// Zona de juego
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const int PLAY_AREA_TOP = (0 * BLOCK);
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@@ -85,6 +85,8 @@ const int PLAY_AREA_RIGHT = SCREEN_WIDTH - (0 * BLOCK);
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const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
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const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
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const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
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const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
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const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
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const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
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const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
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const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
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@@ -127,12 +129,6 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
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#define PLAYER_ANIMATION_BODY_FIRING_RIGHT 3
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#define PLAYER_ANIMATION_BODY_WALKING_STOP 4
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#define PLAYER_ANIMATION_BODY_FIRING_UP 5
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#define PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT 6
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#define PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT 7
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#define PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT 8
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#define PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT 9
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#define PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT 10
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#define PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT 11
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// Variables del jugador
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#define PLAYER_INVULNERABLE_COUNTER 200
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@@ -208,6 +204,15 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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#define BALLOON_2 2
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#define BALLOON_3 3
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#define BALLOON_4 4
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#define HEXAGON_1 5
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#define HEXAGON_2 6
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#define HEXAGON_3 7
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#define HEXAGON_4 8
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#define POWER_BALL 9
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// Clases de globo
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#define BALLOON_CLASS 0
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#define HEXAGON_CLASS 1
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// Velocidad del globo
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#define BALLOON_VELX_POSITIVE 0.7f
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@@ -219,7 +224,20 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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#define BALLOON_BORN_ANIMATION 2
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// Cantidad posible de globos
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#define MAX_BALLOONS 75
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#define MAX_BALLOONS 100
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// Velocidades a las que se mueven los enemigos
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#define BALLOON_SPEED_1 0.60f
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#define BALLOON_SPEED_2 0.70f
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#define BALLOON_SPEED_3 0.80f
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#define BALLOON_SPEED_4 0.90f
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#define BALLOON_SPEED_5 1.00f
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// Tamaño de los globos
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#define BALLOON_SIZE_1 8
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#define BALLOON_SIZE_2 13
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#define BALLOON_SIZE_3 21
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#define BALLOON_SIZE_4 37
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// Tipos de bala
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#define BULLET_UP 1
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@@ -236,6 +254,7 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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#define ITEM_CLOCK 4
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#define ITEM_TNT 5
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#define ITEM_COFFEE 6
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#define ITEM_POWER_BALL 7
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// Cantidad de objetos simultaneos
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#define MAX_ITEMS 5
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@@ -280,5 +299,6 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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#define STAGE_COUNTER 200
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#define INSTRUCTIONS_COUNTER 600
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#define DEATH_COUNTER 350
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#define SHAKE_COUNTER 10
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#endif
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