#pragma once #include "ifdefs.h" #include #ifndef CONST_H #define CONST_H // Textos #define WINDOW_CAPTION "Coffee Crisis" #define TEXT_COPYRIGHT "@2020,2021 JAILDESIGNER (V1.3*)" // Recursos const Uint8 BINFILE_SCORE = 0; const Uint8 BINFILE_DEMO = 1; const Uint8 BINFILE_CONFIG = 2; const Uint8 TOTAL_BINFILE = 3; const Uint8 MUSIC_INTRO = 0; const Uint8 MUSIC_PLAYING = 1; const Uint8 MUSIC_TITLE = 2; const Uint8 TOTAL_MUSIC = 3; const Uint8 SOUND_BALLON = 0; const Uint8 SOUND_BULLET = 1; const Uint8 SOUND_MENU_SELECT = 2; const Uint8 SOUND_MENU_CANCEL = 3; const Uint8 SOUND_MENU_MOVE = 4; const Uint8 SOUND_TITLE = 5; const Uint8 SOUND_PLAYER_COLLISION = 6; const Uint8 SOUND_HISCORE = 7; const Uint8 SOUND_ITEM_DROP = 8; const Uint8 SOUND_ITEM_PICKUP = 9; const Uint8 SOUND_COFFEE_OUT = 10; const Uint8 SOUND_STAGE_CHANGE = 11; const Uint8 SOUND_BUBBLE1 = 12; const Uint8 SOUND_BUBBLE2 = 13; const Uint8 SOUND_BUBBLE3 = 14; const Uint8 SOUND_BUBBLE4 = 15; const Uint8 TOTAL_SOUND = 16; const Uint8 TEXTURE_BALLOON = 0; const Uint8 TEXTURE_BULLET = 1; const Uint8 TEXTURE_FONT_BLACK = 2; const Uint8 TEXTURE_FONT_NOKIA = 3; const Uint8 TEXTURE_FONT_WHITE = 4; const Uint8 TEXTURE_GAME_BG = 5; const Uint8 TEXTURE_GAME_TEXT = 6; const Uint8 TEXTURE_INTRO = 7; const Uint8 TEXTURE_ITEMS = 8; const Uint8 TEXTURE_LOGO = 9; const Uint8 TEXTURE_MENU = 10; const Uint8 TEXTURE_PLAYER_BODY = 11; const Uint8 TEXTURE_PLAYER_LEGS = 12; const Uint8 TEXTURE_PLAYER_DEATH = 13; const Uint8 TEXTURE_TITLE = 14; const Uint8 TOTAL_TEXTURE = 15; // Tamaño de bloque const Uint8 BLOCK = 8; const Uint8 HALF_BLOCK = BLOCK / 2; // Tamaño de la pantalla real const int SCREEN_WIDTH = 256; const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4; // 192 // Tamaño de la pantalla que se muestra const int VIEW_WIDTH = SCREEN_WIDTH * 3; // 768 const int VIEW_HEIGHT = SCREEN_HEIGHT * 3; // 576 // Cantidad de enteros a escribir en los ficheros de datos const Uint8 TOTAL_SCORE_DATA = 3; const Uint16 TOTAL_DEMO_DATA = 2000; // Zona de juego const int PLAY_AREA_TOP = (0 * BLOCK); const int PLAY_AREA_BOTTOM = SCREEN_HEIGHT - (4 * BLOCK); const int PLAY_AREA_LEFT = (0 * BLOCK); const int PLAY_AREA_RIGHT = SCREEN_WIDTH - (0 * BLOCK); const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT; const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP; const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2); const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2); const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4; const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3; // Anclajes de pantalla const int SCREEN_CENTER_X = SCREEN_WIDTH / 2; const int SCREEN_FIRST_QUARTER_X = SCREEN_WIDTH / 4; const int SCREEN_THIRD_QUARTER_X = (SCREEN_WIDTH / 4) * 3; const int SCREEN_CENTER_Y = SCREEN_HEIGHT / 2; const int SCREEN_FIRST_QUARTER_Y = SCREEN_HEIGHT / 4; const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3; // Color transparente para los sprites const Uint8 COLOR_KEY_R = 0xff; const Uint8 COLOR_KEY_G = 0x00; const Uint8 COLOR_KEY_B = 0xff; // Opciones de menu const int MENU_NO_OPTION = -1; const int MENU_OPTION_START = 0; const int MENU_OPTION_QUIT = 1; const int MENU_OPTION_TOTAL = 2; // Selector de menu const int MENU_SELECTOR_BLACK = (BLOCK * 0); const int MENU_SELECTOR_WHITE = (BLOCK * 1); // Tipos de fondos para el menu const int MENU_BACKGROUND_TRANSPARENT = 0; const int MENU_BACKGROUND_SOLID = 1; // Estados del jugador const Uint8 PLAYER_STATUS_WALKING_LEFT = 0; const Uint8 PLAYER_STATUS_WALKING_RIGHT = 1; const Uint8 PLAYER_STATUS_WALKING_STOP = 2; const Uint8 PLAYER_STATUS_FIRING_UP = 0; const Uint8 PLAYER_STATUS_FIRING_LEFT = 1; const Uint8 PLAYER_STATUS_FIRING_RIGHT = 2; const Uint8 PLAYER_STATUS_FIRING_NO = 3; const Uint8 PLAYER_ANIMATION_LEGS_WALKING_LEFT = 0; const Uint8 PLAYER_ANIMATION_LEGS_WALKING_RIGHT = 1; const Uint8 PLAYER_ANIMATION_LEGS_WALKING_STOP = 2; const Uint8 PLAYER_ANIMATION_BODY_WALKING_LEFT = 0; const Uint8 PLAYER_ANIMATION_BODY_FIRING_LEFT = 1; const Uint8 PLAYER_ANIMATION_BODY_WALKING_RIGHT = 2; const Uint8 PLAYER_ANIMATION_BODY_FIRING_RIGHT = 3; const Uint8 PLAYER_ANIMATION_BODY_WALKING_STOP = 4; const Uint8 PLAYER_ANIMATION_BODY_FIRING_UP = 5; const Uint8 PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT = 6; const Uint8 PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT = 7; const Uint8 PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT = 8; const Uint8 PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT = 9; const Uint8 PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT = 10; const Uint8 PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT = 11; // Variables del jugador const Uint16 PLAYER_INVULNERABLE_TIMER = 200; // Estados del juego const Uint8 GAME_STATE_TITLE = 0; const Uint8 GAME_STATE_PLAYING = 1; const Uint8 GAME_STATE_QUIT = 2; const Uint8 GAME_STATE_GAME_OVER_SCREEN = 3; const Uint8 GAME_STATE_INTRO = 4; const Uint8 GAME_STATE_DEMO = 5; const Uint8 GAME_STATE_INSTRUCTIONS = 6; const Uint8 GAME_STATE_LOGO = 7; const Uint8 GAME_STATE_INIT = 8; // Estados de cada elemento que pertenece a un evento const Uint8 EVENT_WAITING = 1; const Uint8 EVENT_RUNNING = 2; const Uint8 EVENT_COMPLETED = 3; // Cantidad de eventos de la intro const Uint8 INTRO_TOTAL_BITMAPS = 6; const Uint8 INTRO_TOTAL_TEXTS = 9; const Uint8 INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS; // Cantidad de eventos de la pantalla de titulo const Uint8 TITLE_TOTAL_EVENTS = 2; // Relaciones de Id con nomnbres const Uint8 BITMAP0 = 0; const Uint8 BITMAP1 = 1; const Uint8 BITMAP2 = 2; const Uint8 BITMAP3 = 3; const Uint8 BITMAP4 = 4; const Uint8 BITMAP5 = 5; const Uint8 TEXT0 = 6; const Uint8 TEXT1 = 7; const Uint8 TEXT2 = 8; const Uint8 TEXT3 = 9; const Uint8 TEXT4 = 10; const Uint8 TEXT5 = 11; const Uint8 TEXT6 = 12; const Uint8 TEXT7 = 13; const Uint8 TEXT8 = 14; // Anclajes para el marcador de puntos const int SCORE_WORD_X = (SCREEN_WIDTH / 4) - ((5 * BLOCK) / 2); const int SCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; const int SCORE_NUMBER_X = (SCREEN_WIDTH / 4) - ((6 * BLOCK) / 2); const int SCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; const int HISCORE_WORD_X = ((SCREEN_WIDTH / 4) * 3) - ((8 * BLOCK) / 2); const int HISCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; const int HISCORE_NUMBER_X = ((SCREEN_WIDTH / 4) * 3) - ((6 * BLOCK) / 2); const int HISCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; const int MULTIPLIER_WORD_X = (SCREEN_WIDTH / 2) - ((4 * BLOCK) / 2); const int MULTIPLIER_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; const int MULTIPLIER_NUMBER_X = (SCREEN_WIDTH / 2) - ((3 * BLOCK) / 2);; const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; // Ningun tipo const Uint8 NO_KIND = 0; // Tipos de globo const Uint8 BALLOON_1 = 1; const Uint8 BALLOON_2 = 2; const Uint8 BALLOON_3 = 3; const Uint8 BALLOON_4 = 4; // Velocidad del globo const float BALLON_VELX_POSITIVE = 0.7f; const float BALLON_VELX_NEGATIVE = -0.7f; // Indice para las animaciones de los globos const Uint8 BALLOON_MOVING_ANIMATION = 0; const Uint8 BALLOON_POP_ANIMATION = 1; const Uint8 BALLOON_BORN_ANIMATION = 2; // Cantidad posible de globos const Uint8 MAX_BALLOONS = 75; // Tipos de bala const Uint8 BULLET_UP = 1; const Uint8 BULLET_LEFT = 2; const Uint8 BULLET_RIGHT = 3; // Cantidad posible de globos const Uint8 MAX_BULLETS = 50; // Tipos de objetos const Uint8 ITEM_POINTS_1_DISK = 1; const Uint8 ITEM_POINTS_2_GAVINA = 2; const Uint8 ITEM_POINTS_3_PACMAR = 3; const Uint8 ITEM_CLOCK = 4; const Uint8 ITEM_TNT = 5; const Uint8 ITEM_COFFEE = 6; // Cantidad de objetos simultaneos const Uint8 MAX_ITEMS = 5; // Valores para las variables asociadas a los objetos const Uint8 REMAINING_EXPLOSIONS = 3; const Uint8 REMAINING_EXPLOSIONS_TIMER = 50; const Uint16 TIME_STOPPED_TIMER = 300; // Estados de entrada const Uint8 NO_INPUT = 0; const Uint8 INPUT_UP = 1; const Uint8 INPUT_DOWN = 2; const Uint8 INPUT_LEFT = 3; const Uint8 INPUT_RIGHT = 4; const Uint8 INPUT_ACCEPT = 5; const Uint8 INPUT_CANCEL = 6; const Uint8 INPUT_FIRE_UP = 7; const Uint8 INPUT_FIRE_LEFT = 8; const Uint8 INPUT_FIRE_RIGHT = 9; const Uint8 INPUT_PAUSE = 10; // Zona muerta del mando analógico const int JOYSTICK_DEAD_ZONE = 8000; // Tipos de mensajes para el retorno de las funciones const Uint8 MSG_OK = 0; const Uint8 MSG_BULLET_OUT = 1; // Tipos de texto const Uint8 TEXT_FIXED = 0; const Uint8 TEXT_VARIABLE = 1; // Cantidad de elementos del vector de SmartSprites const Uint8 MAX_SMART_SPRITES = 10; // Contadores const Uint16 TITLE_TIMER = 800; const Uint8 STAGE_COUNTER = 200; const Uint16 INSTRUCTIONS_COUNTER = 600; const Uint16 DEATH_COUNTER = 350; #endif