Afegides recomanacions de cppcheck

Optimitzada la funció updateBalloonSpeed() i eliminades funcions sobrants o redundants
This commit is contained in:
2024-10-13 11:03:50 +02:00
parent 22d457285d
commit c11a868289
19 changed files with 221 additions and 499 deletions
+113 -114
View File
@@ -45,333 +45,333 @@ void EnemyFormations::initEnemyFormations()
}
}
const int creationTime = 300;
int incX = 0;
int incTime = 0;
const int creation_time = 300;
int inc_x = 0;
int inc_time = 0;
int j = 0;
// #00 - Dos enemigos BALLOON4 uno a cada extremo
j = 0;
enemy_formation_[j].number_of_enemies = 2;
incX = x4_100;
incTime = 0;
inc_x = x4_100;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_0 + (i * incX);
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creationTime + (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
j = 1;
enemy_formation_[j].number_of_enemies = 2;
incX = param.game.play_area.center_x;
incTime = 0;
inc_x = param.game.play_area.center_x;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = param.game.play_area.first_quarter_x - (BALLOON_WIDTH_4 / 2) + (i * incX);
enemy_formation_[j].init[i].x = param.game.play_area.first_quarter_x - (BALLOON_WIDTH_4 / 2) + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creationTime + (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #02 - Cuatro enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 2;
enemy_formation_[j].number_of_enemies = 4;
incX = BALLOON_WIDTH_2 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_0 + (i * incX);
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #03 - Cuatro enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 3;
enemy_formation_[j].number_of_enemies = 4;
incX = BALLOON_WIDTH_2 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_100 - (i * incX);
enemy_formation_[j].init[i].x = x2_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #04 - Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
j = 4;
enemy_formation_[j].number_of_enemies = 3;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * incX);
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #05 - Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
j = 5;
enemy_formation_[j].number_of_enemies = 3;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * incX);
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #06 - Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
j = 6;
enemy_formation_[j].number_of_enemies = 3;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * incX);
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #07 - Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
j = 7;
enemy_formation_[j].number_of_enemies = 3;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * incX);
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #08 - Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
j = 8;
enemy_formation_[j].number_of_enemies = 6;
incX = BALLOON_WIDTH_1 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_0 + (i * incX);
enemy_formation_[j].init[i].x = x1_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #09 - Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
j = 9;
enemy_formation_[j].number_of_enemies = 6;
incX = BALLOON_WIDTH_1 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_100 - (i * incX);
enemy_formation_[j].init[i].x = x1_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #10 - Tres enemigos BALLOON4 seguidos desde la izquierda
j = 10;
enemy_formation_[j].number_of_enemies = 3;
incX = BALLOON_WIDTH_4 + 1;
incTime = 15;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 15;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_0 + (i * incX);
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #11 - Tres enemigos BALLOON4 seguidos desde la derecha
j = 11;
enemy_formation_[j].number_of_enemies = 3;
incX = BALLOON_WIDTH_4 + 1;
incTime = 15;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 15;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_100 - (i * incX);
enemy_formation_[j].init[i].x = x4_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #12 - Seis enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 12;
enemy_formation_[j].number_of_enemies = 6;
incX = BALLOON_WIDTH_2 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_0 + (i * incX);
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #13 - Seis enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 13;
enemy_formation_[j].number_of_enemies = 6;
incX = BALLOON_WIDTH_2 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_100 - (i * incX);
enemy_formation_[j].init[i].x = x2_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #14 - Cinco enemigos BALLOON3. Hacia la derecha. Separados
j = 14;
enemy_formation_[j].number_of_enemies = 5;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * incX);
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #15 - Cinco enemigos BALLOON3. Hacia la izquierda. Separados
j = 15;
enemy_formation_[j].number_of_enemies = 5;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * incX);
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #16 - Cinco enemigos BALLOON3. Hacia la derecha. Juntos
j = 16;
enemy_formation_[j].number_of_enemies = 5;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * incX);
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #17 - Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
j = 17;
enemy_formation_[j].number_of_enemies = 5;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * incX);
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #18 - Doce enemigos BALLOON1. Hacia la derecha. Juntos
j = 18;
enemy_formation_[j].number_of_enemies = 12;
incX = BALLOON_WIDTH_1 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_0 + (i * incX);
enemy_formation_[j].init[i].x = x1_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #19 - Doce enemigos BALLOON1. Hacia la izquierda. Juntos
j = 19;
enemy_formation_[j].number_of_enemies = 12;
incX = BALLOON_WIDTH_1 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_100 - (i * incX);
enemy_formation_[j].init[i].x = x1_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creationTime - (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simetricos
j = 20;
enemy_formation_[j].number_of_enemies = 4;
incX = BALLOON_WIDTH_4 + 1;
incTime = 0;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x4_0 + (i * incX);
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
}
else
{
enemy_formation_[j].init[i].x = x4_100 - ((i - half) * incX);
enemy_formation_[j].init[i].x = x4_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
}
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creationTime + (incTime * i);
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #21 - Diez enemigos BALLOON2 uno detras del otro. Izquierda/derecha. Simetricos
j = 21;
enemy_formation_[j].number_of_enemies = 10;
incX = BALLOON_WIDTH_2 + 1;
incTime = 3;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 3;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x2_0 + (i * incX);
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) - (incTime * i);
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x2_100 - ((i - half) * incX);
enemy_formation_[j].init[i].x = x2_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) - (incTime * (i - half));
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].kind = BALLOON_2;
@@ -380,22 +380,22 @@ void EnemyFormations::initEnemyFormations()
// #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simetricos
j = 22;
enemy_formation_[j].number_of_enemies = 10;
incX = BALLOON_WIDTH_3 * 2;
incTime = 10;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x3_0 + (i * incX);
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) - (incTime * i);
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x3_100 - ((i - half) * incX);
enemy_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) - (incTime * (i - half));
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].kind = BALLOON_3;
@@ -404,22 +404,22 @@ void EnemyFormations::initEnemyFormations()
// #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simetricos
j = 23;
enemy_formation_[j].number_of_enemies = 10;
incX = BALLOON_WIDTH_3 + 1;
incTime = 10;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x3_0 + (i * incX);
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) - (incTime * i);
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x3_100 - ((i - half) * incX);
enemy_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) - (incTime * (i - half));
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].kind = BALLOON_3;
@@ -428,8 +428,8 @@ void EnemyFormations::initEnemyFormations()
// #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simetricos
j = 24;
enemy_formation_[j].number_of_enemies = 30;
incX = 0;
incTime = 5;
inc_x = 0;
inc_time = 5;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
@@ -437,13 +437,13 @@ void EnemyFormations::initEnemyFormations()
{
enemy_formation_[j].init[i].x = x1_50;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) + (incTime * i);
enemy_formation_[j].init[i].creation_counter = (creation_time) + (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x1_50;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) + (incTime * (i - half));
enemy_formation_[j].init[i].creation_counter = (creation_time) + (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].kind = BALLOON_1;
@@ -452,8 +452,7 @@ void EnemyFormations::initEnemyFormations()
// #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simetricos
j = 25;
enemy_formation_[j].number_of_enemies = 30;
incX = BALLOON_WIDTH_1 + 1;
incTime = 5;
inc_time = 5;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
@@ -461,13 +460,13 @@ void EnemyFormations::initEnemyFormations()
{
enemy_formation_[j].init[i].x = x1_50 + 20;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) - (incTime * i);
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x1_50 - 20;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creationTime) - (incTime * (i - half));
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].kind = BALLOON_1;