Start to work on dual input for P1
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@@ -315,6 +315,10 @@ void Game::init()
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mMenaceThreshold = 0;
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mHiScoreAchieved = false;
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mCurrentStage = 0;
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// BORRAR
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mCurrentStage = 9;
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mStageBitmapCounter = STAGE_COUNTER;
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mDeathCounter = DEATH_COUNTER;
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mExplosionTime = false;
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@@ -366,6 +370,9 @@ void Game::init()
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initEnemyPools();
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initGameStages();
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// BORRAR
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mStage[mCurrentStage].currentPower = mStage[mCurrentStage].powerToComplete - 10;
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// Modo debug
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mDebug.enabled = false;
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mDebug.enemySet = 0;
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@@ -1704,7 +1711,10 @@ void Game::updateStage()
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mStage[mCurrentStage].currentPower = 0; // Deja el poder a cero para que no vuelva a entrar en esta condición
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destroyAllBalloons(); // Destruye a todos los enemigos
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mStage[mCurrentStage].currentPower = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos lo globos
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mMenaceCurrent = 255;
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mMenaceCurrent = 255; // Sube el nivel de amenaza para que no cree mas globos
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for (int i = 0; i < mNumPlayers; i++) // Añade un millon de puntos a los jugadores que queden vivos
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if (mPlayer[i]->isAlive())
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mPlayer[i]->addScore(1000000);
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JA_StopMusic();
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}
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JA_PlaySound(mSoundStageChange);
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@@ -1735,7 +1745,7 @@ void Game::updateDeath()
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allPlayersAreDead &= (!mPlayer[i]->isAlive());
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if (!mPlayer[i]->isAlive())
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{
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{
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// Animación
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if ((mPlayer[i]->getDeathCounter() / 5) % 4 == 0)
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mSmartSprite[mPlayer[i]->mDeathIndex]->setSpriteClip(24 * 0, 24, 24, 24);
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@@ -2946,15 +2956,16 @@ void Game::renderMessages()
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if ((mCounter < STAGE_COUNTER) && (!mDemo.enabled))
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{
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mSpriteGetReady->setPosX((int)mGetReadyBitmapPath[mCounter]);
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mSpriteGetReady->render();
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//mSpriteGetReady->render();
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const color_t color = {0x17, 0x17, 0x26};
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mTextBig->writeShadowed((int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), color, 2);
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}
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// Time Stopped
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if (mTimeStopped)
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{
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if ((mTimeStoppedCounter > 100) || (mTimeStoppedCounter % 10 > 4))
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//mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, "Time Stopped: " + std::to_string(mTimeStoppedCounter / 10));
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mText->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, mLang->getText(36) + std::to_string(mTimeStoppedCounter / 10), 1, noColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, mLang->getText(36) + std::to_string(mTimeStoppedCounter / 10), 1, noColor, 1, shdwTxtColor);
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if (mTimeStoppedCounter > 100)
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{
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@@ -2975,11 +2986,19 @@ void Game::renderMessages()
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// STAGE NUMBER
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std::string text = mLang->getText(38) + std::to_string(mStage[mCurrentStage].number);
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if (mGameCompleted) // Texto de juego completado
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text = mLang->getText(50);
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if (mStageBitmapCounter < STAGE_COUNTER)
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mTextBig->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_X, mStageBitmapPath[mStageBitmapCounter], text, 1, noColor, 2, shdwTxtColor);
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{
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if (!mGameCompleted)
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{
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mTextBig->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_X, mStageBitmapPath[mStageBitmapCounter], text, 1, noColor, 2, shdwTxtColor);
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}
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else
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{ // Texto de juego completado
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text = mLang->getText(50);
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mTextBig->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, mStageBitmapPath[mStageBitmapCounter], text, 1, noColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, mStageBitmapPath[mStageBitmapCounter] + 17, mLang->getText(76), 1, noColor, 1, shdwTxtColor);
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}
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}
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}
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// Habilita el efecto del item de detener el tiempo
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