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2021-09-10 14:02:29 +02:00
parent a7d7cdd047
commit 09421a093d

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@@ -12,76 +12,76 @@
#define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.2)" #define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.2)"
// Recursos // Recursos
#define BINFILE_SCORE 0 //#define BINFILE_SCORE 0
#define BINFILE_DEMO 1 //#define BINFILE_DEMO 1
#define BINFILE_CONFIG 2 //#define BINFILE_CONFIG 2
//
#define TOTAL_BINFILE 3 //#define TOTAL_BINFILE 3
//
#define MUSIC_INTRO 0 //#define MUSIC_INTRO 0
#define MUSIC_PLAYING 1 //#define MUSIC_PLAYING 1
#define MUSIC_TITLE 2 //#define MUSIC_TITLE 2
//
#define TOTAL_MUSIC 3 //#define TOTAL_MUSIC 3
//
#define SOUND_BALLOON 0 //#define SOUND_BALLOON 0
#define SOUND_BUBBLE1 1 //#define SOUND_BUBBLE1 1
#define SOUND_BUBBLE2 2 //#define SOUND_BUBBLE2 2
#define SOUND_BUBBLE3 3 //#define SOUND_BUBBLE3 3
#define SOUND_BUBBLE4 4 //#define SOUND_BUBBLE4 4
#define SOUND_BULLET 5 //#define SOUND_BULLET 5
#define SOUND_COFFEE_OUT 6 //#define SOUND_COFFEE_OUT 6
#define SOUND_HISCORE 7 //#define SOUND_HISCORE 7
#define SOUND_ITEM_DROP 8 //#define SOUND_ITEM_DROP 8
#define SOUND_ITEM_PICKUP 9 //#define SOUND_ITEM_PICKUP 9
#define SOUND_MENU_CANCEL 10 //#define SOUND_MENU_CANCEL 10
#define SOUND_MENU_MOVE 11 //#define SOUND_MENU_MOVE 11
#define SOUND_MENU_SELECT 12 //#define SOUND_MENU_SELECT 12
#define SOUND_PLAYER_COLLISION 13 //#define SOUND_PLAYER_COLLISION 13
#define SOUND_STAGE_CHANGE 14 //#define SOUND_STAGE_CHANGE 14
#define SOUND_TITLE 15 //#define SOUND_TITLE 15
#define SOUND_CLOCK 16 //#define SOUND_CLOCK 16
#define SOUND_POWERBALL 17 //#define SOUND_POWERBALL 17
//
#define TOTAL_SOUND 18 //#define TOTAL_SOUND 18
//
#define TEXTURE_BALLOON 0 //#define TEXTURE_BALLOON 0
#define TEXTURE_BULLET 1 //#define TEXTURE_BULLET 1
#define TEXTURE_FONT_BLACK 2 //#define TEXTURE_FONT_BLACK 2
#define TEXTURE_FONT_BLACK_X2 3 //#define TEXTURE_FONT_BLACK_X2 3
#define TEXTURE_FONT_NOKIA 4 //#define TEXTURE_FONT_NOKIA 4
#define TEXTURE_FONT_WHITE 5 //#define TEXTURE_FONT_WHITE 5
#define TEXTURE_FONT_WHITE_X2 6 //#define TEXTURE_FONT_WHITE_X2 6
#define TEXTURE_GAME_BG 7 //#define TEXTURE_GAME_BG 7
#define TEXTURE_GAME_TEXT 8 //#define TEXTURE_GAME_TEXT 8
#define TEXTURE_INTRO 9 //#define TEXTURE_INTRO 9
#define TEXTURE_ITEMS 10 //#define TEXTURE_ITEMS 10
#define TEXTURE_LOGO 11 //#define TEXTURE_LOGO 11
#define TEXTURE_MENU 12 //#define TEXTURE_MENU 12
#define TEXTURE_PLAYER_BODY 13 //#define TEXTURE_PLAYER_BODY 13
#define TEXTURE_PLAYER_DEATH 14 //#define TEXTURE_PLAYER_DEATH 14
#define TEXTURE_PLAYER_LEGS 15 //#define TEXTURE_PLAYER_LEGS 15
#define TEXTURE_TITLE 16 //#define TEXTURE_TITLE 16
//
#define TOTAL_TEXTURE 17 //#define TOTAL_TEXTURE 17
//
// Tamaño de bloque //// Tamaño de bloque
#define BLOCK 8 #define BLOCK 8
#define HALF_BLOCK BLOCK / 2 #define HALF_BLOCK BLOCK / 2
//
// Tamaño de la pantalla real //// Tamaño de la pantalla real
#define SCREEN_WIDTH 256 #define SCREEN_WIDTH 256
const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4; const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4;
//
// Tamaño de la pantalla que se muestra //// Tamaño de la pantalla que se muestra
const int VIEW_WIDTH = SCREEN_WIDTH * 3; const int VIEW_WIDTH = SCREEN_WIDTH * 3;
const int VIEW_HEIGHT = SCREEN_HEIGHT * 3; const int VIEW_HEIGHT = SCREEN_HEIGHT * 3;
//
// Cantidad de enteros a escribir en los ficheros de datos //// Cantidad de enteros a escribir en los ficheros de datos
#define TOTAL_SCORE_DATA 3 #define TOTAL_SCORE_DATA 3
#define TOTAL_DEMO_DATA 2000 #define TOTAL_DEMO_DATA 2000
// Zona de juego //// Zona de juego
const int PLAY_AREA_TOP = (0 * BLOCK); const int PLAY_AREA_TOP = (0 * BLOCK);
const int PLAY_AREA_BOTTOM = SCREEN_HEIGHT - (4 * BLOCK); const int PLAY_AREA_BOTTOM = SCREEN_HEIGHT - (4 * BLOCK);
const int PLAY_AREA_LEFT = (0 * BLOCK); const int PLAY_AREA_LEFT = (0 * BLOCK);
@@ -94,8 +94,8 @@ const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 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_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3; const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
//
// Anclajes de pantalla //// Anclajes de pantalla
const int SCREEN_CENTER_X = SCREEN_WIDTH / 2; const int SCREEN_CENTER_X = SCREEN_WIDTH / 2;
const int SCREEN_FIRST_QUARTER_X = SCREEN_WIDTH / 4; const int SCREEN_FIRST_QUARTER_X = SCREEN_WIDTH / 4;
const int SCREEN_THIRD_QUARTER_X = (SCREEN_WIDTH / 4) * 3; const int SCREEN_THIRD_QUARTER_X = (SCREEN_WIDTH / 4) * 3;
@@ -103,17 +103,17 @@ const int SCREEN_CENTER_Y = SCREEN_HEIGHT / 2;
const int SCREEN_FIRST_QUARTER_Y = SCREEN_HEIGHT / 4; const int SCREEN_FIRST_QUARTER_Y = SCREEN_HEIGHT / 4;
const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3; const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
// Opciones de menu //// Opciones de menu
#define MENU_NO_OPTION -1 #define MENU_NO_OPTION -1
#define MENU_OPTION_START 0 //#define MENU_OPTION_START 0
#define MENU_OPTION_QUIT 1 //#define MENU_OPTION_QUIT 1
#define MENU_OPTION_TOTAL 2 //#define MENU_OPTION_TOTAL 2
//
// Tipos de fondos para el menu //// Tipos de fondos para el menu
#define MENU_BACKGROUND_TRANSPARENT 0 #define MENU_BACKGROUND_TRANSPARENT 0
#define MENU_BACKGROUND_SOLID 1 #define MENU_BACKGROUND_SOLID 1
// Estados del jugador //// Estados del jugador
#define PLAYER_STATUS_WALKING_LEFT 0 #define PLAYER_STATUS_WALKING_LEFT 0
#define PLAYER_STATUS_WALKING_RIGHT 1 #define PLAYER_STATUS_WALKING_RIGHT 1
#define PLAYER_STATUS_WALKING_STOP 2 #define PLAYER_STATUS_WALKING_STOP 2
@@ -123,7 +123,6 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
#define PLAYER_STATUS_FIRING_RIGHT 2 #define PLAYER_STATUS_FIRING_RIGHT 2
#define PLAYER_STATUS_FIRING_NO 3 #define PLAYER_STATUS_FIRING_NO 3
#define PLAYER_ANIMATION_LEGS_WALKING_LEFT 0
#define PLAYER_ANIMATION_LEGS_WALKING_RIGHT 1 #define PLAYER_ANIMATION_LEGS_WALKING_RIGHT 1
#define PLAYER_ANIMATION_LEGS_WALKING_STOP 2 #define PLAYER_ANIMATION_LEGS_WALKING_STOP 2
@@ -140,19 +139,20 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
#define PLAYER_ANIMATION_HEAD_FIRING_RIGHT 3 #define PLAYER_ANIMATION_HEAD_FIRING_RIGHT 3
#define PLAYER_ANIMATION_HEAD_WALKING_STOP 4 #define PLAYER_ANIMATION_HEAD_WALKING_STOP 4
#define PLAYER_ANIMATION_HEAD_FIRING_UP 5 #define PLAYER_ANIMATION_HEAD_FIRING_UP 5
#define PLAYER_ANIMATION_LEGS_WALKING_LEFT 0
// Variables del jugador //// Variables del jugador
#define PLAYER_INVULNERABLE_COUNTER 200 //#define PLAYER_INVULNERABLE_COUNTER 200
#define PLAYER_POWERUP_COUNTER 1500 //#define PLAYER_POWERUP_COUNTER 1500
//
// Secciones del programa //// Secciones del programa
#define PROG_SECTION_LOGO 0 #define PROG_SECTION_LOGO 0
#define PROG_SECTION_INTRO 1 #define PROG_SECTION_INTRO 1
#define PROG_SECTION_TITLE 2 #define PROG_SECTION_TITLE 2
#define PROG_SECTION_GAME 3 #define PROG_SECTION_GAME 3
#define PROG_SECTION_QUIT 4 #define PROG_SECTION_QUIT 4
//
// Subsecciones //// Subsecciones
#define GAME_SECTION_PLAY_1P 0 #define GAME_SECTION_PLAY_1P 0
#define GAME_SECTION_PLAY_2P 1 #define GAME_SECTION_PLAY_2P 1
#define GAME_SECTION_PAUSE 2 #define GAME_SECTION_PAUSE 2
@@ -161,25 +161,25 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
#define TITLE_SECTION_2 4 #define TITLE_SECTION_2 4
#define TITLE_SECTION_3 5 #define TITLE_SECTION_3 5
#define TITLE_SECTION_INSTRUCTIONS 6 #define TITLE_SECTION_INSTRUCTIONS 6
//
// Modo para las instrucciones //// Modo para las instrucciones
#define INSTRUCTIONS_MODE_MANUAL 0 #define INSTRUCTIONS_MODE_MANUAL 0
#define INSTRUCTIONS_MODE_AUTO 1 #define INSTRUCTIONS_MODE_AUTO 1
//
// Estados de cada elemento que pertenece a un evento //// Estados de cada elemento que pertenece a un evento
#define EVENT_WAITING 1 #define EVENT_WAITING 1
#define EVENT_RUNNING 2 #define EVENT_RUNNING 2
#define EVENT_COMPLETED 3 #define EVENT_COMPLETED 3
// Cantidad de eventos de la intro //// Cantidad de eventos de la intro
#define INTRO_TOTAL_BITMAPS 6 #define INTRO_TOTAL_BITMAPS 6
#define INTRO_TOTAL_TEXTS 9 #define INTRO_TOTAL_TEXTS 9
const int INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS; const int INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS;
//
// Cantidad de eventos de la pantalla de titulo //// Cantidad de eventos de la pantalla de titulo
#define TITLE_TOTAL_EVENTS 2 //#define TITLE_TOTAL_EVENTS 2
//
// Relaciones de Id con nomnbres //// Relaciones de Id con nomnbres
#define BITMAP0 0 #define BITMAP0 0
#define BITMAP1 1 #define BITMAP1 1
#define BITMAP2 2 #define BITMAP2 2
@@ -196,26 +196,26 @@ const int INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS;
#define TEXT7 13 #define TEXT7 13
#define TEXT8 14 #define TEXT8 14
// Anclajes para el marcador de puntos //// Anclajes para el marcador de puntos
const int SCORE_WORD_X = (SCREEN_WIDTH / 4) - ((5 * BLOCK) / 2); //const int SCORE_WORD_X = (SCREEN_WIDTH / 4) - ((5 * BLOCK) / 2);
const int SCORE_WORD_Y = SCREEN_HEIGHT - (3 * 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_X = (SCREEN_WIDTH / 4) - ((6 * BLOCK) / 2);
const int SCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * 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_X = ((SCREEN_WIDTH / 4) * 3) - ((8 * BLOCK) / 2);
const int HISCORE_WORD_Y = SCREEN_HEIGHT - (3 * 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_X = ((SCREEN_WIDTH / 4) * 3) - ((6 * BLOCK) / 2);
const int HISCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * 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_X = (SCREEN_WIDTH / 2) - ((4 * BLOCK) / 2);
const int MULTIPLIER_WORD_Y = SCREEN_HEIGHT - (3 * 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_X = (SCREEN_WIDTH / 2) - ((3 * BLOCK) / 2);
const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; //const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
//
// Ningun tipo //// Ningun tipo
#define NO_KIND 0 #define NO_KIND 0
//
// Tipos de globo //// Tipos de globo
#define BALLOON_1 1 #define BALLOON_1 1
#define BALLOON_2 2 #define BALLOON_2 2
#define BALLOON_3 3 #define BALLOON_3 3
@@ -225,61 +225,61 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
#define HEXAGON_3 7 #define HEXAGON_3 7
#define HEXAGON_4 8 #define HEXAGON_4 8
#define POWER_BALL 9 #define POWER_BALL 9
//
// Puntos de globo //// Puntos de globo
#define BALLOON_SCORE_1 50 #define BALLOON_SCORE_1 50
#define BALLOON_SCORE_2 100 #define BALLOON_SCORE_2 100
#define BALLOON_SCORE_3 200 #define BALLOON_SCORE_3 200
#define BALLOON_SCORE_4 400 #define BALLOON_SCORE_4 400
//
// Tamaños de globo //// Tamaños de globo
#define BALLOON_SIZE_1 1 #define BALLOON_SIZE_1 1
#define BALLOON_SIZE_2 2 #define BALLOON_SIZE_2 2
#define BALLOON_SIZE_3 3 #define BALLOON_SIZE_3 3
#define BALLOON_SIZE_4 4 #define BALLOON_SIZE_4 4
//
// Clases de globo //// Clases de globo
#define BALLOON_CLASS 0 #define BALLOON_CLASS 0
#define HEXAGON_CLASS 1 #define HEXAGON_CLASS 1
//
// Velocidad del globo //// Velocidad del globo
#define BALLOON_VELX_POSITIVE 0.7f #define BALLOON_VELX_POSITIVE 0.7f
#define BALLOON_VELX_NEGATIVE -0.7f #define BALLOON_VELX_NEGATIVE -0.7f
// Indice para las animaciones de los globos //// Indice para las animaciones de los globos
#define BALLOON_MOVING_ANIMATION 0 #define BALLOON_MOVING_ANIMATION 0
#define BALLOON_POP_ANIMATION 1 #define BALLOON_POP_ANIMATION 1
#define BALLOON_BORN_ANIMATION 2 #define BALLOON_BORN_ANIMATION 2
//
// Cantidad posible de globos //// Cantidad posible de globos
#define MAX_BALLOONS 100 #define MAX_BALLOONS 100
//
// Velocidades a las que se mueven los enemigos //// Velocidades a las que se mueven los enemigos
#define BALLOON_SPEED_1 0.60f #define BALLOON_SPEED_1 0.60f
#define BALLOON_SPEED_2 0.70f #define BALLOON_SPEED_2 0.70f
#define BALLOON_SPEED_3 0.80f #define BALLOON_SPEED_3 0.80f
#define BALLOON_SPEED_4 0.90f #define BALLOON_SPEED_4 0.90f
#define BALLOON_SPEED_5 1.00f #define BALLOON_SPEED_5 1.00f
// Tamaño de los globos //// Tamaño de los globos
#define BALLOON_WIDTH_1 8 #define BALLOON_WIDTH_1 8
#define BALLOON_WIDTH_2 13 #define BALLOON_WIDTH_2 13
#define BALLOON_WIDTH_3 21 #define BALLOON_WIDTH_3 21
#define BALLOON_WIDTH_4 37 #define BALLOON_WIDTH_4 37
//
// PowerBall //// PowerBall
#define POWERBALL_SCREENPOWER_MINIMUM 10 #define POWERBALL_SCREENPOWER_MINIMUM 10
#define POWERBALL_COUNTER 8 #define POWERBALL_COUNTER 8
//
// Tipos de bala //// Tipos de bala
#define BULLET_UP 1 #define BULLET_UP 1
#define BULLET_LEFT 2 #define BULLET_LEFT 2
#define BULLET_RIGHT 3 #define BULLET_RIGHT 3
//
// Cantidad posible de globos //// Cantidad posible de globos
#define MAX_BULLETS 50 #define MAX_BULLETS 50
//
// Tipos de objetos //// Tipos de objetos
#define ITEM_POINTS_1_DISK 1 #define ITEM_POINTS_1_DISK 1
#define ITEM_POINTS_2_GAVINA 2 #define ITEM_POINTS_2_GAVINA 2
#define ITEM_POINTS_3_PACMAR 3 #define ITEM_POINTS_3_PACMAR 3
@@ -288,7 +288,7 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
#define ITEM_POWER_BALL 6 #define ITEM_POWER_BALL 6
#define ITEM_COFFEE_MACHINE 7 #define ITEM_COFFEE_MACHINE 7
// Porcentaje de aparición de los objetos //// Porcentaje de aparición de los objetos
#define ITEM_POINTS_1_DISK_ODDS 10 #define ITEM_POINTS_1_DISK_ODDS 10
#define ITEM_POINTS_2_GAVINA_ODDS 6 #define ITEM_POINTS_2_GAVINA_ODDS 6
#define ITEM_POINTS_3_PACMAR_ODDS 3 #define ITEM_POINTS_3_PACMAR_ODDS 3
@@ -297,61 +297,61 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
#define ITEM_POWER_BALL_ODDS 0 #define ITEM_POWER_BALL_ODDS 0
#define ITEM_COFFEE_MACHINE_ODDS 4 #define ITEM_COFFEE_MACHINE_ODDS 4
// Cantidad de objetos simultaneos //// Cantidad de objetos simultaneos
#define MAX_ITEMS 10 #define MAX_ITEMS 10
//
// Valores para las variables asociadas a los objetos //// Valores para las variables asociadas a los objetos
#define REMAINING_EXPLOSIONS 3 #define REMAINING_EXPLOSIONS 3
#define REMAINING_EXPLOSIONS_COUNTER 50 #define REMAINING_EXPLOSIONS_COUNTER 50
#define TIME_STOPPED_COUNTER 300 #define TIME_STOPPED_COUNTER 300
//
// Estados de entrada //// Estados de entrada
#define NO_INPUT 0 #define NO_INPUT 0
#define INPUT_FIRE_LEFT 7 #define INPUT_FIRE_LEFT 7
#define INPUT_FIRE_UP 8 #define INPUT_FIRE_UP 8
#define INPUT_FIRE_RIGHT 9 #define INPUT_FIRE_RIGHT 9
#define INPUT_PAUSE 10 //#define INPUT_PAUSE 10
//
// Zona muerta del mando analógico //// Zona muerta del mando analógico
#define JOYSTICK_DEAD_ZONE 8000 //#define JOYSTICK_DEAD_ZONE 8000
//
// Tipos de mensajes para el retorno de las funciones //// Tipos de mensajes para el retorno de las funciones
#define MSG_OK 0 #define MSG_OK 0
#define MSG_BULLET_OUT 1 #define MSG_BULLET_OUT 1
//
// Tipos de texto //// Tipos de texto
#define TEXT_FIXED 0 //#define TEXT_FIXED 0
#define TEXT_VARIABLE 1 //#define TEXT_VARIABLE 1
//
// Cantidad de elementos del vector de SmartSprites //// Cantidad de elementos del vector de SmartSprites
#define MAX_SMART_SPRITES 10 #define MAX_SMART_SPRITES 10
//
// Cantidad máxima de gotas de café //// Cantidad máxima de gotas de café
#define MAX_COFFEE_DROPS 100 //#define MAX_COFFEE_DROPS 100
//
// Contadores //// Contadores
#define TITLE_COUNTER 800 //#define TITLE_COUNTER 800
#define STAGE_COUNTER 200 #define STAGE_COUNTER 200
#define INSTRUCTIONS_COUNTER 600 #define INSTRUCTIONS_COUNTER 600
#define DEATH_COUNTER 350 #define DEATH_COUNTER 350
#define SHAKE_COUNTER 10 #define SHAKE_COUNTER 10
#define HELP_COUNTER 1000 #define HELP_COUNTER 1000
//
// Colores //// Colores
const color_t bgColor = {0x27, 0x27, 0x36}; const color_t bgColor = {0x27, 0x27, 0x36};
const color_t noColor = {0xFF, 0xFF, 0xFF}; const color_t noColor = {0xFF, 0xFF, 0xFF};
const color_t shdwTxtColor = {0x43, 0x43, 0x4F}; const color_t shdwTxtColor = {0x43, 0x43, 0x4F};
// Formaciones enemigas //// Formaciones enemigas
#define NUMBER_OF_ENEMY_FORMATIONS 100 #define NUMBER_OF_ENEMY_FORMATIONS 100
#define MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION 50 #define MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION 50
//
// Dificultad del juego //// Dificultad del juego
#define DIFFICULTY_EASY 0 #define DIFFICULTY_EASY 0
#define DIFFICULTY_NORMAL 1 #define DIFFICULTY_NORMAL 1
#define DIFFICULTY_HARD 2 #define DIFFICULTY_HARD 2
//
// Tipo de filtro //// Tipo de filtro
#define FILTER_NEAREST 0 #define FILTER_NEAREST 0
#define FILTER_LINEAL 1 #define FILTER_LINEAL 1