Limpieza de código
This commit is contained in:
320
source/const.h
320
source/const.h
@@ -12,76 +12,76 @@
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#define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.2)"
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#define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.2)"
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// Recursos
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// Recursos
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#define BINFILE_SCORE 0
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//#define BINFILE_SCORE 0
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#define BINFILE_DEMO 1
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//#define BINFILE_DEMO 1
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#define BINFILE_CONFIG 2
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//#define BINFILE_CONFIG 2
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//
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#define TOTAL_BINFILE 3
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//#define TOTAL_BINFILE 3
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//
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#define MUSIC_INTRO 0
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//#define MUSIC_INTRO 0
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#define MUSIC_PLAYING 1
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//#define MUSIC_PLAYING 1
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#define MUSIC_TITLE 2
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//#define MUSIC_TITLE 2
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//
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#define TOTAL_MUSIC 3
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//#define TOTAL_MUSIC 3
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//
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#define SOUND_BALLOON 0
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//#define SOUND_BALLOON 0
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#define SOUND_BUBBLE1 1
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//#define SOUND_BUBBLE1 1
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#define SOUND_BUBBLE2 2
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//#define SOUND_BUBBLE2 2
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#define SOUND_BUBBLE3 3
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//#define SOUND_BUBBLE3 3
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#define SOUND_BUBBLE4 4
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//#define SOUND_BUBBLE4 4
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#define SOUND_BULLET 5
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//#define SOUND_BULLET 5
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#define SOUND_COFFEE_OUT 6
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//#define SOUND_COFFEE_OUT 6
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#define SOUND_HISCORE 7
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//#define SOUND_HISCORE 7
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#define SOUND_ITEM_DROP 8
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//#define SOUND_ITEM_DROP 8
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#define SOUND_ITEM_PICKUP 9
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//#define SOUND_ITEM_PICKUP 9
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#define SOUND_MENU_CANCEL 10
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//#define SOUND_MENU_CANCEL 10
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#define SOUND_MENU_MOVE 11
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//#define SOUND_MENU_MOVE 11
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#define SOUND_MENU_SELECT 12
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//#define SOUND_MENU_SELECT 12
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#define SOUND_PLAYER_COLLISION 13
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//#define SOUND_PLAYER_COLLISION 13
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#define SOUND_STAGE_CHANGE 14
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//#define SOUND_STAGE_CHANGE 14
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#define SOUND_TITLE 15
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//#define SOUND_TITLE 15
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#define SOUND_CLOCK 16
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//#define SOUND_CLOCK 16
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#define SOUND_POWERBALL 17
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//#define SOUND_POWERBALL 17
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//
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#define TOTAL_SOUND 18
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//#define TOTAL_SOUND 18
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//
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#define TEXTURE_BALLOON 0
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//#define TEXTURE_BALLOON 0
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#define TEXTURE_BULLET 1
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//#define TEXTURE_BULLET 1
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#define TEXTURE_FONT_BLACK 2
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//#define TEXTURE_FONT_BLACK 2
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#define TEXTURE_FONT_BLACK_X2 3
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//#define TEXTURE_FONT_BLACK_X2 3
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#define TEXTURE_FONT_NOKIA 4
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//#define TEXTURE_FONT_NOKIA 4
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#define TEXTURE_FONT_WHITE 5
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//#define TEXTURE_FONT_WHITE 5
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#define TEXTURE_FONT_WHITE_X2 6
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//#define TEXTURE_FONT_WHITE_X2 6
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#define TEXTURE_GAME_BG 7
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//#define TEXTURE_GAME_BG 7
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#define TEXTURE_GAME_TEXT 8
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//#define TEXTURE_GAME_TEXT 8
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#define TEXTURE_INTRO 9
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//#define TEXTURE_INTRO 9
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#define TEXTURE_ITEMS 10
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//#define TEXTURE_ITEMS 10
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#define TEXTURE_LOGO 11
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//#define TEXTURE_LOGO 11
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#define TEXTURE_MENU 12
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//#define TEXTURE_MENU 12
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#define TEXTURE_PLAYER_BODY 13
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//#define TEXTURE_PLAYER_BODY 13
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#define TEXTURE_PLAYER_DEATH 14
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//#define TEXTURE_PLAYER_DEATH 14
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#define TEXTURE_PLAYER_LEGS 15
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//#define TEXTURE_PLAYER_LEGS 15
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#define TEXTURE_TITLE 16
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//#define TEXTURE_TITLE 16
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//
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#define TOTAL_TEXTURE 17
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//#define TOTAL_TEXTURE 17
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//
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// Tamaño de bloque
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//// Tamaño de bloque
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#define BLOCK 8
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#define BLOCK 8
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#define HALF_BLOCK BLOCK / 2
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#define HALF_BLOCK BLOCK / 2
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//
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// Tamaño de la pantalla real
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//// Tamaño de la pantalla real
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#define SCREEN_WIDTH 256
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#define SCREEN_WIDTH 256
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const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4;
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const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4;
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//
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// Tamaño de la pantalla que se muestra
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//// Tamaño de la pantalla que se muestra
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const int VIEW_WIDTH = SCREEN_WIDTH * 3;
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const int VIEW_WIDTH = SCREEN_WIDTH * 3;
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const int VIEW_HEIGHT = SCREEN_HEIGHT * 3;
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const int VIEW_HEIGHT = SCREEN_HEIGHT * 3;
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//
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// Cantidad de enteros a escribir en los ficheros de datos
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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_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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//// Zona de juego
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const int PLAY_AREA_TOP = (0 * BLOCK);
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const int PLAY_AREA_TOP = (0 * BLOCK);
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const int PLAY_AREA_BOTTOM = SCREEN_HEIGHT - (4 * BLOCK);
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const int PLAY_AREA_BOTTOM = SCREEN_HEIGHT - (4 * BLOCK);
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const int PLAY_AREA_LEFT = (0 * BLOCK);
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const int PLAY_AREA_LEFT = (0 * BLOCK);
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@@ -94,8 +94,8 @@ 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_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_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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const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
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//
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// Anclajes de pantalla
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//// Anclajes de pantalla
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const int SCREEN_CENTER_X = SCREEN_WIDTH / 2;
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const int SCREEN_CENTER_X = SCREEN_WIDTH / 2;
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const int SCREEN_FIRST_QUARTER_X = SCREEN_WIDTH / 4;
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const int SCREEN_FIRST_QUARTER_X = SCREEN_WIDTH / 4;
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const int SCREEN_THIRD_QUARTER_X = (SCREEN_WIDTH / 4) * 3;
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const int SCREEN_THIRD_QUARTER_X = (SCREEN_WIDTH / 4) * 3;
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@@ -103,17 +103,17 @@ const int SCREEN_CENTER_Y = SCREEN_HEIGHT / 2;
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const int SCREEN_FIRST_QUARTER_Y = SCREEN_HEIGHT / 4;
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const int SCREEN_FIRST_QUARTER_Y = SCREEN_HEIGHT / 4;
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const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
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const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
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// Opciones de menu
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//// Opciones de menu
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#define MENU_NO_OPTION -1
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#define MENU_NO_OPTION -1
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#define MENU_OPTION_START 0
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//#define MENU_OPTION_START 0
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#define MENU_OPTION_QUIT 1
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//#define MENU_OPTION_QUIT 1
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#define MENU_OPTION_TOTAL 2
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//#define MENU_OPTION_TOTAL 2
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//
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// Tipos de fondos para el menu
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//// Tipos de fondos para el menu
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#define MENU_BACKGROUND_TRANSPARENT 0
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#define MENU_BACKGROUND_TRANSPARENT 0
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#define MENU_BACKGROUND_SOLID 1
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#define MENU_BACKGROUND_SOLID 1
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// Estados del jugador
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//// Estados del jugador
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#define PLAYER_STATUS_WALKING_LEFT 0
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#define PLAYER_STATUS_WALKING_LEFT 0
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#define PLAYER_STATUS_WALKING_RIGHT 1
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#define PLAYER_STATUS_WALKING_RIGHT 1
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#define PLAYER_STATUS_WALKING_STOP 2
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#define PLAYER_STATUS_WALKING_STOP 2
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@@ -123,7 +123,6 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
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#define PLAYER_STATUS_FIRING_RIGHT 2
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#define PLAYER_STATUS_FIRING_RIGHT 2
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#define PLAYER_STATUS_FIRING_NO 3
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#define PLAYER_STATUS_FIRING_NO 3
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#define PLAYER_ANIMATION_LEGS_WALKING_LEFT 0
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#define PLAYER_ANIMATION_LEGS_WALKING_RIGHT 1
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#define PLAYER_ANIMATION_LEGS_WALKING_RIGHT 1
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#define PLAYER_ANIMATION_LEGS_WALKING_STOP 2
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#define PLAYER_ANIMATION_LEGS_WALKING_STOP 2
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@@ -140,19 +139,20 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
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#define PLAYER_ANIMATION_HEAD_FIRING_RIGHT 3
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#define PLAYER_ANIMATION_HEAD_FIRING_RIGHT 3
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#define PLAYER_ANIMATION_HEAD_WALKING_STOP 4
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#define PLAYER_ANIMATION_HEAD_WALKING_STOP 4
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#define PLAYER_ANIMATION_HEAD_FIRING_UP 5
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#define PLAYER_ANIMATION_HEAD_FIRING_UP 5
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#define PLAYER_ANIMATION_LEGS_WALKING_LEFT 0
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// Variables del jugador
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//// Variables del jugador
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#define PLAYER_INVULNERABLE_COUNTER 200
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//#define PLAYER_INVULNERABLE_COUNTER 200
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#define PLAYER_POWERUP_COUNTER 1500
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//#define PLAYER_POWERUP_COUNTER 1500
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//
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// Secciones del programa
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//// Secciones del programa
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#define PROG_SECTION_LOGO 0
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#define PROG_SECTION_LOGO 0
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#define PROG_SECTION_INTRO 1
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#define PROG_SECTION_INTRO 1
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#define PROG_SECTION_TITLE 2
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#define PROG_SECTION_TITLE 2
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#define PROG_SECTION_GAME 3
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#define PROG_SECTION_GAME 3
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#define PROG_SECTION_QUIT 4
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#define PROG_SECTION_QUIT 4
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//
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// Subsecciones
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//// Subsecciones
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#define GAME_SECTION_PLAY_1P 0
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#define GAME_SECTION_PLAY_1P 0
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#define GAME_SECTION_PLAY_2P 1
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#define GAME_SECTION_PLAY_2P 1
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#define GAME_SECTION_PAUSE 2
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#define GAME_SECTION_PAUSE 2
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@@ -161,25 +161,25 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
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#define TITLE_SECTION_2 4
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#define TITLE_SECTION_2 4
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#define TITLE_SECTION_3 5
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#define TITLE_SECTION_3 5
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#define TITLE_SECTION_INSTRUCTIONS 6
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#define TITLE_SECTION_INSTRUCTIONS 6
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//
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// Modo para las instrucciones
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//// Modo para las instrucciones
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#define INSTRUCTIONS_MODE_MANUAL 0
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#define INSTRUCTIONS_MODE_MANUAL 0
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#define INSTRUCTIONS_MODE_AUTO 1
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#define INSTRUCTIONS_MODE_AUTO 1
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//
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// Estados de cada elemento que pertenece a un evento
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//// Estados de cada elemento que pertenece a un evento
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#define EVENT_WAITING 1
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#define EVENT_WAITING 1
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#define EVENT_RUNNING 2
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#define EVENT_RUNNING 2
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#define EVENT_COMPLETED 3
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#define EVENT_COMPLETED 3
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// Cantidad de eventos de la intro
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//// Cantidad de eventos de la intro
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#define INTRO_TOTAL_BITMAPS 6
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#define INTRO_TOTAL_BITMAPS 6
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#define INTRO_TOTAL_TEXTS 9
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#define INTRO_TOTAL_TEXTS 9
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const int INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS;
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const int INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS;
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//
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// Cantidad de eventos de la pantalla de titulo
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//// Cantidad de eventos de la pantalla de titulo
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#define TITLE_TOTAL_EVENTS 2
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//#define TITLE_TOTAL_EVENTS 2
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//
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// Relaciones de Id con nomnbres
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//// Relaciones de Id con nomnbres
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#define BITMAP0 0
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#define BITMAP0 0
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#define BITMAP1 1
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#define BITMAP1 1
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#define BITMAP2 2
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#define BITMAP2 2
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@@ -196,26 +196,26 @@ const int INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS;
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#define TEXT7 13
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#define TEXT7 13
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#define TEXT8 14
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#define TEXT8 14
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// Anclajes para el marcador de puntos
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//// Anclajes para el marcador de puntos
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const int SCORE_WORD_X = (SCREEN_WIDTH / 4) - ((5 * BLOCK) / 2);
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//const int SCORE_WORD_X = (SCREEN_WIDTH / 4) - ((5 * BLOCK) / 2);
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const int SCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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//const int SCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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const int SCORE_NUMBER_X = (SCREEN_WIDTH / 4) - ((6 * BLOCK) / 2);
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//const int SCORE_NUMBER_X = (SCREEN_WIDTH / 4) - ((6 * BLOCK) / 2);
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const int SCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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//const int SCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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//
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const int HISCORE_WORD_X = ((SCREEN_WIDTH / 4) * 3) - ((8 * BLOCK) / 2);
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//const int HISCORE_WORD_X = ((SCREEN_WIDTH / 4) * 3) - ((8 * BLOCK) / 2);
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const int HISCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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//const int HISCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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const int HISCORE_NUMBER_X = ((SCREEN_WIDTH / 4) * 3) - ((6 * BLOCK) / 2);
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//const int HISCORE_NUMBER_X = ((SCREEN_WIDTH / 4) * 3) - ((6 * BLOCK) / 2);
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const int HISCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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//const int HISCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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//
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const int MULTIPLIER_WORD_X = (SCREEN_WIDTH / 2) - ((4 * BLOCK) / 2);
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//const int MULTIPLIER_WORD_X = (SCREEN_WIDTH / 2) - ((4 * BLOCK) / 2);
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const int MULTIPLIER_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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//const int MULTIPLIER_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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const int MULTIPLIER_NUMBER_X = (SCREEN_WIDTH / 2) - ((3 * BLOCK) / 2);
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//const int MULTIPLIER_NUMBER_X = (SCREEN_WIDTH / 2) - ((3 * BLOCK) / 2);
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const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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//const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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//
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// Ningun tipo
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//// Ningun tipo
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#define NO_KIND 0
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#define NO_KIND 0
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//
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// Tipos de globo
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//// Tipos de globo
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#define BALLOON_1 1
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#define BALLOON_1 1
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#define BALLOON_2 2
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#define BALLOON_2 2
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#define BALLOON_3 3
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#define BALLOON_3 3
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@@ -225,61 +225,61 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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#define HEXAGON_3 7
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#define HEXAGON_3 7
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#define HEXAGON_4 8
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#define HEXAGON_4 8
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#define POWER_BALL 9
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#define POWER_BALL 9
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//
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// Puntos de globo
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//// Puntos de globo
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#define BALLOON_SCORE_1 50
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#define BALLOON_SCORE_1 50
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#define BALLOON_SCORE_2 100
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#define BALLOON_SCORE_2 100
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#define BALLOON_SCORE_3 200
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#define BALLOON_SCORE_3 200
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#define BALLOON_SCORE_4 400
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#define BALLOON_SCORE_4 400
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//
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// Tamaños de globo
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//// Tamaños de globo
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#define BALLOON_SIZE_1 1
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#define BALLOON_SIZE_1 1
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#define BALLOON_SIZE_2 2
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#define BALLOON_SIZE_2 2
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#define BALLOON_SIZE_3 3
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#define BALLOON_SIZE_3 3
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#define BALLOON_SIZE_4 4
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#define BALLOON_SIZE_4 4
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//
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// Clases de globo
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//// Clases de globo
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#define BALLOON_CLASS 0
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#define BALLOON_CLASS 0
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#define HEXAGON_CLASS 1
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#define HEXAGON_CLASS 1
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//
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// Velocidad del globo
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//// Velocidad del globo
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#define BALLOON_VELX_POSITIVE 0.7f
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#define BALLOON_VELX_POSITIVE 0.7f
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#define BALLOON_VELX_NEGATIVE -0.7f
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#define BALLOON_VELX_NEGATIVE -0.7f
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// Indice para las animaciones de los globos
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//// Indice para las animaciones de los globos
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||||||
#define BALLOON_MOVING_ANIMATION 0
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#define BALLOON_MOVING_ANIMATION 0
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#define BALLOON_POP_ANIMATION 1
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#define BALLOON_POP_ANIMATION 1
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#define BALLOON_BORN_ANIMATION 2
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#define BALLOON_BORN_ANIMATION 2
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//
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// Cantidad posible de globos
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//// Cantidad posible de globos
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||||||
#define MAX_BALLOONS 100
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#define MAX_BALLOONS 100
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//
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||||||
// Velocidades a las que se mueven los enemigos
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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_1 0.60f
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#define BALLOON_SPEED_2 0.70f
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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_3 0.80f
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#define BALLOON_SPEED_4 0.90f
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#define BALLOON_SPEED_4 0.90f
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#define BALLOON_SPEED_5 1.00f
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#define BALLOON_SPEED_5 1.00f
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||||||
// Tamaño de los globos
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//// Tamaño de los globos
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||||||
#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
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user