Canviats defines per constexpr

This commit is contained in:
2025-02-21 12:27:03 +01:00
parent 788aec0dab
commit 134b679a75
17 changed files with 158 additions and 162 deletions

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@@ -9,63 +9,63 @@ class AnimatedSprite;
class Texture;
// Cantidad de elementos del vector con los valores de la deformación del globo al rebotar
#define MAX_BOUNCE 10
constexpr int MAX_BOUNCE = 10;
// Tipos de globo
#define BALLOON_1 1
#define BALLOON_2 2
#define BALLOON_3 3
#define BALLOON_4 4
#define HEXAGON_1 5
#define HEXAGON_2 6
#define HEXAGON_3 7
#define HEXAGON_4 8
#define POWER_BALL 9
constexpr int BALLOON_1 = 1;
constexpr int BALLOON_2 = 2;
constexpr int BALLOON_3 = 3;
constexpr int BALLOON_4 = 4;
constexpr int HEXAGON_1 = 5;
constexpr int HEXAGON_2 = 6;
constexpr int HEXAGON_3 = 7;
constexpr int HEXAGON_4 = 8;
constexpr int POWER_BALL = 9;
// Puntos de globo
#define BALLOON_SCORE_1 50
#define BALLOON_SCORE_2 100
#define BALLOON_SCORE_3 200
#define BALLOON_SCORE_4 400
constexpr int BALLOON_SCORE_1 = 50;
constexpr int BALLOON_SCORE_2 = 100;
constexpr int BALLOON_SCORE_3 = 200;
constexpr int BALLOON_SCORE_4 = 400;
// Tamaños de globo
#define BALLOON_SIZE_1 1
#define BALLOON_SIZE_2 2
#define BALLOON_SIZE_3 3
#define BALLOON_SIZE_4 4
constexpr int BALLOON_SIZE_1 = 1;
constexpr int BALLOON_SIZE_2 = 2;
constexpr int BALLOON_SIZE_3 = 3;
constexpr int BALLOON_SIZE_4 = 4;
// Clases de globo
#define BALLOON_CLASS 0
#define HEXAGON_CLASS 1
constexpr int BALLOON_CLASS = 0;
constexpr int HEXAGON_CLASS = 1;
// Velocidad del globo
#define BALLOON_VELX_POSITIVE 0.7f
#define BALLOON_VELX_NEGATIVE -0.7f
constexpr float BALLOON_VELX_POSITIVE = 0.7f;
constexpr float BALLOON_VELX_NEGATIVE = -0.7f;
// Indice para las animaciones de los globos
#define BALLOON_MOVING_ANIMATION 0
#define BALLOON_POP_ANIMATION 1
#define BALLOON_BORN_ANIMATION 2
// Índice para las animaciones de los globos
constexpr int BALLOON_MOVING_ANIMATION = 0;
constexpr int BALLOON_POP_ANIMATION = 1;
constexpr int BALLOON_BORN_ANIMATION = 2;
// Cantidad posible de globos
#define MAX_BALLOONS 100
constexpr int MAX_BALLOONS = 100;
// Velocidades a las que se mueven los globos
#define BALLOON_SPEED_1 0.60f
#define BALLOON_SPEED_2 0.70f
#define BALLOON_SPEED_3 0.80f
#define BALLOON_SPEED_4 0.90f
#define BALLOON_SPEED_5 1.00f
constexpr float BALLOON_SPEED_1 = 0.60f;
constexpr float BALLOON_SPEED_2 = 0.70f;
constexpr float BALLOON_SPEED_3 = 0.80f;
constexpr float BALLOON_SPEED_4 = 0.90f;
constexpr float BALLOON_SPEED_5 = 1.00f;
// Tamaño de los globos
#define BALLOON_WIDTH_1 8
#define BALLOON_WIDTH_2 13
#define BALLOON_WIDTH_3 21
#define BALLOON_WIDTH_4 37
constexpr int BALLOON_WIDTH_1 = 8;
constexpr int BALLOON_WIDTH_2 = 13;
constexpr int BALLOON_WIDTH_3 = 21;
constexpr int BALLOON_WIDTH_4 = 37;
// PowerBall
#define POWERBALL_SCREENPOWER_MINIMUM 10
#define POWERBALL_COUNTER 8
constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
constexpr int POWERBALL_COUNTER = 8;
// Clase Balloon
class Balloon

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@@ -7,13 +7,13 @@ class Sprite;
class Texture;
// Tipos de bala
#define BULLET_UP 1
#define BULLET_LEFT 2
#define BULLET_RIGHT 3
constexpr int BULLET_UP = 1;
constexpr int BULLET_LEFT = 2;
constexpr int BULLET_RIGHT = 3;
// Tipos de retorno de la funcion move de la bala
#define BULLET_MOVE_OK 0
#define BULLET_MOVE_OUT 1
// Tipos de retorno de la función move de la bala
constexpr int BULLET_MOVE_OK = 0;
constexpr int BULLET_MOVE_OUT = 1;
// Clase Bullet
class Bullet

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@@ -5,54 +5,54 @@
#include "lang.h"
// Tamaño de bloque
#define BLOCK 8
#define HALF_BLOCK BLOCK / 2
constexpr int BLOCK = 8;
constexpr int HALF_BLOCK = BLOCK / 2;
// Tamaño de la pantalla virtual
#define GAMECANVAS_WIDTH 256
#define GAMECANVAS_HEIGHT 192
constexpr int GAMECANVAS_WIDTH = 256;
constexpr int GAMECANVAS_HEIGHT = 192;
// Zona de juego
const int PLAY_AREA_TOP = (0 * BLOCK);
const int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
const int PLAY_AREA_LEFT = (0 * BLOCK);
const int PLAY_AREA_RIGHT = GAMECANVAS_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_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
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_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
constexpr int PLAY_AREA_TOP = (0 * BLOCK);
constexpr int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
constexpr int PLAY_AREA_LEFT = (0 * BLOCK);
constexpr int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
constexpr int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
constexpr int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
constexpr int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
constexpr int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
constexpr int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
constexpr int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
constexpr int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
constexpr int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
// Anclajes de pantalla
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
constexpr int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
constexpr int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
constexpr int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
constexpr int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
constexpr int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
constexpr int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
// Secciones del programa
#define SECTION_PROG_LOGO 0
#define SECTION_PROG_INTRO 1
#define SECTION_PROG_TITLE 2
#define SECTION_PROG_GAME 3
#define SECTION_PROG_QUIT 4
constexpr int SECTION_PROG_LOGO = 0;
constexpr int SECTION_PROG_INTRO = 1;
constexpr int SECTION_PROG_TITLE = 2;
constexpr int SECTION_PROG_GAME = 3;
constexpr int SECTION_PROG_QUIT = 4;
// Subsecciones
#define SUBSECTION_GAME_PLAY_1P 0
#define SUBSECTION_GAME_PLAY_2P 1
#define SUBSECTION_GAME_PAUSE 2
#define SUBSECTION_GAME_GAMEOVER 3
#define SUBSECTION_TITLE_1 3
#define SUBSECTION_TITLE_2 4
#define SUBSECTION_TITLE_3 5
#define SUBSECTION_TITLE_INSTRUCTIONS 6
constexpr int SUBSECTION_GAME_PLAY_1P = 0;
constexpr int SUBSECTION_GAME_PLAY_2P = 1;
constexpr int SUBSECTION_GAME_PAUSE = 2;
constexpr int SUBSECTION_GAME_GAMEOVER = 3;
constexpr int SUBSECTION_TITLE_1 = 3;
constexpr int SUBSECTION_TITLE_2 = 4;
constexpr int SUBSECTION_TITLE_3 = 5;
constexpr int SUBSECTION_TITLE_INSTRUCTIONS = 6;
// Ningun tipo
#define NO_KIND 0
constexpr int NO_KIND = 0;
// Colores
const color_t bgColor = {0x27, 0x27, 0x36};

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@@ -15,7 +15,7 @@ struct options_t;
struct section_t;
// Textos
#define WINDOW_CAPTION "Coffee Crisis"
constexpr const char* WINDOW_CAPTION = "Coffee Crisis";
class Director
{

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@@ -5,9 +5,9 @@
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16
// Tipos de fundido
#define FADE_FULLSCREEN 0
#define FADE_CENTER 1
#define FADE_RANDOM_SQUARE 2
constexpr int FADE_FULLSCREEN = 0;
constexpr int FADE_CENTER = 1;
constexpr int FADE_RANDOM_SQUARE = 2;
// Clase Fade
class Fade

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@@ -26,31 +26,31 @@ struct JA_Music_t;
struct JA_Sound_t;
// Cantidad de elementos a escribir en los ficheros de datos
#define TOTAL_SCORE_DATA 3
#define TOTAL_DEMO_DATA 2000
constexpr int TOTAL_SCORE_DATA = 3;
constexpr int TOTAL_DEMO_DATA = 2000;
// Contadores
#define STAGE_COUNTER 200
#define SHAKE_COUNTER 10
#define HELP_COUNTER 1000
#define GAME_COMPLETED_START_FADE 500
#define GAME_COMPLETED_END 700
constexpr int STAGE_COUNTER = 200;
constexpr int SHAKE_COUNTER = 10;
constexpr int HELP_COUNTER = 1000;
constexpr int GAME_COMPLETED_START_FADE = 500;
constexpr int GAME_COMPLETED_END = 700;
// Formaciones enemigas
#define NUMBER_OF_ENEMY_FORMATIONS 100
#define MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION 50
constexpr int NUMBER_OF_ENEMY_FORMATIONS = 100;
constexpr int MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION = 50;
// Porcentaje de aparición de los objetos
#define ITEM_POINTS_1_DISK_ODDS 10
#define ITEM_POINTS_2_GAVINA_ODDS 6
#define ITEM_POINTS_3_PACMAR_ODDS 3
#define ITEM_CLOCK_ODDS 5
#define ITEM_COFFEE_ODDS 5
#define ITEM_POWER_BALL_ODDS 0
#define ITEM_COFFEE_MACHINE_ODDS 4
constexpr int ITEM_POINTS_1_DISK_ODDS = 10;
constexpr int ITEM_POINTS_2_GAVINA_ODDS = 6;
constexpr int ITEM_POINTS_3_PACMAR_ODDS = 3;
constexpr int ITEM_CLOCK_ODDS = 5;
constexpr int ITEM_COFFEE_ODDS = 5;
constexpr int ITEM_POWER_BALL_ODDS = 0;
constexpr int ITEM_COFFEE_MACHINE_ODDS = 4;
// Valores para las variables asociadas a los objetos
#define TIME_STOPPED_COUNTER 300
constexpr int TIME_STOPPED_COUNTER = 300;
// Clase Game
class Game

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@@ -6,6 +6,15 @@
#include <string> // for string, basic_string
#include <vector> // for vector
// Valores de repetición
constexpr bool REPEAT_TRUE = true;
constexpr bool REPEAT_FALSE = false;
// Métodos de entrada
constexpr int INPUT_USE_KEYBOARD = 0;
constexpr int INPUT_USE_GAMECONTROLLER = 1;
constexpr int INPUT_USE_ANY = 2;
enum inputs_e
{
// Inputs obligatorios
@@ -31,13 +40,6 @@ enum inputs_e
input_number_of_inputs
};
#define REPEAT_TRUE true
#define REPEAT_FALSE false
#define INPUT_USE_KEYBOARD 0
#define INPUT_USE_GAMECONTROLLER 1
#define INPUT_USE_ANY 2
enum i_disable_e
{
d_notDisabled,

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@@ -15,9 +15,6 @@ class Writer;
struct JA_Music_t;
struct section_t;
#ifndef INTRO_H
#define INTRO_H
// Clase Intro
class Intro
{
@@ -69,5 +66,3 @@ public:
// Bucle principal
void run();
};
#endif

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@@ -9,12 +9,12 @@ class AnimatedSprite;
class Texture;
// Tipos de objetos
#define ITEM_POINTS_1_DISK 1
#define ITEM_POINTS_2_GAVINA 2
#define ITEM_POINTS_3_PACMAR 3
#define ITEM_CLOCK 4
#define ITEM_COFFEE 5
#define ITEM_COFFEE_MACHINE 6
constexpr int ITEM_POINTS_1_DISK = 1;
constexpr int ITEM_POINTS_2_GAVINA = 2;
constexpr int ITEM_POINTS_3_PACMAR = 3;
constexpr int ITEM_CLOCK = 4;
constexpr int ITEM_COFFEE = 5;
constexpr int ITEM_COFFEE_MACHINE = 6;
// Clase Item
class Item

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@@ -5,13 +5,13 @@
class Asset;
// Códigos de idioma
#define es_ES 0
#define ba_BA 1
#define en_UK 2
#define MAX_LANGUAGES 3
constexpr int es_ES = 0;
constexpr int ba_BA = 1;
constexpr int en_UK = 2;
constexpr int MAX_LANGUAGES = 3;
// Textos
#define MAX_TEXT_STRINGS 100
constexpr int MAX_TEXT_STRINGS = 100;
// Clase Lang
class Lang

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@@ -11,8 +11,9 @@
#include "texture.h" // for Texture
#include "utils.h" // for section_t, color_t
#define INIT_FADE 100
#define END_LOGO 200
// Valores de inicialización y fin
constexpr int INIT_FADE = 100;
constexpr int END_LOGO = 200;
// Constructor
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, section_t *section)

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@@ -10,17 +10,17 @@ class Input;
class Text;
struct JA_Sound_t;
// Tipos de fondos para el menu
#define MENU_BACKGROUND_TRANSPARENT 0
#define MENU_BACKGROUND_SOLID 1
// Tipos de fondos para el menú
constexpr int MENU_BACKGROUND_TRANSPARENT = 0;
constexpr int MENU_BACKGROUND_SOLID = 1;
// Tipos de archivos de audio
#define SOUND_ACCEPT 0
#define SOUND_MOVE 1
#define SOUND_CANCEL 2
constexpr int SOUND_ACCEPT = 0;
constexpr int SOUND_MOVE = 1;
constexpr int SOUND_CANCEL = 2;
// Opciones de menu
#define MENU_NO_OPTION -1
// Opciones de menú
constexpr int MENU_NO_OPTION = -1;
// Clase Menu
class Menu

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@@ -9,21 +9,21 @@ class AnimatedSprite;
class Texture;
// Contadores
#define DEATH_COUNTER 350
constexpr int DEATH_COUNTER = 350;
// Estados del jugador
#define PLAYER_STATUS_WALKING_LEFT 0
#define PLAYER_STATUS_WALKING_RIGHT 1
#define PLAYER_STATUS_WALKING_STOP 2
constexpr int PLAYER_STATUS_WALKING_LEFT = 0;
constexpr int PLAYER_STATUS_WALKING_RIGHT = 1;
constexpr int PLAYER_STATUS_WALKING_STOP = 2;
#define PLAYER_STATUS_FIRING_UP 0
#define PLAYER_STATUS_FIRING_LEFT 1
#define PLAYER_STATUS_FIRING_RIGHT 2
#define PLAYER_STATUS_FIRING_NO 3
constexpr int PLAYER_STATUS_FIRING_UP = 0;
constexpr int PLAYER_STATUS_FIRING_LEFT = 1;
constexpr int PLAYER_STATUS_FIRING_RIGHT = 2;
constexpr int PLAYER_STATUS_FIRING_NO = 3;
// Variables del jugador
#define PLAYER_INVULNERABLE_COUNTER 200
#define PLAYER_POWERUP_COUNTER 1500
constexpr int PLAYER_INVULNERABLE_COUNTER = 200;
constexpr int PLAYER_POWERUP_COUNTER = 1500;
// Clase Player
class Player

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@@ -8,8 +8,9 @@
#include "utils.h" // for color_t
class Asset;
#define FILTER_NEAREST 0
#define FILTER_LINEAL 1
// Tipos de filtro
constexpr int FILTER_NEAREST = 0;
constexpr int FILTER_LINEAL = 1;
class Screen
{

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@@ -7,10 +7,11 @@ class Sprite;
class Texture;
#include "utils.h"
#define TXT_COLOR 1
#define TXT_SHADOW 2
#define TXT_CENTER 4
#define TXT_STROKE 8
// Opciones de texto
constexpr int TXT_COLOR = 1;
constexpr int TXT_SHADOW = 2;
constexpr int TXT_CENTER = 4;
constexpr int TXT_STROKE = 8;
struct offset_t
{

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@@ -23,13 +23,13 @@ struct JA_Music_t;
struct JA_Sound_t;
// Textos
#define TEXT_COPYRIGHT "@2020,2023 JailDesigner (v2.3.1)"
constexpr const char* TEXT_COPYRIGHT = "@2020,2023 JailDesigner (v2.3.1)";
// Contadores
#define TITLE_COUNTER 800
constexpr int TITLE_COUNTER = 800;
// Cantidad de eventos de la pantalla de titulo
#define TITLE_TOTAL_EVENTS 2
// Cantidad de eventos de la pantalla de título
constexpr int TITLE_TOTAL_EVENTS = 2;
class Title
{

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@@ -6,13 +6,9 @@
#include <vector> // for vector
// Dificultad del juego
#define DIFFICULTY_EASY 0
#define DIFFICULTY_NORMAL 1
#define DIFFICULTY_HARD 2
// Tipo de filtro
#define FILTER_NEAREST 0
#define FILTER_LINEAL 1
constexpr int DIFFICULTY_EASY = 0;
constexpr int DIFFICULTY_NORMAL = 1;
constexpr int DIFFICULTY_HARD = 2;
// Estructura para definir un circulo
struct circle_t