Canviats defines per constexpr
This commit is contained in:
@@ -9,63 +9,63 @@ class AnimatedSprite;
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class Texture;
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// Cantidad de elementos del vector con los valores de la deformación del globo al rebotar
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#define MAX_BOUNCE 10
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constexpr int MAX_BOUNCE = 10;
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// Tipos de globo
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#define BALLOON_1 1
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#define BALLOON_2 2
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#define BALLOON_3 3
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#define BALLOON_4 4
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#define HEXAGON_1 5
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#define HEXAGON_2 6
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#define HEXAGON_3 7
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#define HEXAGON_4 8
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#define POWER_BALL 9
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constexpr int BALLOON_1 = 1;
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constexpr int BALLOON_2 = 2;
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constexpr int BALLOON_3 = 3;
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constexpr int BALLOON_4 = 4;
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constexpr int HEXAGON_1 = 5;
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constexpr int HEXAGON_2 = 6;
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constexpr int HEXAGON_3 = 7;
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constexpr int HEXAGON_4 = 8;
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constexpr int POWER_BALL = 9;
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// Puntos de globo
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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_3 200
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#define BALLOON_SCORE_4 400
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constexpr int BALLOON_SCORE_1 = 50;
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constexpr int BALLOON_SCORE_2 = 100;
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constexpr int BALLOON_SCORE_3 = 200;
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constexpr int BALLOON_SCORE_4 = 400;
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// Tamaños de globo
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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_3 3
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#define BALLOON_SIZE_4 4
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constexpr int BALLOON_SIZE_1 = 1;
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constexpr int BALLOON_SIZE_2 = 2;
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constexpr int BALLOON_SIZE_3 = 3;
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constexpr int BALLOON_SIZE_4 = 4;
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// Clases de globo
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#define BALLOON_CLASS 0
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#define HEXAGON_CLASS 1
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constexpr int BALLOON_CLASS = 0;
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constexpr int HEXAGON_CLASS = 1;
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// Velocidad del globo
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#define BALLOON_VELX_POSITIVE 0.7f
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#define BALLOON_VELX_NEGATIVE -0.7f
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constexpr float BALLOON_VELX_POSITIVE = 0.7f;
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constexpr float BALLOON_VELX_NEGATIVE = -0.7f;
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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_POP_ANIMATION 1
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#define BALLOON_BORN_ANIMATION 2
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// Índice para las animaciones de los globos
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constexpr int BALLOON_MOVING_ANIMATION = 0;
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constexpr int BALLOON_POP_ANIMATION = 1;
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constexpr int BALLOON_BORN_ANIMATION = 2;
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// Cantidad posible de globos
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#define MAX_BALLOONS 100
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constexpr int MAX_BALLOONS = 100;
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// Velocidades a las que se mueven los globos
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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_3 0.80f
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#define BALLOON_SPEED_4 0.90f
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#define BALLOON_SPEED_5 1.00f
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constexpr float BALLOON_SPEED_1 = 0.60f;
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constexpr float BALLOON_SPEED_2 = 0.70f;
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constexpr float BALLOON_SPEED_3 = 0.80f;
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constexpr float BALLOON_SPEED_4 = 0.90f;
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constexpr float BALLOON_SPEED_5 = 1.00f;
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// Tamaño de los globos
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#define BALLOON_WIDTH_1 8
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#define BALLOON_WIDTH_2 13
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#define BALLOON_WIDTH_3 21
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#define BALLOON_WIDTH_4 37
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constexpr int BALLOON_WIDTH_1 = 8;
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constexpr int BALLOON_WIDTH_2 = 13;
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constexpr int BALLOON_WIDTH_3 = 21;
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constexpr int BALLOON_WIDTH_4 = 37;
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// PowerBall
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#define POWERBALL_SCREENPOWER_MINIMUM 10
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#define POWERBALL_COUNTER 8
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constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
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constexpr int POWERBALL_COUNTER = 8;
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// Clase Balloon
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class Balloon
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@@ -7,13 +7,13 @@ class Sprite;
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class Texture;
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// Tipos de bala
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#define BULLET_UP 1
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#define BULLET_LEFT 2
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#define BULLET_RIGHT 3
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constexpr int BULLET_UP = 1;
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constexpr int BULLET_LEFT = 2;
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constexpr int BULLET_RIGHT = 3;
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// Tipos de retorno de la funcion move de la bala
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#define BULLET_MOVE_OK 0
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#define BULLET_MOVE_OUT 1
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// Tipos de retorno de la función move de la bala
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constexpr int BULLET_MOVE_OK = 0;
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constexpr int BULLET_MOVE_OUT = 1;
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// Clase Bullet
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class Bullet
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@@ -5,56 +5,56 @@
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#include "lang.h"
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// Tamaño de bloque
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#define BLOCK 8
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#define HALF_BLOCK BLOCK / 2
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constexpr int BLOCK = 8;
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constexpr int HALF_BLOCK = BLOCK / 2;
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// Tamaño de la pantalla virtual
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#define GAMECANVAS_WIDTH 256
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#define GAMECANVAS_HEIGHT 192
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constexpr int GAMECANVAS_WIDTH = 256;
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constexpr int GAMECANVAS_HEIGHT = 192;
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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_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
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const int PLAY_AREA_LEFT = (0 * BLOCK);
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const int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
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const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
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const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
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const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
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const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
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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_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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constexpr int PLAY_AREA_TOP = (0 * BLOCK);
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constexpr int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
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constexpr int PLAY_AREA_LEFT = (0 * BLOCK);
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constexpr int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
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constexpr int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
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constexpr int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
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constexpr int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
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constexpr int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
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constexpr int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
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constexpr int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
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constexpr int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
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constexpr int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
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// Anclajes de pantalla
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const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
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const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
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const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
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const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
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const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
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const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
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constexpr int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
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constexpr int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
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constexpr int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
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constexpr int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
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constexpr int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
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constexpr int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
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// Secciones del programa
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#define SECTION_PROG_LOGO 0
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#define SECTION_PROG_INTRO 1
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#define SECTION_PROG_TITLE 2
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#define SECTION_PROG_GAME 3
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#define SECTION_PROG_QUIT 4
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constexpr int SECTION_PROG_LOGO = 0;
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constexpr int SECTION_PROG_INTRO = 1;
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constexpr int SECTION_PROG_TITLE = 2;
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constexpr int SECTION_PROG_GAME = 3;
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constexpr int SECTION_PROG_QUIT = 4;
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// Subsecciones
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#define SUBSECTION_GAME_PLAY_1P 0
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#define SUBSECTION_GAME_PLAY_2P 1
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#define SUBSECTION_GAME_PAUSE 2
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#define SUBSECTION_GAME_GAMEOVER 3
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#define SUBSECTION_TITLE_1 3
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#define SUBSECTION_TITLE_2 4
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#define SUBSECTION_TITLE_3 5
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#define SUBSECTION_TITLE_INSTRUCTIONS 6
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constexpr int SUBSECTION_GAME_PLAY_1P = 0;
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constexpr int SUBSECTION_GAME_PLAY_2P = 1;
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constexpr int SUBSECTION_GAME_PAUSE = 2;
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constexpr int SUBSECTION_GAME_GAMEOVER = 3;
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constexpr int SUBSECTION_TITLE_1 = 3;
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constexpr int SUBSECTION_TITLE_2 = 4;
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constexpr int SUBSECTION_TITLE_3 = 5;
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constexpr int SUBSECTION_TITLE_INSTRUCTIONS = 6;
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// Ningun tipo
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#define NO_KIND 0
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constexpr int NO_KIND = 0;
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// Colores
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const color_t bgColor = {0x27, 0x27, 0x36};
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const color_t noColor = {0xFF, 0xFF, 0xFF};
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const color_t shdwTxtColor = {0x43, 0x43, 0x4F};
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const color_t shdwTxtColor = {0x43, 0x43, 0x4F};
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@@ -15,7 +15,7 @@ struct options_t;
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struct section_t;
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// Textos
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#define WINDOW_CAPTION "Coffee Crisis"
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constexpr const char* WINDOW_CAPTION = "Coffee Crisis";
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class Director
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{
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@@ -5,9 +5,9 @@
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#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16
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// Tipos de fundido
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#define FADE_FULLSCREEN 0
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#define FADE_CENTER 1
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#define FADE_RANDOM_SQUARE 2
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constexpr int FADE_FULLSCREEN = 0;
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constexpr int FADE_CENTER = 1;
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constexpr int FADE_RANDOM_SQUARE = 2;
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// Clase Fade
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class Fade
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@@ -26,31 +26,31 @@ struct JA_Music_t;
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struct JA_Sound_t;
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// Cantidad de elementos a escribir en los ficheros de datos
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#define TOTAL_SCORE_DATA 3
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#define TOTAL_DEMO_DATA 2000
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constexpr int TOTAL_SCORE_DATA = 3;
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constexpr int TOTAL_DEMO_DATA = 2000;
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// Contadores
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#define STAGE_COUNTER 200
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#define SHAKE_COUNTER 10
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#define HELP_COUNTER 1000
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#define GAME_COMPLETED_START_FADE 500
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#define GAME_COMPLETED_END 700
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constexpr int STAGE_COUNTER = 200;
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constexpr int SHAKE_COUNTER = 10;
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constexpr int HELP_COUNTER = 1000;
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constexpr int GAME_COMPLETED_START_FADE = 500;
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constexpr int GAME_COMPLETED_END = 700;
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// Formaciones enemigas
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#define NUMBER_OF_ENEMY_FORMATIONS 100
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#define MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION 50
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constexpr int NUMBER_OF_ENEMY_FORMATIONS = 100;
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constexpr int MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION = 50;
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// Porcentaje de aparición de los objetos
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#define ITEM_POINTS_1_DISK_ODDS 10
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#define ITEM_POINTS_2_GAVINA_ODDS 6
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#define ITEM_POINTS_3_PACMAR_ODDS 3
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#define ITEM_CLOCK_ODDS 5
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#define ITEM_COFFEE_ODDS 5
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#define ITEM_POWER_BALL_ODDS 0
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#define ITEM_COFFEE_MACHINE_ODDS 4
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constexpr int ITEM_POINTS_1_DISK_ODDS = 10;
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constexpr int ITEM_POINTS_2_GAVINA_ODDS = 6;
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constexpr int ITEM_POINTS_3_PACMAR_ODDS = 3;
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constexpr int ITEM_CLOCK_ODDS = 5;
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constexpr int ITEM_COFFEE_ODDS = 5;
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constexpr int ITEM_POWER_BALL_ODDS = 0;
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constexpr int ITEM_COFFEE_MACHINE_ODDS = 4;
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// Valores para las variables asociadas a los objetos
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#define TIME_STOPPED_COUNTER 300
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constexpr int TIME_STOPPED_COUNTER = 300;
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// Clase Game
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class Game
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@@ -6,6 +6,15 @@
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#include <string> // for string, basic_string
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#include <vector> // for vector
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// Valores de repetición
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constexpr bool REPEAT_TRUE = true;
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constexpr bool REPEAT_FALSE = false;
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// Métodos de entrada
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constexpr int INPUT_USE_KEYBOARD = 0;
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constexpr int INPUT_USE_GAMECONTROLLER = 1;
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constexpr int INPUT_USE_ANY = 2;
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enum inputs_e
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{
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// Inputs obligatorios
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@@ -31,13 +40,6 @@ enum inputs_e
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input_number_of_inputs
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};
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#define REPEAT_TRUE true
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#define REPEAT_FALSE false
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#define INPUT_USE_KEYBOARD 0
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#define INPUT_USE_GAMECONTROLLER 1
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#define INPUT_USE_ANY 2
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enum i_disable_e
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{
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d_notDisabled,
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@@ -15,9 +15,6 @@ class Writer;
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struct JA_Music_t;
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struct section_t;
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#ifndef INTRO_H
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#define INTRO_H
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// Clase Intro
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class Intro
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{
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@@ -69,5 +66,3 @@ public:
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// Bucle principal
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void run();
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};
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#endif
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@@ -9,12 +9,12 @@ class AnimatedSprite;
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class Texture;
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// Tipos de objetos
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#define ITEM_POINTS_1_DISK 1
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#define ITEM_POINTS_2_GAVINA 2
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#define ITEM_POINTS_3_PACMAR 3
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#define ITEM_CLOCK 4
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#define ITEM_COFFEE 5
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#define ITEM_COFFEE_MACHINE 6
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constexpr int ITEM_POINTS_1_DISK = 1;
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constexpr int ITEM_POINTS_2_GAVINA = 2;
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constexpr int ITEM_POINTS_3_PACMAR = 3;
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constexpr int ITEM_CLOCK = 4;
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constexpr int ITEM_COFFEE = 5;
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constexpr int ITEM_COFFEE_MACHINE = 6;
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// Clase Item
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class Item
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@@ -5,13 +5,13 @@
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class Asset;
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// Códigos de idioma
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#define es_ES 0
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#define ba_BA 1
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#define en_UK 2
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#define MAX_LANGUAGES 3
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constexpr int es_ES = 0;
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constexpr int ba_BA = 1;
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constexpr int en_UK = 2;
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constexpr int MAX_LANGUAGES = 3;
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// Textos
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#define MAX_TEXT_STRINGS 100
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constexpr int MAX_TEXT_STRINGS = 100;
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// Clase Lang
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class Lang
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@@ -11,8 +11,9 @@
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#include "texture.h" // for Texture
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#include "utils.h" // for section_t, color_t
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#define INIT_FADE 100
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#define END_LOGO 200
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// Valores de inicialización y fin
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constexpr int INIT_FADE = 100;
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constexpr int END_LOGO = 200;
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// Constructor
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Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, section_t *section)
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@@ -10,17 +10,17 @@ class Input;
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class Text;
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struct JA_Sound_t;
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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_SOLID 1
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// Tipos de fondos para el menú
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constexpr int MENU_BACKGROUND_TRANSPARENT = 0;
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constexpr int MENU_BACKGROUND_SOLID = 1;
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// Tipos de archivos de audio
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#define SOUND_ACCEPT 0
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#define SOUND_MOVE 1
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#define SOUND_CANCEL 2
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constexpr int SOUND_ACCEPT = 0;
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constexpr int SOUND_MOVE = 1;
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constexpr int SOUND_CANCEL = 2;
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// Opciones de menu
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#define MENU_NO_OPTION -1
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// Opciones de menú
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constexpr int MENU_NO_OPTION = -1;
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// Clase Menu
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class Menu
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user