added difficulty (speed and points)

This commit is contained in:
2021-08-28 19:51:32 +02:00
parent 914b9e4123
commit 502835453a
3 changed files with 60 additions and 26 deletions

View File

@@ -5,7 +5,7 @@
#endif
// Constructor
Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *lang, Input *input1, Input *input2, bool demo)
Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *lang, Input *input1, Input *input2, bool demo, int difficulty)
{
// Copia los punteros
mRenderer = renderer;
@@ -13,8 +13,11 @@ Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *
mLang = lang;
mInput[0] = input1;
mInput[1] = input2;
// Pasa variables
mDemo.enabled = demo;
mNumPlayers = numPlayers;
mDifficulty = difficulty;
// Crea los objetos
for (int i = 0; i < mNumPlayers; i++)
@@ -284,6 +287,26 @@ void Game::init()
mTicksSpeed = 15;
// Inicializa las variables
switch (mDifficulty)
{
case DIFFICULTY_EASY:
mDefaultEnemySpeed = BALLOON_SPEED_1;
mDifficultyScoreMultiplier = 0.5f;
break;
case DIFFICULTY_NORMAL:
mDefaultEnemySpeed = BALLOON_SPEED_1;
mDifficultyScoreMultiplier = 1.0f;
break;
case DIFFICULTY_HARD:
mDefaultEnemySpeed = BALLOON_SPEED_5;
mDifficultyScoreMultiplier = 1.5f;
break;
default:
break;
}
mGameCompleted = false;
mGameCompletedCounter = 0;
mSection.name = PROG_SECTION_GAME;
@@ -303,7 +326,7 @@ void Game::init()
mBalloonsPopped = 0;
mLastEnemyDeploy = 0;
mEnemyDeployCounter = 0;
mEnemySpeed = BALLOON_SPEED_1;
mEnemySpeed = mDefaultEnemySpeed;
mEffect.flash = false;
mEffect.shake = false;
mEffect.shakeCounter = SHAKE_COUNTER;
@@ -1677,7 +1700,7 @@ void Game::updateStage()
}
JA_PlaySound(mSoundStageChange);
mStageBitmapCounter = 0;
mEnemySpeed = BALLOON_SPEED_1;
mEnemySpeed = mDefaultEnemySpeed;
setBalloonSpeed(mEnemySpeed);
mEffect.flash = true;
mEffect.shake = true;
@@ -1867,31 +1890,39 @@ void Game::setBalloonSpeed(float speed)
// Incrementa la velocidad de los globos
void Game::incBalloonSpeed()
{
if (mEnemySpeed == BALLOON_SPEED_1)
mEnemySpeed = BALLOON_SPEED_2;
else if (mEnemySpeed == BALLOON_SPEED_2)
mEnemySpeed = BALLOON_SPEED_3;
else if (mEnemySpeed == BALLOON_SPEED_3)
mEnemySpeed = BALLOON_SPEED_4;
else if (mEnemySpeed == BALLOON_SPEED_4)
mEnemySpeed = BALLOON_SPEED_5;
// La velocidad solo se incrementa en el modo normal
if (mDifficulty == DIFFICULTY_NORMAL)
{
if (mEnemySpeed == BALLOON_SPEED_1)
mEnemySpeed = BALLOON_SPEED_2;
else if (mEnemySpeed == BALLOON_SPEED_2)
mEnemySpeed = BALLOON_SPEED_3;
else if (mEnemySpeed == BALLOON_SPEED_3)
mEnemySpeed = BALLOON_SPEED_4;
else if (mEnemySpeed == BALLOON_SPEED_4)
mEnemySpeed = BALLOON_SPEED_5;
setBalloonSpeed(mEnemySpeed);
setBalloonSpeed(mEnemySpeed);
}
}
// Decrementa la velocidad de los globos
void Game::decBalloonSpeed()
{
if (mEnemySpeed == BALLOON_SPEED_5)
mEnemySpeed = BALLOON_SPEED_4;
else if (mEnemySpeed == BALLOON_SPEED_4)
mEnemySpeed = BALLOON_SPEED_3;
else if (mEnemySpeed == BALLOON_SPEED_3)
mEnemySpeed = BALLOON_SPEED_2;
else if (mEnemySpeed == BALLOON_SPEED_2)
mEnemySpeed = BALLOON_SPEED_1;
// La velocidad solo se decrementa en el modo normal
if (mDifficulty == DIFFICULTY_NORMAL)
{
if (mEnemySpeed == BALLOON_SPEED_5)
mEnemySpeed = BALLOON_SPEED_4;
else if (mEnemySpeed == BALLOON_SPEED_4)
mEnemySpeed = BALLOON_SPEED_3;
else if (mEnemySpeed == BALLOON_SPEED_3)
mEnemySpeed = BALLOON_SPEED_2;
else if (mEnemySpeed == BALLOON_SPEED_2)
mEnemySpeed = BALLOON_SPEED_1;
setBalloonSpeed(mEnemySpeed);
setBalloonSpeed(mEnemySpeed);
}
}
// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
@@ -2010,7 +2041,7 @@ void Game::destroyBalloon(Uint8 index)
}
// Otorga los puntos correspondientes al globo
mPlayer[0]->addScore(Uint32(score * mPlayer[0]->getScoreMultiplier()));
mPlayer[0]->addScore(Uint32(score * mPlayer[0]->getScoreMultiplier()*mDifficultyScoreMultiplier));
//setScore(mPlayer[0]->getScore());
updateHiScore();
@@ -2165,7 +2196,7 @@ void Game::checkBulletBalloonCollision()
// Otorga los puntos correspondientes al globo al jugador que disparó la bala
int index = mBullet[j]->getOwner();
mPlayer[index]->incScoreMultiplier();
mPlayer[index]->addScore(Uint32(mBalloon[i]->getScore() * mPlayer[index]->getScoreMultiplier()));
mPlayer[index]->addScore(Uint32(mBalloon[i]->getScore() * mPlayer[index]->getScoreMultiplier() * mDifficultyScoreMultiplier));
//setScore(mPlayer[index]->getScore());
updateHiScore();