added difficulty (speed and points)
This commit is contained in:
@@ -578,9 +578,9 @@ void Director::runTitle()
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void Director::runGame()
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{
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if (mSection.subsection == GAME_SECTION_PLAY_1P)
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mGame = new Game(1, mRenderer, mFileList, mLang, mInput1, mInput2, false);
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mGame = new Game(1, mRenderer, mFileList, mLang, mInput1, mInput2, false, mOptions->difficulty);
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if (mSection.subsection == GAME_SECTION_PLAY_2P)
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mGame = new Game(2, mRenderer, mFileList, mLang, mInput1, mInput2, false);
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mGame = new Game(2, mRenderer, mFileList, mLang, mInput1, mInput2, false, mOptions->difficulty);
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setSection(mGame->run());
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delete mGame;
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}
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@@ -5,7 +5,7 @@
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#endif
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// Constructor
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Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *lang, Input *input1, Input *input2, bool demo)
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Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *lang, Input *input1, Input *input2, bool demo, int difficulty)
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{
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// Copia los punteros
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mRenderer = renderer;
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@@ -13,8 +13,11 @@ Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *
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mLang = lang;
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mInput[0] = input1;
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mInput[1] = input2;
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// Pasa variables
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mDemo.enabled = demo;
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mNumPlayers = numPlayers;
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mDifficulty = difficulty;
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// Crea los objetos
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for (int i = 0; i < mNumPlayers; i++)
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@@ -284,6 +287,26 @@ void Game::init()
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mTicksSpeed = 15;
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// Inicializa las variables
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switch (mDifficulty)
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{
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case DIFFICULTY_EASY:
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mDefaultEnemySpeed = BALLOON_SPEED_1;
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mDifficultyScoreMultiplier = 0.5f;
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break;
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case DIFFICULTY_NORMAL:
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mDefaultEnemySpeed = BALLOON_SPEED_1;
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mDifficultyScoreMultiplier = 1.0f;
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break;
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case DIFFICULTY_HARD:
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mDefaultEnemySpeed = BALLOON_SPEED_5;
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mDifficultyScoreMultiplier = 1.5f;
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break;
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default:
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break;
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}
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mGameCompleted = false;
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mGameCompletedCounter = 0;
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mSection.name = PROG_SECTION_GAME;
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@@ -303,7 +326,7 @@ void Game::init()
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mBalloonsPopped = 0;
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mLastEnemyDeploy = 0;
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mEnemyDeployCounter = 0;
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mEnemySpeed = BALLOON_SPEED_1;
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mEnemySpeed = mDefaultEnemySpeed;
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mEffect.flash = false;
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mEffect.shake = false;
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mEffect.shakeCounter = SHAKE_COUNTER;
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@@ -1677,7 +1700,7 @@ void Game::updateStage()
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}
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JA_PlaySound(mSoundStageChange);
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mStageBitmapCounter = 0;
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mEnemySpeed = BALLOON_SPEED_1;
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mEnemySpeed = mDefaultEnemySpeed;
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setBalloonSpeed(mEnemySpeed);
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mEffect.flash = true;
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mEffect.shake = true;
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@@ -1867,31 +1890,39 @@ void Game::setBalloonSpeed(float speed)
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// Incrementa la velocidad de los globos
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void Game::incBalloonSpeed()
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{
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if (mEnemySpeed == BALLOON_SPEED_1)
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mEnemySpeed = BALLOON_SPEED_2;
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else if (mEnemySpeed == BALLOON_SPEED_2)
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mEnemySpeed = BALLOON_SPEED_3;
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else if (mEnemySpeed == BALLOON_SPEED_3)
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mEnemySpeed = BALLOON_SPEED_4;
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else if (mEnemySpeed == BALLOON_SPEED_4)
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mEnemySpeed = BALLOON_SPEED_5;
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// La velocidad solo se incrementa en el modo normal
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if (mDifficulty == DIFFICULTY_NORMAL)
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{
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if (mEnemySpeed == BALLOON_SPEED_1)
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mEnemySpeed = BALLOON_SPEED_2;
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else if (mEnemySpeed == BALLOON_SPEED_2)
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mEnemySpeed = BALLOON_SPEED_3;
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else if (mEnemySpeed == BALLOON_SPEED_3)
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mEnemySpeed = BALLOON_SPEED_4;
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else if (mEnemySpeed == BALLOON_SPEED_4)
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mEnemySpeed = BALLOON_SPEED_5;
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setBalloonSpeed(mEnemySpeed);
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setBalloonSpeed(mEnemySpeed);
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}
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}
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// Decrementa la velocidad de los globos
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void Game::decBalloonSpeed()
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{
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if (mEnemySpeed == BALLOON_SPEED_5)
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mEnemySpeed = BALLOON_SPEED_4;
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else if (mEnemySpeed == BALLOON_SPEED_4)
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mEnemySpeed = BALLOON_SPEED_3;
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else if (mEnemySpeed == BALLOON_SPEED_3)
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mEnemySpeed = BALLOON_SPEED_2;
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else if (mEnemySpeed == BALLOON_SPEED_2)
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mEnemySpeed = BALLOON_SPEED_1;
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// La velocidad solo se decrementa en el modo normal
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if (mDifficulty == DIFFICULTY_NORMAL)
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{
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if (mEnemySpeed == BALLOON_SPEED_5)
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mEnemySpeed = BALLOON_SPEED_4;
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else if (mEnemySpeed == BALLOON_SPEED_4)
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mEnemySpeed = BALLOON_SPEED_3;
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else if (mEnemySpeed == BALLOON_SPEED_3)
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mEnemySpeed = BALLOON_SPEED_2;
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else if (mEnemySpeed == BALLOON_SPEED_2)
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mEnemySpeed = BALLOON_SPEED_1;
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setBalloonSpeed(mEnemySpeed);
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setBalloonSpeed(mEnemySpeed);
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}
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}
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// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
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@@ -2010,7 +2041,7 @@ void Game::destroyBalloon(Uint8 index)
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}
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// Otorga los puntos correspondientes al globo
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mPlayer[0]->addScore(Uint32(score * mPlayer[0]->getScoreMultiplier()));
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mPlayer[0]->addScore(Uint32(score * mPlayer[0]->getScoreMultiplier()*mDifficultyScoreMultiplier));
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//setScore(mPlayer[0]->getScore());
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updateHiScore();
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@@ -2165,7 +2196,7 @@ void Game::checkBulletBalloonCollision()
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// Otorga los puntos correspondientes al globo al jugador que disparó la bala
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int index = mBullet[j]->getOwner();
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mPlayer[index]->incScoreMultiplier();
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mPlayer[index]->addScore(Uint32(mBalloon[i]->getScore() * mPlayer[index]->getScoreMultiplier()));
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mPlayer[index]->addScore(Uint32(mBalloon[i]->getScore() * mPlayer[index]->getScoreMultiplier() * mDifficultyScoreMultiplier));
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//setScore(mPlayer[index]->getScore());
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updateHiScore();
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@@ -179,6 +179,7 @@ private:
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Uint8 mLastEnemyDeploy; // Guarda cual ha sido la última formación desplegada para no repetir;
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Uint8 mEnemyDeployCounter; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero
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float mEnemySpeed; // Velocidad a la que se mueven los enemigos
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float mDefaultEnemySpeed; // Velocidad base de los enemigos, sin incrementar
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effect_t mEffect; // Variable para gestionar los efectos visuales
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helper_t mHelper; // Variable para gestionar las ayudas
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bool mPowerBallEnabled; // Indica si hay una powerball ya activa
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@@ -188,6 +189,8 @@ private:
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float mSin[360]; // Vector con los valores del seno para 360 grados
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bool mGameCompleted; // Indica si se ha completado la partida, llegando al final de la ultima pantalla
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int mGameCompletedCounter; // Contador para el tramo final, cuando se ha completado la partida y ya no aparecen más enemigos
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int mDifficulty; // Dificultad del juego
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float mDifficultyScoreMultiplier; // Multiplicador de puntos en función de la dificultad
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struct demo_t
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{
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@@ -210,7 +213,7 @@ private:
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public:
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// Constructor
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Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *lang, Input *input1, Input *input2, bool demo);
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Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *lang, Input *input1, Input *input2, bool demo, int difficulty);
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// Destructor
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~Game();
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