code reorganized
This commit is contained in:
338
source/const.h
338
source/const.h
@@ -7,73 +7,75 @@
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// Textos
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#define WINDOW_CAPTION "Coffee Crisis"
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#define TEXT_COPYRIGHT "@2020,2021 JAILDESIGNER (V1.3*)"
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#define TEXT_COPYRIGHT "@2020,2021 JAILDESIGNER (V1.4)"
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// Recursos
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const Uint8 BINFILE_SCORE = 0;
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const Uint8 BINFILE_DEMO = 1;
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const Uint8 BINFILE_CONFIG = 2;
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#define BINFILE_SCORE 0
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#define BINFILE_DEMO 1
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#define BINFILE_CONFIG 2
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const Uint8 TOTAL_BINFILE = 3;
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#define TOTAL_BINFILE 3
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const Uint8 MUSIC_INTRO = 0;
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const Uint8 MUSIC_PLAYING = 1;
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const Uint8 MUSIC_TITLE = 2;
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#define MUSIC_INTRO 0
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#define MUSIC_PLAYING 1
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#define MUSIC_TITLE 2
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const Uint8 TOTAL_MUSIC = 3;
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#define TOTAL_MUSIC 3
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const Uint8 SOUND_BALLON = 0;
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const Uint8 SOUND_BULLET = 1;
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const Uint8 SOUND_MENU_SELECT = 2;
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const Uint8 SOUND_MENU_CANCEL = 3;
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const Uint8 SOUND_MENU_MOVE = 4;
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const Uint8 SOUND_TITLE = 5;
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const Uint8 SOUND_PLAYER_COLLISION = 6;
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const Uint8 SOUND_HISCORE = 7;
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const Uint8 SOUND_ITEM_DROP = 8;
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const Uint8 SOUND_ITEM_PICKUP = 9;
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const Uint8 SOUND_COFFEE_OUT = 10;
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const Uint8 SOUND_STAGE_CHANGE = 11;
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const Uint8 SOUND_BUBBLE1 = 12;
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const Uint8 SOUND_BUBBLE2 = 13;
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const Uint8 SOUND_BUBBLE3 = 14;
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const Uint8 SOUND_BUBBLE4 = 15;
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#define SOUND_BALLOON 0
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#define SOUND_BUBBLE1 1
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#define SOUND_BUBBLE2 2
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#define SOUND_BUBBLE3 3
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#define SOUND_BUBBLE4 4
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#define SOUND_BULLET 5
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#define SOUND_COFFEE_OUT 6
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#define SOUND_HISCORE 7
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#define SOUND_ITEM_DROP 8
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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_MOVE 11
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#define SOUND_MENU_SELECT 12
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#define SOUND_PLAYER_COLLISION 13
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#define SOUND_STAGE_CHANGE 14
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#define SOUND_TITLE 15
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const Uint8 TOTAL_SOUND = 16;
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#define TOTAL_SOUND 16
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const Uint8 TEXTURE_BALLOON = 0;
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const Uint8 TEXTURE_BULLET = 1;
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const Uint8 TEXTURE_FONT_BLACK = 2;
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const Uint8 TEXTURE_FONT_NOKIA = 3;
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const Uint8 TEXTURE_FONT_WHITE = 4;
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const Uint8 TEXTURE_GAME_BG = 5;
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const Uint8 TEXTURE_GAME_TEXT = 6;
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const Uint8 TEXTURE_INTRO = 7;
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const Uint8 TEXTURE_ITEMS = 8;
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const Uint8 TEXTURE_LOGO = 9;
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const Uint8 TEXTURE_MENU = 10;
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const Uint8 TEXTURE_PLAYER_BODY = 11;
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const Uint8 TEXTURE_PLAYER_LEGS = 12;
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const Uint8 TEXTURE_PLAYER_DEATH = 13;
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const Uint8 TEXTURE_TITLE = 14;
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#define TEXTURE_BALLOON 0
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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_X2 3
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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_X2 6
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#define TEXTURE_GAME_BG 7
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#define TEXTURE_GAME_TEXT 8
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#define TEXTURE_INTRO 9
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#define TEXTURE_ITEMS 10
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#define TEXTURE_LOGO 11
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#define TEXTURE_MENU 12
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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_LEGS 15
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#define TEXTURE_TITLE 16
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const Uint8 TOTAL_TEXTURE = 15;
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#define TOTAL_TEXTURE 17
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// Tamaño de bloque
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const Uint8 BLOCK = 8;
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const Uint8 HALF_BLOCK = BLOCK / 2;
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#define BLOCK 8
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#define HALF_BLOCK BLOCK / 2
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// Tamaño de la pantalla real
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const int SCREEN_WIDTH = 256;
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const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4; // 192
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#define SCREEN_WIDTH 256
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const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4;
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// Tamaño de la pantalla que se muestra
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const int VIEW_WIDTH = SCREEN_WIDTH * 3; // 768
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const int VIEW_HEIGHT = SCREEN_HEIGHT * 3; // 576
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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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// Cantidad de enteros a escribir en los ficheros de datos
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const Uint8 TOTAL_SCORE_DATA = 3;
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const Uint16 TOTAL_DEMO_DATA = 2000;
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#define TOTAL_SCORE_DATA 3
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#define TOTAL_DEMO_DATA 2000
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// Zona de juego
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const int PLAY_AREA_TOP = (0 * BLOCK);
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@@ -82,7 +84,7 @@ const int PLAY_AREA_LEFT = (0 * BLOCK);
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const int PLAY_AREA_RIGHT = SCREEN_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_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 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_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
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@@ -95,95 +97,92 @@ 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_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
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// Color transparente para los sprites
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const Uint8 COLOR_KEY_R = 0xff;
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const Uint8 COLOR_KEY_G = 0x00;
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const Uint8 COLOR_KEY_B = 0xff;
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// Opciones de menu
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const int MENU_NO_OPTION = -1;
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const int MENU_OPTION_START = 0;
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const int MENU_OPTION_QUIT = 1;
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const int MENU_OPTION_TOTAL = 2;
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// Selector de menu
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const int MENU_SELECTOR_BLACK = (BLOCK * 0);
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const int MENU_SELECTOR_WHITE = (BLOCK * 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_QUIT 1
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#define MENU_OPTION_TOTAL 2
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// Tipos de fondos para el menu
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const int MENU_BACKGROUND_TRANSPARENT = 0;
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const int MENU_BACKGROUND_SOLID = 1;
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#define MENU_BACKGROUND_TRANSPARENT 0
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#define MENU_BACKGROUND_SOLID 1
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// Estados del jugador
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const Uint8 PLAYER_STATUS_WALKING_LEFT = 0;
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const Uint8 PLAYER_STATUS_WALKING_RIGHT = 1;
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const Uint8 PLAYER_STATUS_WALKING_STOP = 2;
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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_STOP 2
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const Uint8 PLAYER_STATUS_FIRING_UP = 0;
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const Uint8 PLAYER_STATUS_FIRING_LEFT = 1;
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const Uint8 PLAYER_STATUS_FIRING_RIGHT = 2;
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const Uint8 PLAYER_STATUS_FIRING_NO = 3;
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#define PLAYER_STATUS_FIRING_UP 0
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#define PLAYER_STATUS_FIRING_LEFT 1
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#define PLAYER_STATUS_FIRING_RIGHT 2
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#define PLAYER_STATUS_FIRING_NO 3
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const Uint8 PLAYER_ANIMATION_LEGS_WALKING_LEFT = 0;
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const Uint8 PLAYER_ANIMATION_LEGS_WALKING_RIGHT = 1;
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const Uint8 PLAYER_ANIMATION_LEGS_WALKING_STOP = 2;
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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_STOP 2
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_LEFT = 0;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_LEFT = 1;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_RIGHT = 2;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_RIGHT = 3;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_STOP = 4;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_UP = 5;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT = 6;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT = 7;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT = 8;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT = 9;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT = 10;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT = 11;
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#define PLAYER_ANIMATION_BODY_WALKING_LEFT 0
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#define PLAYER_ANIMATION_BODY_FIRING_LEFT 1
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#define PLAYER_ANIMATION_BODY_WALKING_RIGHT 2
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#define PLAYER_ANIMATION_BODY_FIRING_RIGHT 3
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#define PLAYER_ANIMATION_BODY_WALKING_STOP 4
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#define PLAYER_ANIMATION_BODY_FIRING_UP 5
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#define PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT 6
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#define PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT 7
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#define PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT 8
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#define PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT 9
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#define PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT 10
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#define PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT 11
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// Variables del jugador
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const Uint16 PLAYER_INVULNERABLE_TIMER = 200;
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#define PLAYER_INVULNERABLE_COUNTER 200
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// Estados del juego
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const Uint8 GAME_STATE_TITLE = 0;
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const Uint8 GAME_STATE_PLAYING = 1;
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const Uint8 GAME_STATE_QUIT = 2;
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const Uint8 GAME_STATE_GAME_OVER_SCREEN = 3;
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const Uint8 GAME_STATE_INTRO = 4;
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const Uint8 GAME_STATE_DEMO = 5;
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const Uint8 GAME_STATE_INSTRUCTIONS = 6;
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const Uint8 GAME_STATE_LOGO = 7;
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const Uint8 GAME_STATE_INIT = 8;
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// Secciones del programa
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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_TITLE 2
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#define PROG_SECTION_GAME 3
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// Secciones del juego
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#define GAME_SECTION_PLAY 0
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#define GAME_SECTION_PAUSE 1
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#define GAME_SECTION_GAMEOVER 2
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// Secciones del titulo
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#define TITLE_SECTION_1 0
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#define TITLE_SECTION_2 1
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#define TITLE_SECTION_3 2
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#define TITLE_SECTION_INSTRUCTIONS 3
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// Estados de cada elemento que pertenece a un evento
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const Uint8 EVENT_WAITING = 1;
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const Uint8 EVENT_RUNNING = 2;
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const Uint8 EVENT_COMPLETED = 3;
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#define EVENT_WAITING 1
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#define EVENT_RUNNING 2
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#define EVENT_COMPLETED 3
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// Cantidad de eventos de la intro
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const Uint8 INTRO_TOTAL_BITMAPS = 6;
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const Uint8 INTRO_TOTAL_TEXTS = 9;
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const Uint8 INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS;
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#define INTRO_TOTAL_BITMAPS 6
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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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// Cantidad de eventos de la pantalla de titulo
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const Uint8 TITLE_TOTAL_EVENTS = 2;
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#define TITLE_TOTAL_EVENTS 2
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// Relaciones de Id con nomnbres
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const Uint8 BITMAP0 = 0;
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const Uint8 BITMAP1 = 1;
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const Uint8 BITMAP2 = 2;
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const Uint8 BITMAP3 = 3;
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const Uint8 BITMAP4 = 4;
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const Uint8 BITMAP5 = 5;
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const Uint8 TEXT0 = 6;
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const Uint8 TEXT1 = 7;
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const Uint8 TEXT2 = 8;
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const Uint8 TEXT3 = 9;
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const Uint8 TEXT4 = 10;
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const Uint8 TEXT5 = 11;
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const Uint8 TEXT6 = 12;
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const Uint8 TEXT7 = 13;
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const Uint8 TEXT8 = 14;
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#define BITMAP0 0
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#define BITMAP1 1
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#define BITMAP2 2
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#define BITMAP3 3
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#define BITMAP4 4
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#define BITMAP5 5
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#define TEXT0 6
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#define TEXT1 7
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#define TEXT2 8
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#define TEXT3 9
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#define TEXT4 10
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#define TEXT5 11
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#define TEXT6 12
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#define TEXT7 13
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#define TEXT8 14
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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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@@ -198,85 +197,88 @@ const int HISCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * 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_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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// Ningun tipo
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const Uint8 NO_KIND = 0;
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#define NO_KIND 0
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// Tipos de globo
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const Uint8 BALLOON_1 = 1;
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const Uint8 BALLOON_2 = 2;
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const Uint8 BALLOON_3 = 3;
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const Uint8 BALLOON_4 = 4;
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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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// Velocidad del globo
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const float BALLON_VELX_POSITIVE = 0.7f;
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const float BALLON_VELX_NEGATIVE = -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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// Indice para las animaciones de los globos
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const Uint8 BALLOON_MOVING_ANIMATION = 0;
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const Uint8 BALLOON_POP_ANIMATION = 1;
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const Uint8 BALLOON_BORN_ANIMATION = 2;
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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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// Cantidad posible de globos
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const Uint8 MAX_BALLOONS = 75;
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#define MAX_BALLOONS 75
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// Tipos de bala
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const Uint8 BULLET_UP = 1;
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const Uint8 BULLET_LEFT = 2;
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const Uint8 BULLET_RIGHT = 3;
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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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// Cantidad posible de globos
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const Uint8 MAX_BULLETS = 50;
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#define MAX_BULLETS 50
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// Tipos de objetos
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const Uint8 ITEM_POINTS_1_DISK = 1;
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const Uint8 ITEM_POINTS_2_GAVINA = 2;
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const Uint8 ITEM_POINTS_3_PACMAR = 3;
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const Uint8 ITEM_CLOCK = 4;
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const Uint8 ITEM_TNT = 5;
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const Uint8 ITEM_COFFEE = 6;
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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_TNT 5
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#define ITEM_COFFEE 6
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// Cantidad de objetos simultaneos
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const Uint8 MAX_ITEMS = 5;
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#define MAX_ITEMS 5
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// Valores para las variables asociadas a los objetos
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const Uint8 REMAINING_EXPLOSIONS = 3;
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const Uint8 REMAINING_EXPLOSIONS_TIMER = 50;
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const Uint16 TIME_STOPPED_TIMER = 300;
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#define REMAINING_EXPLOSIONS 3
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#define REMAINING_EXPLOSIONS_COUNTER 50
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#define TIME_STOPPED_COUNTER 300
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// Estados de entrada
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const Uint8 NO_INPUT = 0;
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const Uint8 INPUT_UP = 1;
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const Uint8 INPUT_DOWN = 2;
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const Uint8 INPUT_LEFT = 3;
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const Uint8 INPUT_RIGHT = 4;
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const Uint8 INPUT_ACCEPT = 5;
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const Uint8 INPUT_CANCEL = 6;
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const Uint8 INPUT_FIRE_UP = 7;
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const Uint8 INPUT_FIRE_LEFT = 8;
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const Uint8 INPUT_FIRE_RIGHT = 9;
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const Uint8 INPUT_PAUSE = 10;
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#define NO_INPUT 0
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#define INPUT_UP 1
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#define INPUT_DOWN 2
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#define INPUT_LEFT 3
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#define INPUT_RIGHT 4
|
||||
#define INPUT_ACCEPT 5
|
||||
#define INPUT_CANCEL 6
|
||||
#define INPUT_FIRE_UP 7
|
||||
#define INPUT_FIRE_LEFT 8
|
||||
#define INPUT_FIRE_RIGHT 9
|
||||
#define INPUT_PAUSE 10
|
||||
|
||||
// Zona muerta del mando analógico
|
||||
const int JOYSTICK_DEAD_ZONE = 8000;
|
||||
#define JOYSTICK_DEAD_ZONE 8000
|
||||
|
||||
// Tipos de mensajes para el retorno de las funciones
|
||||
const Uint8 MSG_OK = 0;
|
||||
const Uint8 MSG_BULLET_OUT = 1;
|
||||
#define MSG_OK 0
|
||||
#define MSG_BULLET_OUT 1
|
||||
|
||||
// Tipos de texto
|
||||
const Uint8 TEXT_FIXED = 0;
|
||||
const Uint8 TEXT_VARIABLE = 1;
|
||||
#define TEXT_FIXED 0
|
||||
#define TEXT_VARIABLE 1
|
||||
|
||||
// Cantidad de elementos del vector de SmartSprites
|
||||
const Uint8 MAX_SMART_SPRITES = 10;
|
||||
#define MAX_SMART_SPRITES 10
|
||||
|
||||
// Cantidad máxima de gotas de café
|
||||
#define MAX_COFFEE_DROPS 100
|
||||
|
||||
// Contadores
|
||||
const Uint16 TITLE_TIMER = 800;
|
||||
const Uint8 STAGE_COUNTER = 200;
|
||||
const Uint16 INSTRUCTIONS_COUNTER = 600;
|
||||
const Uint16 DEATH_COUNTER = 350;
|
||||
#define TITLE_COUNTER 800
|
||||
#define STAGE_COUNTER 200
|
||||
#define INSTRUCTIONS_COUNTER 600
|
||||
#define DEATH_COUNTER 350
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user