diff --git a/media/gfx/balloon.png b/media/gfx/balloon.png index c05e0be..ec7fad8 100644 Binary files a/media/gfx/balloon.png and b/media/gfx/balloon.png differ diff --git a/media/gfx/player1_body.png b/media/gfx/player1_body.png index f3502ab..5774b81 100644 Binary files a/media/gfx/player1_body.png and b/media/gfx/player1_body.png differ diff --git a/media/gfx/player1_head.png b/media/gfx/player1_head.png index fb22f10..93b6502 100644 Binary files a/media/gfx/player1_head.png and b/media/gfx/player1_head.png differ diff --git a/source/const.h b/source/const.h index 10e8cd6..dda1fad 100644 --- a/source/const.h +++ b/source/const.h @@ -9,7 +9,7 @@ // Textos #define WINDOW_CAPTION "Coffee Crisis" -#define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.1)" +#define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.2)" // Recursos #define BINFILE_SCORE 0 diff --git a/source/game.cpp b/source/game.cpp index e35e889..e826e16 100644 --- a/source/game.cpp +++ b/source/game.cpp @@ -1412,7 +1412,7 @@ void Game::initGameStages() mStage[2].currentPower = 0; mStage[2].powerToComplete = 600; mStage[2].minMenace = 7 + (4 * 3); - mStage[2].maxMenace = 7 + (4 * 6); + mStage[2].maxMenace = 7 + (4 * 5); mStage[2].enemyPool = &mEnemyPool[2]; // STAGE 4 @@ -1420,7 +1420,7 @@ void Game::initGameStages() mStage[3].currentPower = 0; mStage[3].powerToComplete = 600; mStage[3].minMenace = 7 + (4 * 3); - mStage[3].maxMenace = 7 + (4 * 7); + mStage[3].maxMenace = 7 + (4 * 5); mStage[3].enemyPool = &mEnemyPool[3]; // STAGE 5 @@ -1428,47 +1428,47 @@ void Game::initGameStages() mStage[4].currentPower = 0; mStage[4].powerToComplete = 600; mStage[4].minMenace = 7 + (4 * 4); - mStage[4].maxMenace = 7 + (4 * 8); + mStage[4].maxMenace = 7 + (4 * 6); mStage[4].enemyPool = &mEnemyPool[4]; // STAGE 6 mStage[5].number = 6; mStage[5].currentPower = 0; mStage[5].powerToComplete = 600; - mStage[5].minMenace = 7 + (4 * 5); - mStage[5].maxMenace = 7 + (4 * 10); + mStage[5].minMenace = 7 + (4 * 4); + mStage[5].maxMenace = 7 + (4 * 6); mStage[5].enemyPool = &mEnemyPool[5]; // STAGE 7 mStage[6].number = 7; mStage[6].currentPower = 0; mStage[6].powerToComplete = 650; - mStage[6].minMenace = 7 + (4 * 6); - mStage[6].maxMenace = 7 + (4 * 11); + mStage[6].minMenace = 7 + (4 * 5); + mStage[6].maxMenace = 7 + (4 * 7); mStage[6].enemyPool = &mEnemyPool[6]; // STAGE 8 mStage[7].number = 8; mStage[7].currentPower = 0; mStage[7].powerToComplete = 750; - mStage[7].minMenace = 7 + (4 * 7); - mStage[7].maxMenace = 7 + (4 * 12); + mStage[7].minMenace = 7 + (4 * 5); + mStage[7].maxMenace = 7 + (4 * 7); mStage[7].enemyPool = &mEnemyPool[7]; // STAGE 9 mStage[8].number = 9; mStage[8].currentPower = 0; mStage[8].powerToComplete = 850; - mStage[8].minMenace = 7 + (4 * 8); - mStage[8].maxMenace = 7 + (4 * 13); + mStage[8].minMenace = 7 + (4 * 6); + mStage[8].maxMenace = 7 + (4 * 8); mStage[8].enemyPool = &mEnemyPool[8]; // STAGE 10 mStage[9].number = 10; mStage[9].currentPower = 0; mStage[9].powerToComplete = 950; - mStage[9].minMenace = 7 + (4 * 9); - mStage[9].maxMenace = 7 + (4 * 15); + mStage[9].minMenace = 7 + (4 * 7); + mStage[9].maxMenace = 7 + (4 * 10); mStage[9].enemyPool = &mEnemyPool[9]; } @@ -1515,7 +1515,7 @@ void Game::deployEnemyFormation() mStage[mCurrentStage].enemyPool->set[set]->init[i].creationCounter, mTextureBalloon); - mEnemyDeployCounter = 255; + mEnemyDeployCounter = 300; } } } diff --git a/source/game.h b/source/game.h index 14aac9d..9e8a16f 100644 --- a/source/game.h +++ b/source/game.h @@ -180,7 +180,7 @@ private: SDL_Rect mGradientRect[4]; // Vector con las coordenadas de los 4 gradientes Uint16 mBalloonsPopped; // Lleva la cuenta de los globos explotados Uint8 mLastEnemyDeploy; // Guarda cual ha sido la última formación desplegada para no repetir; - Uint8 mEnemyDeployCounter; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero + int mEnemyDeployCounter; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero float mEnemySpeed; // Velocidad a la que se mueven los enemigos float mDefaultEnemySpeed; // Velocidad base de los enemigos, sin incrementar effect_t mEffect; // Variable para gestionar los efectos visuales