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| a7d7cdd047 |
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@@ -9,7 +9,7 @@
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// Textos
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#define WINDOW_CAPTION "Coffee Crisis"
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#define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.1)"
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#define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.2)"
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// Recursos
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#define BINFILE_SCORE 0
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@@ -1412,7 +1412,7 @@ void Game::initGameStages()
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mStage[2].currentPower = 0;
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mStage[2].powerToComplete = 600;
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mStage[2].minMenace = 7 + (4 * 3);
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mStage[2].maxMenace = 7 + (4 * 6);
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mStage[2].maxMenace = 7 + (4 * 5);
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mStage[2].enemyPool = &mEnemyPool[2];
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// STAGE 4
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@@ -1420,7 +1420,7 @@ void Game::initGameStages()
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mStage[3].currentPower = 0;
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mStage[3].powerToComplete = 600;
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mStage[3].minMenace = 7 + (4 * 3);
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mStage[3].maxMenace = 7 + (4 * 7);
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mStage[3].maxMenace = 7 + (4 * 5);
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mStage[3].enemyPool = &mEnemyPool[3];
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// STAGE 5
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@@ -1428,47 +1428,47 @@ void Game::initGameStages()
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mStage[4].currentPower = 0;
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mStage[4].powerToComplete = 600;
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mStage[4].minMenace = 7 + (4 * 4);
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mStage[4].maxMenace = 7 + (4 * 8);
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mStage[4].maxMenace = 7 + (4 * 6);
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mStage[4].enemyPool = &mEnemyPool[4];
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// STAGE 6
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mStage[5].number = 6;
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mStage[5].currentPower = 0;
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mStage[5].powerToComplete = 600;
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mStage[5].minMenace = 7 + (4 * 5);
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mStage[5].maxMenace = 7 + (4 * 10);
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mStage[5].minMenace = 7 + (4 * 4);
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mStage[5].maxMenace = 7 + (4 * 6);
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mStage[5].enemyPool = &mEnemyPool[5];
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// STAGE 7
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mStage[6].number = 7;
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mStage[6].currentPower = 0;
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mStage[6].powerToComplete = 650;
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mStage[6].minMenace = 7 + (4 * 6);
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mStage[6].maxMenace = 7 + (4 * 11);
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mStage[6].minMenace = 7 + (4 * 5);
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mStage[6].maxMenace = 7 + (4 * 7);
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mStage[6].enemyPool = &mEnemyPool[6];
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// STAGE 8
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mStage[7].number = 8;
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mStage[7].currentPower = 0;
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mStage[7].powerToComplete = 750;
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mStage[7].minMenace = 7 + (4 * 7);
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mStage[7].maxMenace = 7 + (4 * 12);
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mStage[7].minMenace = 7 + (4 * 5);
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mStage[7].maxMenace = 7 + (4 * 7);
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mStage[7].enemyPool = &mEnemyPool[7];
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// STAGE 9
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mStage[8].number = 9;
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mStage[8].currentPower = 0;
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mStage[8].powerToComplete = 850;
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mStage[8].minMenace = 7 + (4 * 8);
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mStage[8].maxMenace = 7 + (4 * 13);
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mStage[8].minMenace = 7 + (4 * 6);
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mStage[8].maxMenace = 7 + (4 * 8);
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mStage[8].enemyPool = &mEnemyPool[8];
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// STAGE 10
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mStage[9].number = 10;
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mStage[9].currentPower = 0;
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mStage[9].powerToComplete = 950;
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mStage[9].minMenace = 7 + (4 * 9);
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mStage[9].maxMenace = 7 + (4 * 15);
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mStage[9].minMenace = 7 + (4 * 7);
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mStage[9].maxMenace = 7 + (4 * 10);
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mStage[9].enemyPool = &mEnemyPool[9];
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}
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@@ -1515,7 +1515,7 @@ void Game::deployEnemyFormation()
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mStage[mCurrentStage].enemyPool->set[set]->init[i].creationCounter,
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mTextureBalloon);
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mEnemyDeployCounter = 255;
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mEnemyDeployCounter = 300;
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}
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}
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}
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@@ -180,7 +180,7 @@ private:
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SDL_Rect mGradientRect[4]; // Vector con las coordenadas de los 4 gradientes
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Uint16 mBalloonsPopped; // Lleva la cuenta de los globos explotados
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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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int 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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