fix: no aparecían nunca diskitos
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@@ -802,10 +802,10 @@ void Game::initEnemyFormations()
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}
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}
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const Uint16 creationTime = 300;
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const int creationTime = 300;
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int incX = 0;
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Uint8 incTime = 0;
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Uint8 j = 0;
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int incTime = 0;
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int j = 0;
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// #00 - Dos enemigos BALLOON4 uno a cada extremo
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j = 0;
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@@ -1094,7 +1094,7 @@ void Game::initEnemyFormations()
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incTime = 0;
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for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
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{
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Uint8 half = enemyFormation[j].numberOfEnemies / 2;
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const int half = enemyFormation[j].numberOfEnemies / 2;
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if (i < half)
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{
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enemyFormation[j].init[i].x = x4_0 + (i * incX);
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@@ -1117,7 +1117,7 @@ void Game::initEnemyFormations()
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incTime = 3;
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for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
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{
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Uint8 half = enemyFormation[j].numberOfEnemies / 2;
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const int half = enemyFormation[j].numberOfEnemies / 2;
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if (i < half)
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{
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enemyFormation[j].init[i].x = x2_0 + (i * incX);
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@@ -1141,7 +1141,7 @@ void Game::initEnemyFormations()
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incTime = 10;
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for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
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{
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Uint8 half = enemyFormation[j].numberOfEnemies / 2;
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const int half = enemyFormation[j].numberOfEnemies / 2;
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if (i < half)
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{
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enemyFormation[j].init[i].x = x3_0 + (i * incX);
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@@ -1165,7 +1165,7 @@ void Game::initEnemyFormations()
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incTime = 10;
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for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
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{
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Uint8 half = enemyFormation[j].numberOfEnemies / 2;
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const int half = enemyFormation[j].numberOfEnemies / 2;
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if (i < half)
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{
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enemyFormation[j].init[i].x = x3_0 + (i * incX);
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@@ -1189,7 +1189,7 @@ void Game::initEnemyFormations()
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incTime = 5;
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for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
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{
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Uint8 half = enemyFormation[j].numberOfEnemies / 2;
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const int half = enemyFormation[j].numberOfEnemies / 2;
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if (i < half)
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{
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enemyFormation[j].init[i].x = x1_50;
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@@ -1213,7 +1213,7 @@ void Game::initEnemyFormations()
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incTime = 5;
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for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
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{
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Uint8 half = enemyFormation[j].numberOfEnemies / 2;
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const int half = enemyFormation[j].numberOfEnemies / 2;
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if (i < half)
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{
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enemyFormation[j].init[i].x = x1_50 + 20;
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@@ -1502,7 +1502,7 @@ void Game::deployEnemyFormation()
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powerBallCounter > 0 ? powerBallCounter-- : powerBallCounter = 0;
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// Elige una formación enemiga la azar
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Uint8 set = (rand() % 10);
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int set = rand() % 10;
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// Evita repetir la ultima formación enemiga desplegada
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if (set == lastEnemyDeploy)
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@@ -1510,7 +1510,7 @@ void Game::deployEnemyFormation()
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lastEnemyDeploy = set;
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const Uint8 numEnemies = stage[currentStage].enemyPool->set[set]->numberOfEnemies;
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const int numEnemies = stage[currentStage].enemyPool->set[set]->numberOfEnemies;
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for (int i = 0; i < numEnemies; ++i)
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{
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createBalloon(stage[currentStage].enemyPool->set[set]->init[i].x,
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@@ -1527,7 +1527,7 @@ void Game::deployEnemyFormation()
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}
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// Aumenta el poder de la fase
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void Game::increaseStageCurrentPower(Uint8 power)
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void Game::increaseStageCurrentPower(int power)
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{
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stage[currentStage].currentPower += power;
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}
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@@ -1666,7 +1666,7 @@ void Game::updateDeath()
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if ((deathCounter == 250) || (deathCounter == 200) || (deathCounter == 180) || (deathCounter == 120) || (deathCounter == 60))
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{
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// Hace sonar aleatoriamente uno de los 4 sonidos de burbujas
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const Uint8 index = rand() % 4;
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const int index = rand() % 4;
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JA_Sound_t *sound[4] = {bubble1Sound, bubble2Sound, bubble3Sound, bubble4Sound};
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JA_PlaySound(sound[index], 0);
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}
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@@ -1704,12 +1704,12 @@ void Game::renderBalloons()
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}
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// Crea un globo nuevo en el vector de globos
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Uint8 Game::createBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 creationtimer)
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int Game::createBalloon(float x, int y, int kind, float velx, float speed, int creationtimer)
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{
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const int index = (kind - 1) % 4;
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Balloon *b = new Balloon(x, y, kind, velx, speed, creationtimer, balloonTextures[index], balloonAnimations[index], renderer);
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balloons.push_back(b);
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return (Uint8)(balloons.size() - 1);
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return (int)(balloons.size() - 1);
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}
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// Crea una PowerBall
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@@ -1848,7 +1848,7 @@ void Game::popBalloon(Balloon *balloon)
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increaseStageCurrentPower(1);
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balloonsPopped++;
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const Uint8 kind = balloon->getKind();
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const int kind = balloon->getKind();
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switch (kind)
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{
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// Si es del tipo más pequeño, simplemente elimina el globo
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@@ -1904,7 +1904,7 @@ void Game::popBalloon(Balloon *balloon)
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void Game::destroyBalloon(Balloon *balloon)
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{
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int score = 0;
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Uint8 power = 0;
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int power = 0;
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// Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos
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switch (balloon->getSize())
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@@ -1985,7 +1985,7 @@ void Game::destroyAllBalloons()
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}
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// Detiene todos los globos
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void Game::stopAllBalloons(Uint16 time)
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void Game::stopAllBalloons(int time)
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{
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for (auto balloon : balloons)
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{
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@@ -2011,9 +2011,9 @@ void Game::startAllBalloons()
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}
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// Obtiene el número de globos activos
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Uint8 Game::countBalloons()
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int Game::countBalloons()
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{
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Uint8 num = 0;
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int num = 0;
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for (auto balloon : balloons)
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{
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@@ -2158,7 +2158,7 @@ void Game::checkBulletBalloonCollision()
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bullet->disable();
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// Suelta el item en caso de que salga uno
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const Uint8 droppeditem = dropItem();
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const int droppeditem = dropItem();
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// if ((droppeditem != NO_KIND) && !(demo.enabled) && !(demo.recording))
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if ((droppeditem != NO_KIND) && !(demo.recording))
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{
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@@ -2209,7 +2209,7 @@ void Game::renderBullets()
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}
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// Crea un objeto bala
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void Game::createBullet(int x, int y, Uint8 kind, bool poweredUp, int owner)
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void Game::createBullet(int x, int y, int kind, bool poweredUp, int owner)
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{
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Bullet *b = new Bullet(x, y, kind, poweredUp, owner, bulletTexture, renderer);
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bullets.push_back(b);
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@@ -2258,10 +2258,10 @@ void Game::renderItems()
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}
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// Devuelve un item al azar y luego segun sus probabilidades
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Uint8 Game::dropItem()
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int Game::dropItem()
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{
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const Uint8 luckyNumber = rand() % 100;
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const Uint8 item = rand() % 6;
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const int luckyNumber = rand() % 100;
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const int item = rand() % 6;
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switch (item)
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{
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@@ -2334,9 +2334,9 @@ Uint8 Game::dropItem()
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}
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// Crea un objeto item
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void Game::createItem(Uint8 kind, float x, float y)
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void Game::createItem(int kind, float x, float y)
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{
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Item *item = new Item(kind, x, y, itemTextures[kind], itemAnimations[kind], renderer);
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Item *item = new Item(kind, x, y, itemTextures[kind - 1], itemAnimations[kind - 1], renderer);
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items.push_back(item);
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}
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@@ -2481,7 +2481,7 @@ void Game::evaluateAndSetMenace()
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}
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// Obtiene el valor de la variable
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Uint8 Game::getMenace()
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int Game::getMenace()
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{
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return menaceCurrent;
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}
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@@ -2499,13 +2499,13 @@ bool Game::isTimeStopped()
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}
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// Establece el valor de la variable
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void Game::setTimeStoppedCounter(Uint16 value)
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void Game::setTimeStoppedCounter(int value)
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{
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timeStoppedCounter = value;
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}
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// Incrementa el valor de la variable
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void Game::incTimeStoppedCounter(Uint16 value)
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void Game::incTimeStoppedCounter(int value)
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{
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timeStoppedCounter += value;
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}
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@@ -2749,7 +2749,7 @@ void Game::updateMenace()
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}
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const float percent = stage[currentStage].currentPower / stage[currentStage].powerToComplete;
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const Uint8 difference = stage[currentStage].maxMenace - stage[currentStage].minMenace;
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const int difference = stage[currentStage].maxMenace - stage[currentStage].minMenace;
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// Aumenta el nivel de amenaza en función de la puntuación
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menaceThreshold = stage[currentStage].minMenace + (difference * percent);
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