Cambiados muchos DEFINEs por variables de param
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@@ -1,8 +1,9 @@
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#include "enemy_formations.h"
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// Constructor
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EnemyFormations::EnemyFormations()
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EnemyFormations::EnemyFormations(param_t *param)
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{
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this->param = param;
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initEnemyFormations();
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initEnemyPools();
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initGameStages();
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@@ -16,22 +17,22 @@ EnemyFormations::~EnemyFormations()
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// Inicializa las formaciones enemigas
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void EnemyFormations::initEnemyFormations()
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{
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const int y4 = PLAY_AREA_TOP - BLOCK;
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const int y4 = - BLOCK;
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const int x4_0 = PLAY_AREA_LEFT;
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const int x4_100 = PLAY_AREA_RIGHT - BALLOON_WIDTH_4;
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const int x4_100 = param->game.playArea.rect.w - BALLOON_WIDTH_4;
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const int y3 = PLAY_AREA_TOP - BLOCK;
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const int y3 = - BLOCK;
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const int x3_0 = PLAY_AREA_LEFT;
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const int x3_100 = PLAY_AREA_RIGHT - BALLOON_WIDTH_3;
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const int x3_100 = param->game.playArea.rect.w - BALLOON_WIDTH_3;
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const int y2 = PLAY_AREA_TOP - BLOCK;
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const int y2 = - BLOCK;
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const int x2_0 = PLAY_AREA_LEFT;
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const int x2_100 = PLAY_AREA_RIGHT - BALLOON_WIDTH_2;
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const int x2_100 = param->game.playArea.rect.w - BALLOON_WIDTH_2;
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const int y1 = PLAY_AREA_TOP - BLOCK;
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const int y1 = - BLOCK;
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const int x1_0 = PLAY_AREA_LEFT;
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const int x1_50 = PLAY_AREA_CENTER_X - (BALLOON_WIDTH_1 / 2);
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const int x1_100 = PLAY_AREA_RIGHT - BALLOON_WIDTH_1;
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const int x1_50 = param->game.playArea.centerX - (BALLOON_WIDTH_1 / 2);
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const int x1_100 = param->game.playArea.rect.w - BALLOON_WIDTH_1;
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// Inicializa a cero las variables
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for (int i = 0; i < NUMBER_OF_ENEMY_FORMATIONS; i++)
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@@ -69,11 +70,11 @@ void EnemyFormations::initEnemyFormations()
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// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
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j = 1;
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enemyFormation[j].numberOfEnemies = 2;
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incX = PLAY_AREA_CENTER_X;
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incX = param->game.playArea.centerX;
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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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enemyFormation[j].init[i].x = PLAY_AREA_CENTER_FIRST_QUARTER_X - (BALLOON_WIDTH_4 / 2) + (i * incX);
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enemyFormation[j].init[i].x = param->game.playArea.firstQuarterX - (BALLOON_WIDTH_4 / 2) + (i * incX);
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enemyFormation[j].init[i].y = y4;
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enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
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enemyFormation[j].init[i].kind = BALLOON_4;
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