canvia de pc

This commit is contained in:
2025-07-20 23:13:42 +02:00
parent 228968c728
commit 9550e5e0b1
3 changed files with 94 additions and 91 deletions

View File

@@ -20,15 +20,15 @@ formation: 2
# Cuatro enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 290
X2_0 + (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 280
X2_0 + (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 270
X2_0 + BALLOON_SIZE_1 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 280
X2_0 + BALLOON_SIZE_1 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 270
formation: 3
# Cuatro enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 290
X2_100 - (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 280
X2_100 - (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 270
X2_100 - BALLOON_SIZE_1 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 280
X2_100 - BALLOON_SIZE_1 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 270
formation: 4
# Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
@@ -46,61 +46,61 @@ formation: 6
# Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + BALLOON_SIZE_2 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
formation: 7
# Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - BALLOON_SIZE_2 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
formation: 8
# Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
X1_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300
X1_0 + BALLOON_SIZE_0 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 290
X1_0 + (BALLOON_SIZE_0 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280
X1_0 + (BALLOON_SIZE_0 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270
X1_0 + (BALLOON_SIZE_0 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260
X1_0 + (BALLOON_SIZE_0 + 1) * 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250
X1_0 + BALLOON_SIZE_0 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280
X1_0 + BALLOON_SIZE_0 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270
X1_0 + BALLOON_SIZE_0 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260
X1_0 + BALLOON_SIZE_0 * 5 + 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250
formation: 9
# Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
X1_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300
X1_100 - BALLOON_SIZE_0 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 290
X1_100 - (BALLOON_SIZE_0 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280
X1_100 - (BALLOON_SIZE_0 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270
X1_100 - (BALLOON_SIZE_0 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260
X1_100 - (BALLOON_SIZE_0 + 1) * 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250
X1_100 - BALLOON_SIZE_0 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280
X1_100 - BALLOON_SIZE_0 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270
X1_100 - BALLOON_SIZE_0 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260
X1_100 - BALLOON_SIZE_0 * 5 - 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250
formation: 10
# Tres enemigos BALLOON4 seguidos desde la izquierda. Hacia la derecha
X4_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300
X4_0 + BALLOON_SIZE_3 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 285
X4_0 + (BALLOON_SIZE_3 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 270
X4_0 + BALLOON_SIZE_3 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 270
formation: 11
# Tres enemigos BALLOON4 seguidos desde la derecha. Hacia la izquierda
X4_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300
X4_100 - BALLOON_SIZE_3 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 285
X4_100 - (BALLOON_SIZE_3 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 270
X4_100 - BALLOON_SIZE_3 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 270
formation: 12
# Seis enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 290
X2_0 + (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 280
X2_0 + (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 270
X2_0 + (BALLOON_SIZE_1 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 260
X2_0 + (BALLOON_SIZE_1 + 1) * 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 250
X2_0 + BALLOON_SIZE_1 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 280
X2_0 + BALLOON_SIZE_1 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 270
X2_0 + BALLOON_SIZE_1 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 260
X2_0 + BALLOON_SIZE_1 * 5 + 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 250
formation: 13
# Seis enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 290
X2_100 - (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 280
X2_100 - (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 270
X2_100 - (BALLOON_SIZE_1 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 260
X2_100 - (BALLOON_SIZE_1 + 1) * 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 250
X2_100 - BALLOON_SIZE_1 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 280
X2_100 - BALLOON_SIZE_1 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 270
X2_100 - BALLOON_SIZE_1 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 260
X2_100 - BALLOON_SIZE_1 * 5 - 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 250
formation: 14
# Cinco enemigos BALLOON3. Hacia la derecha. Separados
@@ -122,47 +122,47 @@ formation: 16
# Cinco enemigos BALLOON3. Hacia la derecha. Juntos
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + (BALLOON_SIZE_2 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270
X3_0 + (BALLOON_SIZE_2 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260
X3_0 + BALLOON_SIZE_2 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + BALLOON_SIZE_2 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270
X3_0 + BALLOON_SIZE_2 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260
formation: 17
# Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - (BALLOON_SIZE_2 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270
X3_100 - (BALLOON_SIZE_2 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260
X3_100 - BALLOON_SIZE_2 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - BALLOON_SIZE_2 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270
X3_100 - BALLOON_SIZE_2 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260
formation: 18
# Doce enemigos BALLOON1. Hacia la derecha. Juntos
X1_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300
X1_0 + BALLOON_SIZE_0 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 290
X1_0 + (BALLOON_SIZE_0 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280
X1_0 + (BALLOON_SIZE_0 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270
X1_0 + (BALLOON_SIZE_0 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260
X1_0 + (BALLOON_SIZE_0 + 1) * 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250
X1_0 + (BALLOON_SIZE_0 + 1) * 6, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 240
X1_0 + (BALLOON_SIZE_0 + 1) * 7, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 230
X1_0 + (BALLOON_SIZE_0 + 1) * 8, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 220
X1_0 + (BALLOON_SIZE_0 + 1) * 9, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 210
X1_0 + (BALLOON_SIZE_0 + 1) * 10, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 200
X1_0 + (BALLOON_SIZE_0 + 1) * 11, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 190
X1_0 + BALLOON_SIZE_0 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280
X1_0 + BALLOON_SIZE_0 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270
X1_0 + BALLOON_SIZE_0 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260
X1_0 + BALLOON_SIZE_0 * 5 + 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250
X1_0 + BALLOON_SIZE_0 * 6 + 6, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 240
X1_0 + BALLOON_SIZE_0 * 7 + 7, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 230
X1_0 + BALLOON_SIZE_0 * 8 + 8, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 220
X1_0 + BALLOON_SIZE_0 * 9 + 9, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 210
X1_0 + BALLOON_SIZE_0 * 10 + 10, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 200
X1_0 + BALLOON_SIZE_0 * 11 + 11, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 190
formation: 19
# Doce enemigos BALLOON1. Hacia la izquierda. Juntos
X1_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300
X1_100 - BALLOON_SIZE_0 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 290
X1_100 - (BALLOON_SIZE_0 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280
X1_100 - (BALLOON_SIZE_0 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270
X1_100 - (BALLOON_SIZE_0 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260
X1_100 - (BALLOON_SIZE_0 + 1) * 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250
X1_100 - (BALLOON_SIZE_0 + 1) * 6, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 240
X1_100 - (BALLOON_SIZE_0 + 1) * 7, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 230
X1_100 - (BALLOON_SIZE_0 + 1) * 8, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 220
X1_100 - (BALLOON_SIZE_0 + 1) * 9, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 210
X1_100 - (BALLOON_SIZE_0 + 1) * 10, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 200
X1_100 - (BALLOON_SIZE_0 + 1) * 11, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 190
X1_100 - BALLOON_SIZE_0 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280
X1_100 - BALLOON_SIZE_0 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270
X1_100 - BALLOON_SIZE_0 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260
X1_100 - BALLOON_SIZE_0 * 5 - 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250
X1_100 - BALLOON_SIZE_0 * 6 - 6, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 240
X1_100 - BALLOON_SIZE_0 * 7 - 7, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 230
X1_100 - BALLOON_SIZE_0 * 8 - 8, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 220
X1_100 - BALLOON_SIZE_0 * 9 - 9, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 210
X1_100 - BALLOON_SIZE_0 * 10 - 10, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 200
X1_100 - BALLOON_SIZE_0 * 11 - 11, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 190
formation: 20
# Cuatro enemigos BALLOON4 seguidos desde la izquierda/derecha. Simétricos
@@ -175,14 +175,14 @@ formation: 21
# Diez enemigos BALLOON2 uno detrás del otro. Izquierda/derecha. Simétricos
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 297
X2_0 + (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 294
X2_0 + (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 291
X2_0 + (BALLOON_SIZE_1 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 288
X2_0 + BALLOON_SIZE_1 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 294
X2_0 + BALLOON_SIZE_1 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 291
X2_0 + BALLOON_SIZE_1 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 288
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 297
X2_100 - (BALLOON_SIZE_1 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 294
X2_100 - (BALLOON_SIZE_1 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 291
X2_100 - (BALLOON_SIZE_1 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 288
X2_100 - BALLOON_SIZE_1 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 294
X2_100 - BALLOON_SIZE_1 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 291
X2_100 - BALLOON_SIZE_1 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 288
formation: 22
# Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simétricos
@@ -201,14 +201,14 @@ formation: 23
# Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simétricos
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290
X3_0 + (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + (BALLOON_SIZE_2 + 1) * 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270
X3_0 + (BALLOON_SIZE_2 + 1) * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260
X3_0 + BALLOON_SIZE_2 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280
X3_0 + BALLOON_SIZE_2 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270
X3_0 + BALLOON_SIZE_2 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290
X3_100 - (BALLOON_SIZE_2 + 1) * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - (BALLOON_SIZE_2 + 1) * 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270
X3_100 - (BALLOON_SIZE_2 + 1) * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260
X3_100 - BALLOON_SIZE_2 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280
X3_100 - BALLOON_SIZE_2 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270
X3_100 - BALLOON_SIZE_2 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260
formation: 24
# Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simétricos

View File

@@ -11,7 +11,7 @@
void BalloonFormations::initBalloonFormations() {
// Calcular posiciones base
constexpr int Y_BASE = -BLOCK;
const int Y_BASE = param.game.play_area.rect.h - BALLOON_SPAWN_HEIGHT;
const int X4_0 = param.game.play_area.rect.x;
const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE[3];
@@ -28,7 +28,7 @@ void BalloonFormations::initBalloonFormations() {
const int QUARTER3_X4 = param.game.play_area.third_quarter_x - (BALLOON_SIZE[3] / 2);
// Mapa de variables para reemplazar en el archivo
std::map<std::string, int> variables = {
std::map<std::string, float> variables = {
{"X1_0", X1_0},
{"X1_50", X1_50},
{"X1_100", X1_100},
@@ -56,7 +56,7 @@ void BalloonFormations::initBalloonFormations() {
}
}
auto BalloonFormations::loadFormationsFromFile(const std::string& filename, const std::map<std::string, int>& variables) -> bool {
auto BalloonFormations::loadFormationsFromFile(const std::string& filename, const std::map<std::string, float>& variables) -> bool {
std::ifstream file(filename);
if (!file.is_open()) {
return false;
@@ -112,7 +112,7 @@ auto BalloonFormations::loadFormationsFromFile(const std::string& filename, cons
return true;
}
auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map<std::string, int>& variables) -> std::optional<BalloonFormationParams> {
auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map<std::string, float>& variables) -> std::optional<BalloonFormationParams> {
std::istringstream iss(line);
std::string token;
std::vector<std::string> tokens;
@@ -127,9 +127,9 @@ auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map
}
try {
int x = evaluateExpression(tokens[0], variables);
int y = evaluateExpression(tokens[1], variables);
int vel_x = evaluateExpression(tokens[2], variables);
float x = evaluateExpression(tokens[0], variables);
float y = evaluateExpression(tokens[1], variables);
float vel_x = evaluateExpression(tokens[2], variables);
BalloonType type = (tokens[3] == "BALLOON") ? BalloonType::BALLOON : BalloonType::FLOATER;
@@ -154,7 +154,7 @@ auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map
}
}
auto BalloonFormations::evaluateExpression(const std::string& expr, const std::map<std::string, int>& variables) -> int {
auto BalloonFormations::evaluateExpression(const std::string& expr, const std::map<std::string, float>& variables) -> float {
std::string trimmed_expr = trim(expr);
// Si es un número directo
@@ -171,7 +171,7 @@ auto BalloonFormations::evaluateExpression(const std::string& expr, const std::m
return evaluateSimpleExpression(trimmed_expr, variables);
}
auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const std::map<std::string, int>& variables) -> int {
auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const std::map<std::string, float>& variables) -> float {
// Buscar operadores (+, -, *, /)
for (size_t i = 1; i < expr.length(); ++i) {
char op = expr[i];
@@ -241,7 +241,7 @@ void BalloonFormations::loadDefaultFormations() {
// Código de fallback con algunas formaciones básicas hardcodeadas
// para que el juego funcione aunque falle la carga del archivo
const int Y_BASE = -BLOCK;
const int Y_BASE = param.game.play_area.rect.h - BALLOON_SPAWN_HEIGHT;
const int X4_0 = param.game.play_area.rect.x;
const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE[3];
constexpr int CREATION_TIME = 300;
@@ -260,16 +260,16 @@ void BalloonFormations::initBalloonFormationPools() {
// Set #0
balloon_formation_pool_.at(0) = {
&balloon_formation_.at(0),
&balloon_formation_.at(1),
&balloon_formation_.at(2),
&balloon_formation_.at(3),
&balloon_formation_.at(4),
&balloon_formation_.at(5),
&balloon_formation_.at(6),
&balloon_formation_.at(7),
&balloon_formation_.at(8),
&balloon_formation_.at(9)};
&balloon_formation_.at(2),
&balloon_formation_.at(2),
&balloon_formation_.at(2),
&balloon_formation_.at(2),
&balloon_formation_.at(2),
&balloon_formation_.at(2),
&balloon_formation_.at(2),
&balloon_formation_.at(2),
&balloon_formation_.at(2)};
// Set #1
balloon_formation_pool_.at(1) = {

View File

@@ -61,19 +61,22 @@ class BalloonFormations {
[[nodiscard]] auto getSet(int set) const -> const BalloonFormationUnit& { return balloon_formation_.at(set); }
private:
// --- Constantes ---
static constexpr int BALLOON_SPAWN_HEIGHT = 208; // Altura desde el suelo en la que aparecen los globos
// --- Datos ---
std::vector<BalloonFormationUnit> balloon_formation_; // Vector con todas las formaciones enemigas
std::vector<BalloonFormationPool> balloon_formation_pool_; // Conjuntos de formaciones enemigas
// --- Métodos internos de inicialización ---
void initBalloonFormations(); // Inicializa la lista principal de formaciones de globos disponibles
void initBalloonFormationPools(); // Prepara las estructuras de agrupamiento o reutilización de formaciones (pools)
auto loadFormationsFromFile(const std::string& filename, const std::map<std::string, int>& variables) -> bool; // Carga las formaciones desde un archivo, evaluando variables dinámicas
auto parseBalloonLine(const std::string& line, const std::map<std::string, int>& variables) -> std::optional<BalloonFormationParams>; // Parsea una línea individual del archivo y genera parámetros de formación
auto evaluateExpression(const std::string& expr, const std::map<std::string, int>& variables) -> int; // Evalúa expresiones matemáticas con variables definidas (complejas)
auto evaluateSimpleExpression(const std::string& expr, const std::map<std::string, int>& variables) -> int; // Evalúa expresiones más sencillas (sin paréntesis o operadores avanzados)
static auto trim(const std::string& str) -> std::string; // Elimina espacios en blanco al inicio y fin de una cadena
void createFloaterVariants(); // Genera variantes de globos flotantes según configuración o aleatoriedad
void addTestFormation(); // Añade una formación de prueba para debug o validación en tiempo de desarrollo
void loadDefaultFormations(); // Carga las formaciones por defecto incluidas en el juego si no hay archivo externo
void initBalloonFormations(); // Inicializa la lista principal de formaciones de globos disponibles
void initBalloonFormationPools(); // Prepara las estructuras de agrupamiento o reutilización de formaciones (pools)
auto loadFormationsFromFile(const std::string& filename, const std::map<std::string, float>& variables) -> bool; // Carga las formaciones desde un archivo, evaluando variables dinámicas
auto parseBalloonLine(const std::string& line, const std::map<std::string, float>& variables) -> std::optional<BalloonFormationParams>; // Parsea una línea individual del archivo y genera parámetros de formación
auto evaluateExpression(const std::string& expr, const std::map<std::string, float>& variables) -> float; // Evalúa expresiones matemáticas con variables definidas (complejas)
auto evaluateSimpleExpression(const std::string& expr, const std::map<std::string, float>& variables) -> float; // Evalúa expresiones más sencillas (sin paréntesis o operadores avanzados)
static auto trim(const std::string& str) -> std::string; // Elimina espacios en blanco al inicio y fin de una cadena
void createFloaterVariants(); // Genera variantes de globos flotantes según configuración o aleatoriedad
void addTestFormation(); // Añade una formación de prueba para debug o validación en tiempo de desarrollo
void loadDefaultFormations(); // Carga las formaciones por defecto incluidas en el juego si no hay archivo externo
};