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