Continuem estandaritzant noms
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@@ -13,7 +13,7 @@
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#include "background.h" // for Background
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#include "balloon.h" // for Balloon, BALLOON_SPEED_1, BALLOON_...
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#include "bullet.h" // for Bullet, BulletType::LEFT, BulletType::RIGHT
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#include "enemy_formations.h" // for stage_t, EnemyFormations, enemyIni...
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#include "enemy_formations.h" // for Stage, EnemyFormations, enemyIni...
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#include "explosions.h" // for Explosions
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#include "fade.h" // for Fade, FadeType::RANDOM_SQUARE, FADE_VEN...
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#include "global_inputs.h" // for globalInputs::check
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@@ -241,7 +241,7 @@ void Game::init(int playerID)
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// Actualiza el numero de globos explotados según la fase de la demo
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for (int i = 0; i < currentStage; ++i)
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{
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balloonsPopped += enemyFormations->getStage(i).powerToComplete;
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balloonsPopped += enemyFormations->getStage(i).power_to_complete;
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}
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// Activa o no al otro jugador
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@@ -277,7 +277,7 @@ void Game::init(int playerID)
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totalPowerToCompleteGame = 0;
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for (int i = 0; i < 10; ++i)
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{
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totalPowerToCompleteGame += enemyFormations->getStage(i).powerToComplete;
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totalPowerToCompleteGame += enemyFormations->getStage(i).power_to_complete;
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}
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// Modo grabar demo
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@@ -719,16 +719,16 @@ void Game::deployEnemyFormation()
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lastEnemyDeploy = set;
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const stage_t stage = enemyFormations->getStage(currentStage);
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const auto numEnemies = stage.enemyPool->set[set]->numberOfEnemies;
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const Stage stage = enemyFormations->getStage(currentStage);
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const auto numEnemies = stage.enemy_pool->set[set]->number_of_enemies;
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for (int i = 0; i < numEnemies; ++i)
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{
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createBalloon(stage.enemyPool->set[set]->init[i].x,
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stage.enemyPool->set[set]->init[i].y,
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stage.enemyPool->set[set]->init[i].kind,
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stage.enemyPool->set[set]->init[i].velX,
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createBalloon(stage.enemy_pool->set[set]->init[i].x,
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stage.enemy_pool->set[set]->init[i].y,
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stage.enemy_pool->set[set]->init[i].kind,
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stage.enemy_pool->set[set]->init[i].vel_x,
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enemySpeed,
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stage.enemyPool->set[set]->init[i].creationCounter);
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stage.enemy_pool->set[set]->init[i].creation_counter);
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}
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enemyDeployCounter = 300;
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@@ -810,7 +810,7 @@ void Game::renderPlayers()
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// Comprueba si hay cambio de fase y actualiza las variables
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void Game::updateStage()
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{
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if (currentPower >= enemyFormations->getStage(currentStage).powerToComplete)
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if (currentPower >= enemyFormations->getStage(currentStage).power_to_complete)
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{
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// Cambio de fase
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currentStage++;
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@@ -1014,7 +1014,7 @@ void Game::decBalloonSpeed()
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// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
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void Game::updateBalloonSpeed()
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{
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const float percent = (float)currentPower / (float)enemyFormations->getStage(currentStage).powerToComplete;
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const float percent = (float)currentPower / (float)enemyFormations->getStage(currentStage).power_to_complete;
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if (enemySpeed == BALLOON_SPEED_1)
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{
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if (percent > 0.2f)
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@@ -1930,11 +1930,11 @@ void Game::updateMenace()
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}
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const auto stage = enemyFormations->getStage(currentStage);
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const float percent = currentPower / stage.powerToComplete;
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const int difference = stage.maxMenace - stage.minMenace;
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const float percent = currentPower / stage.power_to_complete;
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const int difference = stage.max_menace - stage.min_menace;
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// Aumenta el nivel de amenaza en función de la puntuación
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menaceThreshold = stage.minMenace + (difference * percent);
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menaceThreshold = stage.min_menace + (difference * percent);
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// Si el nivel de amenza es inferior al umbral
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if (menaceCurrent < menaceThreshold)
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@@ -2538,15 +2538,15 @@ void Game::checkEvents()
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{
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const auto set = 0;
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const auto stage = enemyFormations->getStage(0);
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const auto numEnemies = stage.enemyPool->set[set]->numberOfEnemies;
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const auto numEnemies = stage.enemy_pool->set[set]->number_of_enemies;
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for (int i = 0; i < numEnemies; ++i)
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{
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createBalloon(stage.enemyPool->set[set]->init[i].x,
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stage.enemyPool->set[set]->init[i].y,
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stage.enemyPool->set[set]->init[i].kind,
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stage.enemyPool->set[set]->init[i].velX,
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createBalloon(stage.enemy_pool->set[set]->init[i].x,
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stage.enemy_pool->set[set]->init[i].y,
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stage.enemy_pool->set[set]->init[i].kind,
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stage.enemy_pool->set[set]->init[i].vel_x,
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enemySpeed,
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stage.enemyPool->set[set]->init[i].creationCounter);
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stage.enemy_pool->set[set]->init[i].creation_counter);
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}
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}
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break;
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@@ -2650,7 +2650,7 @@ void Game::updateScoreboard()
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// Resto de marcador
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scoreboard->setStage(enemyFormations->getStage(currentStage).number);
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scoreboard->setPower((float)currentPower / (float)enemyFormations->getStage(currentStage).powerToComplete);
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scoreboard->setPower((float)currentPower / (float)enemyFormations->getStage(currentStage).power_to_complete);
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scoreboard->setHiScore(hiScore.score);
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scoreboard->setHiScoreName(hiScore.name);
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