Estandaritzant noms segons convencions

This commit is contained in:
2024-10-10 20:27:31 +02:00
parent 9e5f41644e
commit d6c3c89872
67 changed files with 1457 additions and 1504 deletions

View File

@@ -1,7 +1,7 @@
#include "enemy_formations.h"
#include "balloon.h" // for BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include "param.h" // for param
#include "utils.h" // for paramGame_t, param_t, zone_t, BLOCK
#include "utils.h" // for ParamGame, Param, Zone, BLOCK
// Constructor
EnemyFormations::EnemyFormations()
@@ -15,21 +15,21 @@ EnemyFormations::EnemyFormations()
void EnemyFormations::initEnemyFormations()
{
const int y4 = -BLOCK;
const int x4_0 = param.game.playArea.rect.x;
const int x4_100 = param.game.playArea.rect.w - BALLOON_WIDTH_4;
const int x4_0 = param.game.play_area.rect.x;
const int x4_100 = param.game.play_area.rect.w - BALLOON_WIDTH_4;
const int y3 = -BLOCK;
const int x3_0 = param.game.playArea.rect.x;
const int x3_100 = param.game.playArea.rect.w - BALLOON_WIDTH_3;
const int x3_0 = param.game.play_area.rect.x;
const int x3_100 = param.game.play_area.rect.w - BALLOON_WIDTH_3;
const int y2 = -BLOCK;
const int x2_0 = param.game.playArea.rect.x;
const int x2_100 = param.game.playArea.rect.w - BALLOON_WIDTH_2;
const int x2_0 = param.game.play_area.rect.x;
const int x2_100 = param.game.play_area.rect.w - BALLOON_WIDTH_2;
const int y1 = -BLOCK;
const int x1_0 = param.game.playArea.rect.x;
const int x1_50 = param.game.playArea.centerX - (BALLOON_WIDTH_1 / 2);
const int x1_100 = param.game.playArea.rect.w - BALLOON_WIDTH_1;
const int x1_0 = param.game.play_area.rect.x;
const int x1_50 = param.game.play_area.centerX - (BALLOON_WIDTH_1 / 2);
const int x1_100 = param.game.play_area.rect.w - BALLOON_WIDTH_1;
// Inicializa a cero las variables
for (int i = 0; i < NUMBER_OF_ENEMY_FORMATIONS; i++)
@@ -67,11 +67,11 @@ void EnemyFormations::initEnemyFormations()
// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
j = 1;
enemyFormation[j].numberOfEnemies = 2;
incX = param.game.playArea.centerX;
incX = param.game.play_area.centerX;
incTime = 0;
for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++)
{
enemyFormation[j].init[i].x = param.game.playArea.firstQuarterX - (BALLOON_WIDTH_4 / 2) + (i * incX);
enemyFormation[j].init[i].x = param.game.play_area.firstQuarterX - (BALLOON_WIDTH_4 / 2) + (i * incX);
enemyFormation[j].init[i].y = y4;
enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemyFormation[j].init[i].kind = BALLOON_4;