Estandaritzant noms segons convencions
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@@ -1,7 +1,7 @@
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#include "enemy_formations.h"
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#include "balloon.h" // for BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
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#include "param.h" // for param
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#include "utils.h" // for paramGame_t, param_t, zone_t, BLOCK
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#include "utils.h" // for ParamGame, Param, Zone, BLOCK
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// Constructor
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EnemyFormations::EnemyFormations()
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@@ -15,21 +15,21 @@ EnemyFormations::EnemyFormations()
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void EnemyFormations::initEnemyFormations()
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{
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const int y4 = -BLOCK;
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const int x4_0 = param.game.playArea.rect.x;
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const int x4_100 = param.game.playArea.rect.w - BALLOON_WIDTH_4;
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const int x4_0 = param.game.play_area.rect.x;
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const int x4_100 = param.game.play_area.rect.w - BALLOON_WIDTH_4;
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const int y3 = -BLOCK;
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const int x3_0 = param.game.playArea.rect.x;
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const int x3_100 = param.game.playArea.rect.w - BALLOON_WIDTH_3;
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const int x3_0 = param.game.play_area.rect.x;
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const int x3_100 = param.game.play_area.rect.w - BALLOON_WIDTH_3;
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const int y2 = -BLOCK;
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const int x2_0 = param.game.playArea.rect.x;
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const int x2_100 = param.game.playArea.rect.w - BALLOON_WIDTH_2;
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const int x2_0 = param.game.play_area.rect.x;
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const int x2_100 = param.game.play_area.rect.w - BALLOON_WIDTH_2;
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const int y1 = -BLOCK;
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const int x1_0 = param.game.playArea.rect.x;
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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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const int x1_0 = param.game.play_area.rect.x;
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const int x1_50 = param.game.play_area.centerX - (BALLOON_WIDTH_1 / 2);
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const int x1_100 = param.game.play_area.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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@@ -67,11 +67,11 @@ 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 = param.game.playArea.centerX;
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incX = param.game.play_area.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 = param.game.playArea.firstQuarterX - (BALLOON_WIDTH_4 / 2) + (i * incX);
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enemyFormation[j].init[i].x = param.game.play_area.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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