Continuem treballant en els credits
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@@ -119,9 +119,10 @@ void BalloonManager::deployBalloonFormation(int stage)
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}
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}
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void BalloonManager::deployBalloonFormation(int pool, int set_number)
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// Crea una formación de enemigos específica
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void BalloonManager::deploySet(int set_number)
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{
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const auto set = balloon_formations_->getSet(pool, set_number);
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const auto set = balloon_formations_->getSet(set_number);
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const auto numEnemies = set.number_of_balloons;
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for (int i = 0; i < numEnemies; ++i)
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{
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@@ -130,6 +131,18 @@ void BalloonManager::deployBalloonFormation(int pool, int set_number)
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}
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}
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// Crea una formación de enemigos específica
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void BalloonManager::deploySet(int set_number, int y)
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{
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const auto set = balloon_formations_->getSet(set_number);
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const auto numEnemies = set.number_of_balloons;
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for (int i = 0; i < numEnemies; ++i)
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{
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auto p = set.init[i];
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createBalloon(p.x, y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
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}
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}
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// Vacia del vector de globos los globos que ya no sirven
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void BalloonManager::freeBalloons()
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{
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@@ -350,7 +363,7 @@ void BalloonManager::reLoad()
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// Crea dos globos gordos
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void BalloonManager::createTwoBigBalloons()
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{
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deployBalloonFormation(0, 1);
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deploySet(1);
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}
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// Obtiene el nivel de ameza actual generado por los globos
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