Compare commits
2 Commits
2026-04-03
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metal-inte
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BasedOnStyle: Google
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BasedOnStyle: Google
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NamespaceIndentation: All
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IndentAccessModifiers: true
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IndentAccessModifiers: false
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ColumnLimit: 0 # Sin límite de longitud de línea
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ColumnLimit: 0 # Sin límite de longitud de línea
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BreakBeforeBraces: Attach # Llaves en la misma línea
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BreakBeforeBraces: Attach # Llaves en la misma línea
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AllowShortIfStatementsOnASingleLine: true
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AllowShortIfStatementsOnASingleLine: true
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1
.clang-format-ignore
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source/external/**
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.clang-format.bak
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BasedOnStyle: Google
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IndentWidth: 4
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IndentAccessModifiers: true
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ColumnLimit: 0 # Sin límite de longitud de línea
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BreakBeforeBraces: Attach # Llaves en la misma línea
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AllowShortIfStatementsOnASingleLine: true
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AllowShortBlocksOnASingleLine: true
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AllowShortFunctionsOnASingleLine: All
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AlignOperands: false
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AlignAfterOpenBracket: DontAlign
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BinPackArguments: false
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BinPackParameters: false
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68
.clang-tidy.bak
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Checks: >
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readability-identifier-naming,
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readability-*,
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modernize-*,
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clang-analyzer-*,
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-readability-identifier-length,
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-readability-magic-numbers
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WarningsAsErrors: '*'
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HeaderFilterRegex: '.*'
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FormatStyle: file
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CheckOptions:
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# Variables locales en snake_case
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- { key: readability-identifier-naming.VariableCase, value: lower_case }
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# Miembros privados en snake_case con sufijo _
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- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
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- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
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# Miembros protegidos en snake_case con sufijo _
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- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
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- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
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# Miembros públicos en snake_case (sin sufijo)
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- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
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# Namespaces en CamelCase
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- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
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# Constantes globales en UPPER_CASE
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- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
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# Variables constexpr globales en UPPER_CASE
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- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
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# Constantes locales en UPPER_CASE
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- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
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# Constantes estáticas dentro de clases en UPPER_CASE (sin sufijo)
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- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
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# Constexpr miembros en UPPER_CASE (sin sufijo)
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- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
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# Constexpr miembros privados/protegidos con sufijo _
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- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
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# Clases, structs y enums en CamelCase
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- { key: readability-identifier-naming.ClassCase, value: CamelCase }
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- { key: readability-identifier-naming.StructCase, value: CamelCase }
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- { key: readability-identifier-naming.EnumCase, value: CamelCase }
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# Valores de enums en UPPER_CASE
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- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
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# Métodos en camelBack (sin sufijos)
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- { key: readability-identifier-naming.MethodCase, value: camelBack }
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- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
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- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
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- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
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# Funciones en camelBack
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- { key: readability-identifier-naming.FunctionCase, value: camelBack }
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# Parámetros en lower_case
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- { key: readability-identifier-naming.ParameterCase, value: lower_case }
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12
.gitignore
vendored
@@ -1,6 +1,4 @@
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.vscode/
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.vscode
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.claude/
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.cache/
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build/
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build/
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data/config/config.txt
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data/config/config.txt
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*.DS_Store
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*.DS_Store
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@@ -18,10 +16,4 @@ coffee_crisis*
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debug.txt
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debug.txt
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cppcheck-result*
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cppcheck-result*
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desktop.ini
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desktop.ini
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dist/
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ccae_release/
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release/windows/coffee.res
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resources.pack
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# Herramienta pack_resources (todas las plataformas)
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tools/pack_resources/pack_resources
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tools/pack_resources/pack_resources.exe
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200
CHANGELOG.md
@@ -1,200 +0,0 @@
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# CHANGELOG
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Historial de canvis i novetats de Coffee Crisis Arcade Edition.
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---
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||||||
## 2026-04-03
|
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||||||
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||||||
- **Nova intro cinematogràfica**: les tarjetes s'llancen des dels costats de la pantalla amb zoom, rotació i rebot, simulant tirar cartes sobre una mesa. Les anteriors ixen despedides girant quan arriba la següent. Sombra amb efecte de perspectiva 2D→3D.
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- **Efectes sonors i visuals en la intro**: shake de pantalla i sons configurables a cada impacte de tarjeta.
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|
||||||
- **Migració a SDL3 GPU API**: postfx i crtpi migrats a SDL3GPU (Vulkan/Metal/D3D12).
|
|
||||||
- **Migració de configuració a YAML**: eliminat el format antic, ara tot en YAML.
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||||||
- **Afegides opcions al Service Menu**.
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|
||||||
- **HUD de FPS retocat**, presets per defecte ajustats, finestra a 2x i shader off per defecte.
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|
||||||
- **Corregit bug d'input**: revertit un canvi que causava bucle infinit en F3 (pantalla completa) i F12 (service menu) en totes les escenes excepte Game.
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|
||||||
- Neteja de codi: eliminades referencies a OpenGL, fitxers GLSL sobrants, normalitzada la carpeta release i el caption de la finestra.
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|
||||||
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|
||||||
---
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|
||||||
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|
||||||
## 2025-10-25
|
|
||||||
|
|
||||||
- **Migració a delta_time pur** en credits, instructions i hiscore_table. Eliminat un bug que feia que els credits no acabaren mai si no passaves a mà.
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||||||
- **Corregida deformació subpixel** de textures en instructions i hiscore_table.
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- **Detecció de fitxers de puntuació corruptes**.
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- **Efecte de pulsos** afegit al scoreboard.
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||||||
- Al posar nom, el carrusel apareix directament en el caràcter d'acabar si ja havies posat nom abans.
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||||||
- Integrat jail_audio en la càrrega de resources.pack.
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|
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- Pasaeta de linter en múltiples fitxers.
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- Nou icon per al joc.
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- Corregida la versió release de macOS per a funcionar correctament amb resources.pack.
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---
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## 2025-08-21
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- **Integració amb resources.pack**: textures, animacions, textos, dades de la demo i jail_audio integrats amb ResourceHelper.
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- Actualitzat Makefile per a Windows, Linux i macOS.
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- Neteja de temporals al acabar.
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---
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|
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## 2025-08-17
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||||||
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||||||
- **Afegit fade RANDOM_SQUARE2** amb timings canviats a mil·lisegons.
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|
||||||
- **Outline parametritzat** per als textos dels items.
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|
||||||
- **Colors de camiseta parametritzats** per defecte i quan pillen café.
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|
||||||
- Creat `defaults.h` amb els valors per defecte de Param.
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|
||||||
- Afegit `param_red.txt` amb guardes en setParams.
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|
||||||
- Fix: items que es quedaven engantxats a la part de dalt.
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||||||
- Fix: en el modo demo, assignava cafés al jugador que no jugava.
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||||||
- Fix: bug en l'estat pre del fade.
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||||||
- Fix: globos apareixien un frame mal situats al crear-se des d'un pare.
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- Afegit suport per a mapejar botons tipus trigger.
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---
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## 2025-08-10
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||||||
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||||||
- **Service Menu complet**: animació d'apertura/tancament, callback per a posar pausa en el joc, refresc visual al canviar mandos.
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- **Mandos en calent**: es poden connectar i desconnectar mandos durant el joc, amb notificació visual.
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- **PauseManager** afegit al joc.
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- **Càrrega de recursos on_demand**.
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- Afegit `shutdown.h` i `system_utils.h`.
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- Fix: el nom apareixia duplicat en la tabla de records.
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- Fix: Game no es desregistrava de ServiceMenu al destruir-se.
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- Precàrrega de textures del jugador amb variants de paleta.
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- Actualitzats frameworks per a macOS.
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---
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## 2025-03-25
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|
||||||
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|
||||||
- **Nova secció Intro** amb escenes seqüencials, animacions de tarjetes i text narratiu.
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|
||||||
- **Shaders respecten l'escalat sencer** i SDL_RenderSetLogicalSize en pantalla completa.
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|
||||||
- **Tecla per canviar l'integer scale** (F-key).
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|
||||||
- Afegit intro03.png i intro04.png.
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|
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- Renomenat InputType a InputActions.
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|
||||||
- Actualitzat gamecontrollerdb.txt amb mappings de la recreativa.
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|
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- Fix: al fer reset des de Game, en Intro no sonava la música.
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- Fix: al acabar la partida i vore els records, torna al títol.
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|
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- Fix: amb l'àudio mutat, el fade per al soroll de boles el tornava a deixar activat.
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---
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## 2025-02-07
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||||||
- **EnterName millorat**: si has omplit tots els slots, apretar una volta mes fixa el nom.
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- **Control de repetició per als eixos del joystick**.
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- **La tabla de puntuació** mostra amb altre color la puntuació acabada d'afegir i les aconseguides amb 1CC.
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- Nova font per a la intro.
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- Afegit efecte d'eixida a les instruccions.
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- Afegit disparador per a l'aparició de l'enemic nou.
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- Duplicada la font 04b_25 per a versió gris i versió negra.
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---
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## 2025-01-05
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- **Optimitzat el circuit de render** en pantalla.
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- **Atenuat de pantalla restaurat**: Fade feia dos SDL_SetRenderDrawBlendMode sense restaurar.
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|
||||||
- Fix: es podia polsar per a jugar mentre feia el fade cap a la demo.
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- Fix: error en la seqüència final de retrocedir en el temps.
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- Calibrats els polsos al gust.
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- Afegida una lluna i un sol al fondo.
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- La powerball ja no es pot destruir fins que no ha fet un rebot.
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- Modificada la cadència de foc sense autofire.
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- Afegit botó per a activar o desactivar el ratolí.
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---
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||||||
## 2024-12-31
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|
||||||
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||||||
- **Enemic nou** complet: gràfics, comportament, àudio i veus.
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||||||
- **Fade out sincronitzat** de vídeo i àudio en el títol i el joc.
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- **Roidets de col·lisió** per als globos en certs moments.
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|
||||||
- La finestra ja es pot fer tan gran com permeta la pantalla (zoom dinàmic).
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|
||||||
- Afegides veus al jugador i efectes de so al rebotar quan mor.
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||||||
- Afegit delay opcional al flash de Screen.
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||||||
- Afegit botó per activar o desactivar l'autofire.
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- Fix: mode demo desactivava els sons permanentment.
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|
||||||
- Actualitzat jail_audio.
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---
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## 2024-12-05
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|
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||||||
- **Secció Credits acabada** a 320x240 (i per extensió, a qualsevol resolució).
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|
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- **Zoom afegit a la classe Sprite** i al subtítol ARCADE EDITION.
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|
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- Duplicats fitxers de shaders per a resolucions verticals de 256 i 240.
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|
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- Afegit globalInputs::update() a totes les seccions.
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|
||||||
- Fix: faltava corregir el flash de destroyAllBalloons().
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|
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- Fix: si saltes el logo, talla el so a meitat sonar.
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|
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- Canvi d'idioma amb una tecla (i reinicia).
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|
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---
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|
||||||
## 2024-11-27
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|
||||||
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|
||||||
- **Secció Credits**: disseny, música, globos amb play_area definida, opció de canviar la paleta al text.
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|
||||||
- Afegides traduccions dels credits.
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|
||||||
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|
||||||
---
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|
||||||
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|
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## 2024-11-20
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|
||||||
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|
||||||
- **Nova animació de mort del personatge**: rebots, llengua fora, ulls en X, gràfics de caure derrotat per al segon jugador.
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|
||||||
- **Powerball redissenyada**: nous gràfics, nou comportament, ja no mata directament.
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|
||||||
- **Globos fills** ja no ixen centrats al pare (evita apilar-se).
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|
||||||
- Arreglos en el nom al obtindre la màxima puntuació.
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|
||||||
- Acabat BalloonManager.
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|
||||||
- CMakeLists.txt crea l'executable en l'arrel del projecte.
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|
||||||
- Nova font de text gran amb el doble de definició.
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|
||||||
- Fix: paleta verda del primer jugador ajustada a l'original.
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|
||||||
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|
||||||
---
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|
||||||
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|
||||||
## 2024-11-03
|
|
||||||
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|
||||||
- **Teclat com a control independent**: ja pot jugar un jugador amb teclat i altre amb mando, o assignar el teclat a qualsevol jugador.
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|
||||||
- **Implementat el final del joc** i l'Attract Mode.
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|
||||||
- **Nou motor per a textos en pantalla** (game_text amb textures precarregades).
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|
||||||
- **Noves animacions** per a deixar de disparar.
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|
||||||
- Al redefinir botons, ja no pots repetir botó.
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|
||||||
- Fix: l'animació de morir s'actualitzava dos voltes per frame.
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|
||||||
- Fix: l'efecte de flash tenia un valor massa xicotet.
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|
||||||
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|
||||||
---
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|
||||||
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|
||||||
## 2024-10-28
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|
||||||
|
|
||||||
- **Classe PathSprite completada**: el game_text gasta PathSprites en lloc de SmartSprites.
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|
||||||
- **Time stopper redissenyat**.
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|
||||||
- La partida sempre comença igual (createTwoBigBalloons).
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|
||||||
- Revisades les classes Balloon i Bullet.
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|
||||||
- Millorada l'aparició dels game_text.
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|
||||||
- Fix: la paleta dels jugadors no s'iniciava correctament.
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|
||||||
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|
||||||
---
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|
||||||
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|
||||||
## 2024-10-20
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|
||||||
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|
||||||
- **Classe Resource creada**: precàrrega de tots els recursos (textures, música, sons, animacions).
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|
||||||
- **Paletes de color** per a textures GIF amb shared_ptr.
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|
||||||
- Precàrrega i assignació de paletes.
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|
||||||
- Implementat comptador per a posar el nom al acabar la partida.
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|
||||||
- Classe Notifier independitzada de Screen amb codis identificadors.
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|
||||||
- Afegit codi per a apagar el sistema al eixir del joc.
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|
||||||
- Fix: globos verds tenien setters mal assignats i velocitat incorrecta.
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|
||||||
- Fix: no guardar el fitxer de puntuacions en el mode demo.
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|
||||||
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|
||||||
---
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|
||||||
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|
||||||
## 2024-10-14
|
|
||||||
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|
||||||
- **Versió inicial**: clon del repositori de Coffee Crisis, adaptat per a Arcade Edition.
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|
||||||
- Pasaeta de include-what-you-use i cppcheck.
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|
||||||
- Estandarització de noms segons convencions (CamelCase, camelBack, snake_case).
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|
||||||
- Herències de les classes Sprite corregides.
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|
||||||
- Canvi a C++ modern amb smart pointers per a la càrrega de surfaces des de GIF.
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|
||||||
- Eliminats últims defines i passats a enum class.
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|
||||||
101
CLAUDE.md
@@ -1,101 +0,0 @@
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|||||||
# CLAUDE.md
|
|
||||||
|
|
||||||
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
|
||||||
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|
||||||
## Project Overview
|
|
||||||
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|
||||||
Coffee Crisis Arcade Edition is a 2-player cooperative arcade shooter built with C++20 and SDL3. Players defend coffee against giant balloons. The game targets Windows, Linux, macOS (Intel/Apple Silicon), Raspberry Pi, and Anbernic handhelds.
|
|
||||||
|
|
||||||
## Build Commands
|
|
||||||
|
|
||||||
The project uses both CMake and a top-level Makefile. The Makefile is the primary build interface.
|
|
||||||
|
|
||||||
### CMake (generates compile_commands.json for IDE/linter support)
|
|
||||||
```bash
|
|
||||||
cmake -B build -DCMAKE_BUILD_TYPE=Debug # configure
|
|
||||||
cmake --build build # build
|
|
||||||
```
|
|
||||||
|
|
||||||
### Makefile (delegates to CMake)
|
|
||||||
```bash
|
|
||||||
make # build Release via cmake
|
|
||||||
make debug # build Debug via cmake
|
|
||||||
make release # create release package (auto-detects OS)
|
|
||||||
make linux_release # release tar.gz with resources.pack
|
|
||||||
make windows_release # release zip for Windows
|
|
||||||
make macos_release # release dmg for macOS (Intel + Apple Silicon)
|
|
||||||
make raspi_release # release tar.gz for Raspberry Pi
|
|
||||||
```
|
|
||||||
|
|
||||||
### Tools & Resources
|
|
||||||
```bash
|
|
||||||
make pack_tool # compile resource packer
|
|
||||||
make resources.pack # pack data/ into resources.pack (required for release builds)
|
|
||||||
make spirv # compile GLSL shaders to SPIR-V headers
|
|
||||||
```
|
|
||||||
|
|
||||||
### Code Quality
|
|
||||||
```bash
|
|
||||||
make format # run clang-format on all sources (or: cmake --build build --target format)
|
|
||||||
make format-check # check formatting without modifying
|
|
||||||
make tidy # run clang-tidy static analysis (cmake --build build --target tidy)
|
|
||||||
make tidy-fix # run clang-tidy with auto-fix
|
|
||||||
```
|
|
||||||
|
|
||||||
## Architecture
|
|
||||||
|
|
||||||
### Singletons (core systems)
|
|
||||||
- **Director** (`source/director.hpp`) — Application state machine, orchestrates scene transitions (Logo → Intro → Title → Game → Credits/HiScore → Title)
|
|
||||||
- **Screen** (`source/screen.hpp`) — Window management, SDL3 GPU rendering pipeline, post-processing effects
|
|
||||||
- **Resource** (`source/resource.hpp`) — Asset loading/caching with PRELOAD and LAZY_LOAD modes, reads from `resources.pack`
|
|
||||||
- **Audio** (`source/audio.hpp`) — Music and SFX management
|
|
||||||
- **Input** (`source/input.hpp`) — Keyboard and gamepad input handling
|
|
||||||
|
|
||||||
### Scenes (source/sections/)
|
|
||||||
Each scene is a self-contained class with update/render lifecycle. Scene flow is managed by Director.
|
|
||||||
|
|
||||||
### Entity Managers
|
|
||||||
- `BalloonManager` / `BulletManager` — Object pool-based entity management
|
|
||||||
- `Player` — Two-player support (player 1: keyboard, player 2: gamepad)
|
|
||||||
|
|
||||||
### Rendering Pipeline
|
|
||||||
- SDL3 GPU API (Vulkan/Metal/D3D12 backends)
|
|
||||||
- SPIR-V shaders compiled offline from GLSL (`data/shaders/`) via `glslc`
|
|
||||||
- Compiled shader headers embedded in `source/rendering/sdl3gpu/postfx_*_spv.h`
|
|
||||||
- macOS uses Metal (no SPIR-V compilation needed)
|
|
||||||
|
|
||||||
### Configuration
|
|
||||||
- Game parameters: `config/param_320x240.txt`, `config/param_320x256.txt`
|
|
||||||
- Asset manifest: `config/assets.txt`
|
|
||||||
- Balloon formations: `config/formations.txt`
|
|
||||||
- Level definitions: `config/stages.txt`
|
|
||||||
- Gamepad mappings: `config/gamecontrollerdb.txt`
|
|
||||||
|
|
||||||
### External Libraries (header-only/vendored in source/external/)
|
|
||||||
- nlohmann/json, fkyaml (YAML), stb_image, stb_vorbis, jail_audio
|
|
||||||
|
|
||||||
## Code Style
|
|
||||||
|
|
||||||
Enforced via `.clang-format` (Google-based) and `.clang-tidy`:
|
|
||||||
|
|
||||||
- **Naming conventions**: Classes/structs `CamelCase`, methods/functions `camelBack`, variables/params `snake_case`, private/protected members `snake_case_` (trailing underscore), constants/constexpr `UPPER_CASE`, namespaces `CamelCase`, enum values `UPPER_CASE`
|
|
||||||
- 4-space indentation, no column limit, braces attach to statement
|
|
||||||
- clang-tidy treats all warnings as errors
|
|
||||||
|
|
||||||
## Conditional Compilation Defines
|
|
||||||
|
|
||||||
| Define | Purpose |
|
|
||||||
|--------|---------|
|
|
||||||
| `WINDOWS_BUILD` / `LINUX_BUILD` / `MACOS_BUILD` | Platform selection |
|
|
||||||
| `DEBUG` / `VERBOSE` | Debug output |
|
|
||||||
| `RELEASE_BUILD` | Release-specific code paths |
|
|
||||||
| `RECORDING` | Demo recording mode |
|
|
||||||
| `NO_SHADERS` | Disable shader pipeline (Anbernic) |
|
|
||||||
| `NO_AUDIO` | Build without audio |
|
|
||||||
| `ARCADE` | Arcade-specific mode |
|
|
||||||
| `MACOS_BUNDLE` | macOS .app bundle paths |
|
|
||||||
| `ANBERNIC` | Anbernic handheld build |
|
|
||||||
|
|
||||||
## Language
|
|
||||||
|
|
||||||
Code comments are in Spanish/Catalan. Game UI supports multiple languages via JSON files in `data/lang/`.
|
|
||||||
199
CMakeLists.txt
@@ -6,25 +6,14 @@ project(coffee_crisis_arcade_edition VERSION 2.00)
|
|||||||
# Establecer estándar de C++
|
# Establecer estándar de C++
|
||||||
set(CMAKE_CXX_STANDARD 20)
|
set(CMAKE_CXX_STANDARD 20)
|
||||||
set(CMAKE_CXX_STANDARD_REQUIRED True)
|
set(CMAKE_CXX_STANDARD_REQUIRED True)
|
||||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
|
||||||
|
|
||||||
|
# Establece la política CMP0072 para indicar cómo se debe seleccionar la implementación de OpenGL.
|
||||||
|
# En este caso, se elige la opción "GLVND", que utiliza bibliotecas modernas y modulares (libOpenGL, libGLX),
|
||||||
|
# en lugar de la biblioteca OpenGL clásica (libGL). Esto mejora la compatibilidad con drivers recientes
|
||||||
|
# y evita ambigüedades cuando se encuentran múltiples implementaciones de OpenGL en el sistema.
|
||||||
|
cmake_policy(SET CMP0072 NEW)
|
||||||
|
set(OpenGL_GL_PREFERENCE GLVND)
|
||||||
|
|
||||||
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
|
|
||||||
find_package(Git QUIET)
|
|
||||||
if(GIT_FOUND)
|
|
||||||
execute_process(
|
|
||||||
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
|
|
||||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
|
||||||
OUTPUT_VARIABLE GIT_HASH
|
|
||||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
|
||||||
ERROR_QUIET
|
|
||||||
)
|
|
||||||
else()
|
|
||||||
set(GIT_HASH "unknown")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# Configurar archivo de versión
|
|
||||||
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
|
|
||||||
|
|
||||||
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
|
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
|
||||||
set(APP_SOURCES
|
set(APP_SOURCES
|
||||||
@@ -59,7 +48,6 @@ set(APP_SOURCES
|
|||||||
source/balloon_manager.cpp
|
source/balloon_manager.cpp
|
||||||
source/balloon.cpp
|
source/balloon.cpp
|
||||||
source/bullet.cpp
|
source/bullet.cpp
|
||||||
source/bullet_manager.cpp
|
|
||||||
source/enter_name.cpp
|
source/enter_name.cpp
|
||||||
source/explosions.cpp
|
source/explosions.cpp
|
||||||
source/game_logo.cpp
|
source/game_logo.cpp
|
||||||
@@ -81,7 +69,6 @@ set(APP_SOURCES
|
|||||||
# --- Sprites y Gráficos ---
|
# --- Sprites y Gráficos ---
|
||||||
source/animated_sprite.cpp
|
source/animated_sprite.cpp
|
||||||
source/background.cpp
|
source/background.cpp
|
||||||
source/card_sprite.cpp
|
|
||||||
source/fade.cpp
|
source/fade.cpp
|
||||||
source/moving_sprite.cpp
|
source/moving_sprite.cpp
|
||||||
source/path_sprite.cpp
|
source/path_sprite.cpp
|
||||||
@@ -92,7 +79,6 @@ set(APP_SOURCES
|
|||||||
|
|
||||||
# --- Otros ---
|
# --- Otros ---
|
||||||
source/color.cpp
|
source/color.cpp
|
||||||
source/demo.cpp
|
|
||||||
source/define_buttons.cpp
|
source/define_buttons.cpp
|
||||||
source/difficulty.cpp
|
source/difficulty.cpp
|
||||||
source/input_types.cpp
|
source/input_types.cpp
|
||||||
@@ -106,80 +92,28 @@ set(APP_SOURCES
|
|||||||
|
|
||||||
# Fuentes de librerías de terceros
|
# Fuentes de librerías de terceros
|
||||||
set(EXTERNAL_SOURCES
|
set(EXTERNAL_SOURCES
|
||||||
source/external/jail_audio.cpp
|
source/external/jail_shader.cpp
|
||||||
source/external/json.hpp
|
source/external/json.hpp
|
||||||
source/external/gif.cpp
|
source/external/gif.cpp
|
||||||
)
|
)
|
||||||
|
|
||||||
# Fuentes del sistema de renderizado
|
# Añadir jail_audio.cpp solo si el audio está habilitado
|
||||||
set(RENDERING_SOURCES
|
if(NOT DISABLE_AUDIO)
|
||||||
source/rendering/sdl3gpu/sdl3gpu_shader.cpp
|
list(APPEND EXTERNAL_SOURCES source/external/jail_audio.cpp)
|
||||||
)
|
endif()
|
||||||
|
|
||||||
|
|
||||||
# Configuración de SDL3
|
# Configuración de SDL3
|
||||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||||
|
|
||||||
# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) ---
|
|
||||||
if(NOT APPLE)
|
|
||||||
find_program(GLSLC_EXE NAMES glslc)
|
|
||||||
|
|
||||||
set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
|
|
||||||
set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
|
|
||||||
set(SHADER_CRTPI_SRC "${CMAKE_SOURCE_DIR}/data/shaders/crtpi_frag.glsl")
|
|
||||||
set(SHADER_UPSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/upscale.frag")
|
|
||||||
set(SHADER_DOWNSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/downscale.frag")
|
|
||||||
|
|
||||||
set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_vert_spv.h")
|
|
||||||
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_frag_spv.h")
|
|
||||||
set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/crtpi_frag_spv.h")
|
|
||||||
set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/upscale_frag_spv.h")
|
|
||||||
set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/downscale_frag_spv.h")
|
|
||||||
|
|
||||||
set(ALL_SHADER_SOURCES "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}" "${SHADER_CRTPI_SRC}" "${SHADER_UPSCALE_SRC}" "${SHADER_DOWNSCALE_SRC}")
|
|
||||||
set(ALL_SHADER_HEADERS "${SHADER_VERT_H}" "${SHADER_FRAG_H}" "${SHADER_CRTPI_H}" "${SHADER_UPSCALE_H}" "${SHADER_DOWNSCALE_H}")
|
|
||||||
|
|
||||||
if(GLSLC_EXE)
|
|
||||||
add_custom_command(
|
|
||||||
OUTPUT ${ALL_SHADER_HEADERS}
|
|
||||||
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
|
|
||||||
DEPENDS ${ALL_SHADER_SOURCES}
|
|
||||||
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
|
|
||||||
COMMENT "Compilando shaders SPIR-V..."
|
|
||||||
)
|
|
||||||
add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
|
|
||||||
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
|
|
||||||
else()
|
|
||||||
foreach(_h IN LISTS ALL_SHADER_HEADERS)
|
|
||||||
if(NOT EXISTS "${_h}")
|
|
||||||
message(FATAL_ERROR
|
|
||||||
"glslc no encontrado y header SPIR-V no existe: ${_h}\n"
|
|
||||||
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
|
|
||||||
" choco install vulkan-sdk (Windows)\n"
|
|
||||||
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
|
|
||||||
)
|
|
||||||
endif()
|
|
||||||
endforeach()
|
|
||||||
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
|
|
||||||
endif()
|
|
||||||
else()
|
|
||||||
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# --- 2. AÑADIR EJECUTABLE ---
|
# --- 2. AÑADIR EJECUTABLE ---
|
||||||
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
|
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
|
||||||
|
|
||||||
if(NOT APPLE AND GLSLC_EXE)
|
|
||||||
add_dependencies(${PROJECT_NAME} shaders)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
|
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
|
||||||
target_include_directories(${PROJECT_NAME} PUBLIC
|
target_include_directories(${PROJECT_NAME} PUBLIC
|
||||||
"${CMAKE_SOURCE_DIR}/source"
|
"${CMAKE_SOURCE_DIR}/source"
|
||||||
"${CMAKE_SOURCE_DIR}/source/external"
|
"${CMAKE_SOURCE_DIR}/source/external"
|
||||||
"${CMAKE_SOURCE_DIR}/source/rendering"
|
|
||||||
"${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu"
|
|
||||||
"${CMAKE_BINARY_DIR}"
|
|
||||||
)
|
)
|
||||||
|
|
||||||
# Enlazar la librería SDL3
|
# Enlazar la librería SDL3
|
||||||
@@ -194,100 +128,39 @@ target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunctio
|
|||||||
# Definir _DEBUG en modo Debug
|
# Definir _DEBUG en modo Debug
|
||||||
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
|
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
|
||||||
|
|
||||||
# Descomentar la siguiente línea para activar el modo grabación de demos
|
# Opción para habilitar/deshabilitar audio
|
||||||
# target_compile_definitions(${PROJECT_NAME} PRIVATE RECORDING)
|
option(DISABLE_AUDIO "Disable audio system" OFF)
|
||||||
|
|
||||||
|
# Definir NO_AUDIO si la opción está activada
|
||||||
|
if(DISABLE_AUDIO)
|
||||||
|
target_compile_definitions(${PROJECT_NAME} PRIVATE NO_AUDIO)
|
||||||
|
message(STATUS "Audio deshabilitado - NO_AUDIO definido")
|
||||||
|
else()
|
||||||
|
message(STATUS "Audio habilitado")
|
||||||
|
endif()
|
||||||
|
|
||||||
# Configuración específica para cada plataforma
|
# Configuración específica para cada plataforma
|
||||||
if(WIN32)
|
if(WIN32)
|
||||||
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
|
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
|
||||||
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32)
|
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
|
||||||
elseif(APPLE)
|
elseif(APPLE)
|
||||||
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
|
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
|
||||||
if(NOT CMAKE_OSX_ARCHITECTURES)
|
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
|
||||||
set(CMAKE_OSX_ARCHITECTURES "arm64")
|
set(CMAKE_OSX_ARCHITECTURES "arm64")
|
||||||
endif()
|
|
||||||
if(MACOS_BUNDLE)
|
|
||||||
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
|
|
||||||
target_link_options(${PROJECT_NAME} PRIVATE
|
|
||||||
-framework SDL3
|
|
||||||
-F ${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64
|
|
||||||
-rpath @executable_path/../Frameworks/
|
|
||||||
)
|
|
||||||
endif()
|
|
||||||
elseif(UNIX AND NOT APPLE)
|
elseif(UNIX AND NOT APPLE)
|
||||||
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
|
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
# Configuración común para OpenGL
|
||||||
|
if(NOT WIN32)
|
||||||
|
find_package(OpenGL REQUIRED)
|
||||||
|
if(OPENGL_FOUND)
|
||||||
|
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
|
||||||
|
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
|
||||||
|
else()
|
||||||
|
message(FATAL_ERROR "OpenGL no encontrado")
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
# Especificar la ubicación del ejecutable
|
# Especificar la ubicación del ejecutable
|
||||||
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
|
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
|
||||||
|
|
||||||
# --- 5. STATIC ANALYSIS TARGETS ---
|
|
||||||
|
|
||||||
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
|
|
||||||
find_program(CLANG_FORMAT_EXE NAMES clang-format)
|
|
||||||
|
|
||||||
# Recopilar todos los archivos fuente, excluyendo external/
|
|
||||||
file(GLOB_RECURSE ALL_SOURCE_FILES
|
|
||||||
"${CMAKE_SOURCE_DIR}/source/*.cpp"
|
|
||||||
"${CMAKE_SOURCE_DIR}/source/*.hpp"
|
|
||||||
"${CMAKE_SOURCE_DIR}/source/*.h"
|
|
||||||
)
|
|
||||||
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
|
|
||||||
|
|
||||||
# Targets de clang-tidy
|
|
||||||
if(CLANG_TIDY_EXE)
|
|
||||||
# En macOS con clang-tidy de Homebrew LLVM, es necesario pasar el sysroot
|
|
||||||
# explícitamente para que encuentre los headers del sistema (string, memory, etc.)
|
|
||||||
if(APPLE)
|
|
||||||
execute_process(
|
|
||||||
COMMAND xcrun --show-sdk-path
|
|
||||||
OUTPUT_VARIABLE MACOS_SDK_PATH
|
|
||||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
|
||||||
)
|
|
||||||
set(TIDY_EXTRA_ARGS --extra-arg=-isysroot --extra-arg=${MACOS_SDK_PATH})
|
|
||||||
endif()
|
|
||||||
|
|
||||||
add_custom_target(tidy
|
|
||||||
COMMAND ${CLANG_TIDY_EXE}
|
|
||||||
-p ${CMAKE_BINARY_DIR}
|
|
||||||
${TIDY_EXTRA_ARGS}
|
|
||||||
${ALL_SOURCE_FILES}
|
|
||||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
|
||||||
COMMENT "Running clang-tidy..."
|
|
||||||
)
|
|
||||||
|
|
||||||
add_custom_target(tidy-fix
|
|
||||||
COMMAND ${CLANG_TIDY_EXE}
|
|
||||||
-p ${CMAKE_BINARY_DIR}
|
|
||||||
--fix
|
|
||||||
${TIDY_EXTRA_ARGS}
|
|
||||||
${ALL_SOURCE_FILES}
|
|
||||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
|
||||||
COMMENT "Running clang-tidy with fixes..."
|
|
||||||
)
|
|
||||||
else()
|
|
||||||
message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# Targets de clang-format
|
|
||||||
if(CLANG_FORMAT_EXE)
|
|
||||||
add_custom_target(format
|
|
||||||
COMMAND ${CLANG_FORMAT_EXE}
|
|
||||||
-i
|
|
||||||
${ALL_SOURCE_FILES}
|
|
||||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
|
||||||
COMMENT "Running clang-format..."
|
|
||||||
)
|
|
||||||
|
|
||||||
add_custom_target(format-check
|
|
||||||
COMMAND ${CLANG_FORMAT_EXE}
|
|
||||||
--dry-run
|
|
||||||
--Werror
|
|
||||||
${ALL_SOURCE_FILES}
|
|
||||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
|
||||||
COMMENT "Checking clang-format..."
|
|
||||||
)
|
|
||||||
else()
|
|
||||||
message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
|
|
||||||
endif()
|
|
||||||
|
|||||||
501
Makefile
@@ -1,257 +1,269 @@
|
|||||||
# ==============================================================================
|
# Directorios
|
||||||
# DIRECTORIES
|
|
||||||
# ==============================================================================
|
|
||||||
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
|
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
|
||||||
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
|
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
|
||||||
|
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
|
||||||
|
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
|
||||||
|
|
||||||
# ==============================================================================
|
# Variables
|
||||||
# TARGET NAMES
|
|
||||||
# ==============================================================================
|
|
||||||
TARGET_NAME := coffee_crisis_arcade_edition
|
TARGET_NAME := coffee_crisis_arcade_edition
|
||||||
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME)
|
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
|
||||||
APP_NAME := Coffee Crisis Arcade Edition
|
APP_NAME := Coffee Crisis Arcade Edition
|
||||||
DIST_DIR := dist
|
RELEASE_FOLDER := ccae_release
|
||||||
RELEASE_FOLDER := dist/_tmp
|
|
||||||
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
|
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
|
||||||
RESOURCE_FILE := release/windows/coffee.res
|
RESOURCE_FILE := release/coffee.res
|
||||||
|
|
||||||
# ==============================================================================
|
# Versión automática basada en la fecha actual (específica por SO)
|
||||||
# TOOLS
|
|
||||||
# ==============================================================================
|
|
||||||
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
|
|
||||||
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
|
|
||||||
|
|
||||||
# ==============================================================================
|
|
||||||
# VERSION (fecha actual)
|
|
||||||
# ==============================================================================
|
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(OS),Windows_NT)
|
||||||
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
|
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
|
||||||
else
|
else
|
||||||
VERSION := $(shell date +%Y-%m-%d)
|
VERSION := $(shell date +%Y-%m-%d)
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# ==============================================================================
|
# Variables específicas para Windows (usando APP_NAME)
|
||||||
# SHELL (Windows usa cmd.exe)
|
|
||||||
# ==============================================================================
|
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(OS),Windows_NT)
|
||||||
SHELL := cmd.exe
|
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
|
||||||
endif
|
|
||||||
|
|
||||||
# ==============================================================================
|
|
||||||
# WINDOWS-SPECIFIC VARIABLES
|
|
||||||
# ==============================================================================
|
|
||||||
ifeq ($(OS),Windows_NT)
|
|
||||||
WIN_TARGET_FILE := $(DIR_ROOT)$(APP_NAME)
|
|
||||||
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
|
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
|
||||||
else
|
else
|
||||||
WIN_TARGET_FILE := $(TARGET_FILE)
|
WIN_TARGET_FILE := $(TARGET_FILE)
|
||||||
WIN_RELEASE_FILE := $(RELEASE_FILE)
|
WIN_RELEASE_FILE := $(RELEASE_FILE)
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# ==============================================================================
|
# Nombres para los ficheros de lanzamiento
|
||||||
# RELEASE NAMES
|
WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
|
||||||
# ==============================================================================
|
MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg
|
||||||
WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.zip
|
MACOS_APPLE_SILICON_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg
|
||||||
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg
|
LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz
|
||||||
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
|
RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz
|
||||||
LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
|
|
||||||
RASPI_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-raspberry.tar.gz
|
|
||||||
|
|
||||||
# ==============================================================================
|
# Lista completa de archivos fuente (basada en CMakeLists.txt)
|
||||||
# PLATAFORMA
|
APP_SOURCES := \
|
||||||
# ==============================================================================
|
source/animated_sprite.cpp \
|
||||||
|
source/asset.cpp \
|
||||||
|
source/audio.cpp \
|
||||||
|
source/background.cpp \
|
||||||
|
source/balloon_formations.cpp \
|
||||||
|
source/balloon_manager.cpp \
|
||||||
|
source/balloon.cpp \
|
||||||
|
source/bullet.cpp \
|
||||||
|
source/color.cpp \
|
||||||
|
source/define_buttons.cpp \
|
||||||
|
source/difficulty.cpp \
|
||||||
|
source/director.cpp \
|
||||||
|
source/enter_name.cpp \
|
||||||
|
source/explosions.cpp \
|
||||||
|
source/external/gif.cpp \
|
||||||
|
source/external/jail_audio.cpp \
|
||||||
|
source/external/jail_shader.cpp \
|
||||||
|
source/fade.cpp \
|
||||||
|
source/game_logo.cpp \
|
||||||
|
source/global_events.cpp \
|
||||||
|
source/global_inputs.cpp \
|
||||||
|
source/input_types.cpp \
|
||||||
|
source/input.cpp \
|
||||||
|
source/item.cpp \
|
||||||
|
source/lang.cpp \
|
||||||
|
source/main.cpp \
|
||||||
|
source/manage_hiscore_table.cpp \
|
||||||
|
source/mouse.cpp \
|
||||||
|
source/moving_sprite.cpp \
|
||||||
|
source/options.cpp \
|
||||||
|
source/param.cpp \
|
||||||
|
source/path_sprite.cpp \
|
||||||
|
source/player.cpp \
|
||||||
|
source/resource.cpp \
|
||||||
|
source/resource_helper.cpp \
|
||||||
|
source/resource_loader.cpp \
|
||||||
|
source/resource_pack.cpp \
|
||||||
|
source/scoreboard.cpp \
|
||||||
|
source/screen.cpp \
|
||||||
|
source/sections/credits.cpp \
|
||||||
|
source/sections/game.cpp \
|
||||||
|
source/sections/hiscore_table.cpp \
|
||||||
|
source/sections/instructions.cpp \
|
||||||
|
source/sections/intro.cpp \
|
||||||
|
source/sections/logo.cpp \
|
||||||
|
source/sections/title.cpp \
|
||||||
|
source/shutdown.cpp \
|
||||||
|
source/smart_sprite.cpp \
|
||||||
|
source/sprite.cpp \
|
||||||
|
source/stage.cpp \
|
||||||
|
source/system_utils.cpp \
|
||||||
|
source/tabe.cpp \
|
||||||
|
source/text.cpp \
|
||||||
|
source/texture.cpp \
|
||||||
|
source/tiled_bg.cpp \
|
||||||
|
source/ui/menu_option.cpp \
|
||||||
|
source/ui/menu_renderer.cpp \
|
||||||
|
source/ui/notifier.cpp \
|
||||||
|
source/ui/service_menu.cpp \
|
||||||
|
source/ui/ui_message.cpp \
|
||||||
|
source/ui/window_message.cpp \
|
||||||
|
source/utils.cpp \
|
||||||
|
source/writer.cpp
|
||||||
|
|
||||||
|
# Includes
|
||||||
|
INCLUDES := -Isource -Isource/external
|
||||||
|
|
||||||
|
# Variables según el sistema operativo
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(OS),Windows_NT)
|
||||||
FixPath = $(subst /,\\,$1)
|
FixPath = $(subst /,\\,$1)
|
||||||
|
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD
|
||||||
|
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
|
||||||
|
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
|
||||||
RM := del /Q
|
RM := del /Q
|
||||||
MKDIR := mkdir
|
MKDIR := mkdir
|
||||||
else
|
else
|
||||||
FixPath = $1
|
FixPath = $1
|
||||||
|
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
|
||||||
|
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG
|
||||||
|
LDFLAGS := -lSDL3
|
||||||
RMFILE := rm -f
|
RMFILE := rm -f
|
||||||
RMDIR := rm -rdf
|
RMDIR := rm -rdf
|
||||||
MKDIR := mkdir -p
|
MKDIR := mkdir -p
|
||||||
UNAME_S := $(shell uname -s)
|
UNAME_S := $(shell uname -s)
|
||||||
|
ifeq ($(UNAME_S),Linux)
|
||||||
|
CXXFLAGS += -DLINUX_BUILD
|
||||||
|
LDFLAGS += -lGL
|
||||||
|
endif
|
||||||
|
ifeq ($(UNAME_S),Darwin)
|
||||||
|
CXXFLAGS += -Wno-deprecated -DMACOS_BUILD
|
||||||
|
CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD
|
||||||
|
LDFLAGS += -framework OpenGL
|
||||||
|
# Configurar arquitectura (por defecto arm64, como en CMake)
|
||||||
|
CXXFLAGS += -arch arm64
|
||||||
|
CXXFLAGS_DEBUG += -arch arm64
|
||||||
|
endif
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# ==============================================================================
|
# Reglas para compilación
|
||||||
# COMPILACIÓN CON CMAKE
|
windows:
|
||||||
# ==============================================================================
|
@echo off
|
||||||
all:
|
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
|
||||||
@cmake --build build
|
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
|
||||||
|
strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
|
||||||
|
|
||||||
debug:
|
windows_rec:
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
|
@echo off
|
||||||
@cmake --build build
|
@echo Compilando version de grabacion para Windows: "$(APP_NAME)_rec.exe"
|
||||||
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRECORDING $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_rec.exe"
|
||||||
|
|
||||||
# ==============================================================================
|
windows_debug:
|
||||||
# RELEASE AUTOMÁTICO (detecta SO)
|
@echo off
|
||||||
# ==============================================================================
|
@echo Compilando version debug para Windows: "$(APP_NAME)_debug.exe"
|
||||||
release:
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
|
||||||
ifeq ($(OS),Windows_NT)
|
|
||||||
@"$(MAKE)" windows_release
|
|
||||||
else
|
|
||||||
ifeq ($(UNAME_S),Darwin)
|
|
||||||
@$(MAKE) macos_release
|
|
||||||
else
|
|
||||||
@$(MAKE) linux_release
|
|
||||||
endif
|
|
||||||
endif
|
|
||||||
|
|
||||||
# ==============================================================================
|
|
||||||
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
|
|
||||||
# ==============================================================================
|
|
||||||
pack_tool:
|
|
||||||
@$(MAKE) -C $(DIR_PACK_TOOL)
|
|
||||||
|
|
||||||
resources.pack:
|
|
||||||
@$(MAKE) -C $(DIR_PACK_TOOL) pack
|
|
||||||
|
|
||||||
# ==============================================================================
|
|
||||||
# COMPILACIÓN DE SHADERS
|
|
||||||
# ==============================================================================
|
|
||||||
spirv:
|
|
||||||
@echo "Compilando shaders SPIR-V..."
|
|
||||||
$(SHADER_SCRIPT)
|
|
||||||
|
|
||||||
# ==============================================================================
|
|
||||||
# COMPILACIÓN PARA WINDOWS (RELEASE)
|
|
||||||
# ==============================================================================
|
|
||||||
windows_release:
|
windows_release:
|
||||||
@$(MAKE) resources.pack
|
|
||||||
@echo off
|
@echo off
|
||||||
@echo Creando release para Windows - Version: $(VERSION)
|
@echo Creando release para Windows - Version: $(VERSION)
|
||||||
|
|
||||||
# Compila con cmake
|
# Crea carpeta temporal 'RELEASE_FOLDER'
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
|
||||||
@cmake --build build
|
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
|
||||||
|
|
||||||
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
|
|
||||||
@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}"
|
|
||||||
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
|
|
||||||
@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
|
|
||||||
|
|
||||||
# Copia la carpeta 'config' y el archivo 'resources.pack'
|
# Copia la carpeta 'config' y el archivo 'resources.pack'
|
||||||
@powershell -Command "Copy-Item -Path 'config' -Destination '$(RELEASE_FOLDER)' -recurse -Force"
|
powershell Copy-Item -Path "config" -Destination "$(RELEASE_FOLDER)" -recurse -Force
|
||||||
@powershell -Command "Copy-Item -Path 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
|
powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Copia los ficheros que estan en la raíz del proyecto
|
# Copia los ficheros que estan en la raíz del proyecto
|
||||||
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
|
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
|
||||||
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
|
powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
|
||||||
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
|
powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
|
||||||
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '\"$(WIN_RELEASE_FILE).exe\"'"
|
|
||||||
|
# Compila
|
||||||
|
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
|
||||||
|
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
|
||||||
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
|
||||||
|
|
||||||
# Crea el fichero .zip
|
# Crea el fichero .zip
|
||||||
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
|
powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
|
||||||
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
|
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
|
||||||
@echo Release creado: $(WINDOWS_RELEASE)
|
@echo Release creado: $(WINDOWS_RELEASE)
|
||||||
|
|
||||||
# Elimina la carpeta temporal 'RELEASE_FOLDER'
|
# Elimina la carpeta temporal 'RELEASE_FOLDER'
|
||||||
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
|
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
|
||||||
|
|
||||||
|
macos:
|
||||||
|
@echo "Compilando para macOS: $(TARGET_NAME)"
|
||||||
|
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
|
||||||
|
|
||||||
|
macos_debug:
|
||||||
|
@echo "Compilando version debug para macOS: $(TARGET_NAME)_debug"
|
||||||
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||||
|
|
||||||
# ==============================================================================
|
|
||||||
# COMPILACIÓN PARA MACOS (RELEASE)
|
|
||||||
# ==============================================================================
|
|
||||||
macos_release:
|
macos_release:
|
||||||
@$(MAKE) resources.pack
|
|
||||||
@echo "Creando release para macOS - Version: $(VERSION)"
|
@echo "Creando release para macOS - Version: $(VERSION)"
|
||||||
|
|
||||||
# Verificar e instalar create-dmg si es necesario
|
|
||||||
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
|
|
||||||
|
|
||||||
# Compila la versión para procesadores Intel con cmake
|
|
||||||
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON
|
|
||||||
@cmake --build build/intel
|
|
||||||
|
|
||||||
# Elimina datos de compilaciones anteriores
|
# Elimina datos de compilaciones anteriores
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
$(RMDIR) Frameworks
|
||||||
$(RMFILE) tmp.dmg
|
$(RMFILE) tmp.dmg
|
||||||
$(RMFILE) "$(DIST_DIR)"/rw.*
|
|
||||||
$(RMFILE) "$(MACOS_INTEL_RELEASE)"
|
$(RMFILE) "$(MACOS_INTEL_RELEASE)"
|
||||||
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
|
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
|
||||||
|
|
||||||
# Crea la carpeta de distribución y la carpeta temporal con las carpetas obligatorias para una app macOS
|
# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
|
||||||
$(MKDIR) "$(DIST_DIR)"
|
|
||||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
|
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
|
||||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||||
|
$(MKDIR) Frameworks
|
||||||
|
|
||||||
# Copia carpetas y ficheros
|
# Copia carpetas y ficheros
|
||||||
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||||
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||||
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||||
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
cp -R release/frameworks/SDL3.xcframework Frameworks
|
||||||
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
|
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||||
|
cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
|
||||||
cp LICENSE "$(RELEASE_FOLDER)"
|
cp LICENSE "$(RELEASE_FOLDER)"
|
||||||
cp README.md "$(RELEASE_FOLDER)"
|
cp README.md "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Copia el ejecutable Intel al bundle
|
# Crea enlaces
|
||||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
|
ln -s /Applications "$(RELEASE_FOLDER)"/Applications
|
||||||
|
|
||||||
|
# Compila la versión para procesadores Intel
|
||||||
|
ifdef ENABLE_MACOS_X86_64
|
||||||
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
|
||||||
|
|
||||||
# Firma la aplicación
|
# Firma la aplicación
|
||||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||||
|
|
||||||
# Empaqueta el .dmg de la versión Intel con create-dmg
|
# Empaqueta el .dmg de la versión Intel
|
||||||
@echo "Creando DMG Intel con iconos de 96x96..."
|
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
|
||||||
create-dmg \
|
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
|
||||||
--volname "$(APP_NAME)" \
|
$(RMFILE) tmp.dmg
|
||||||
--window-pos 200 120 \
|
|
||||||
--window-size 720 300 \
|
|
||||||
--icon-size 96 \
|
|
||||||
--text-size 12 \
|
|
||||||
--icon "$(APP_NAME).app" 278 102 \
|
|
||||||
--icon "LICENSE" 441 102 \
|
|
||||||
--icon "README.md" 604 102 \
|
|
||||||
--app-drop-link 115 102 \
|
|
||||||
--hide-extension "$(APP_NAME).app" \
|
|
||||||
"$(MACOS_INTEL_RELEASE)" \
|
|
||||||
"$(RELEASE_FOLDER)" || true
|
|
||||||
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
||||||
|
endif
|
||||||
|
|
||||||
# Compila la versión para procesadores Apple Silicon con cmake
|
# Compila la versión para procesadores Apple Silicon
|
||||||
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
|
||||||
@cmake --build build/arm
|
|
||||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
|
|
||||||
|
|
||||||
# Firma la aplicación
|
# Firma la aplicación
|
||||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||||
|
|
||||||
# Empaqueta el .dmg de la versión Apple Silicon con create-dmg
|
# Empaqueta el .dmg de la versión Apple Silicon
|
||||||
@echo "Creando DMG Apple Silicon con iconos de 96x96..."
|
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
|
||||||
create-dmg \
|
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
|
||||||
--volname "$(APP_NAME)" \
|
$(RMFILE) tmp.dmg
|
||||||
--window-pos 200 120 \
|
|
||||||
--window-size 720 300 \
|
|
||||||
--icon-size 96 \
|
|
||||||
--text-size 12 \
|
|
||||||
--icon "$(APP_NAME).app" 278 102 \
|
|
||||||
--icon "LICENSE" 441 102 \
|
|
||||||
--icon "README.md" 604 102 \
|
|
||||||
--app-drop-link 115 102 \
|
|
||||||
--hide-extension "$(APP_NAME).app" \
|
|
||||||
"$(MACOS_APPLE_SILICON_RELEASE)" \
|
|
||||||
"$(RELEASE_FOLDER)" || true
|
|
||||||
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
|
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
|
||||||
|
|
||||||
# Elimina las carpetas temporales
|
# Elimina las carpetas temporales
|
||||||
|
$(RMDIR) Frameworks
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
$(RMDIR) build/intel
|
|
||||||
$(RMDIR) build/arm
|
|
||||||
$(RMFILE) "$(DIST_DIR)"/rw.*
|
|
||||||
|
|
||||||
# ==============================================================================
|
linux:
|
||||||
# COMPILACIÓN PARA LINUX (RELEASE)
|
@echo "Compilando para Linux: $(TARGET_NAME)"
|
||||||
# ==============================================================================
|
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
|
||||||
|
strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded
|
||||||
|
|
||||||
|
linux_debug:
|
||||||
|
@echo "Compilando version debug para Linux: $(TARGET_NAME)_debug"
|
||||||
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||||
|
|
||||||
linux_release:
|
linux_release:
|
||||||
@$(MAKE) resources.pack
|
|
||||||
@echo "Creando release para Linux - Version: $(VERSION)"
|
@echo "Creando release para Linux - Version: $(VERSION)"
|
||||||
|
# Elimina carpetas previas
|
||||||
# Compila con cmake
|
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
|
||||||
@cmake --build build
|
|
||||||
|
|
||||||
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
|
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
|
# Crea la carpeta temporal para realizar el lanzamiento
|
||||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Copia ficheros
|
# Copia ficheros
|
||||||
@@ -259,7 +271,9 @@ linux_release:
|
|||||||
cp resources.pack "$(RELEASE_FOLDER)"
|
cp resources.pack "$(RELEASE_FOLDER)"
|
||||||
cp LICENSE "$(RELEASE_FOLDER)"
|
cp LICENSE "$(RELEASE_FOLDER)"
|
||||||
cp README.md "$(RELEASE_FOLDER)"
|
cp README.md "$(RELEASE_FOLDER)"
|
||||||
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
|
|
||||||
|
# Compila
|
||||||
|
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||||
|
|
||||||
# Empaqueta ficheros
|
# Empaqueta ficheros
|
||||||
@@ -270,18 +284,9 @@ linux_release:
|
|||||||
# Elimina la carpeta temporal
|
# Elimina la carpeta temporal
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# ==============================================================================
|
|
||||||
# COMPILACIÓN PARA LINUX (RELEASE CON INTEGRACIÓN DESKTOP)
|
|
||||||
# ==============================================================================
|
|
||||||
linux_release_desktop:
|
linux_release_desktop:
|
||||||
@$(MAKE) resources.pack
|
|
||||||
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
|
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
|
||||||
|
# Elimina carpetas previas
|
||||||
# Compila con cmake
|
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
|
||||||
@cmake --build build
|
|
||||||
|
|
||||||
# Elimina carpetas previas y recrea (crea dist/ si no existe)
|
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Crea la estructura de directorios estándar para Linux
|
# Crea la estructura de directorios estándar para Linux
|
||||||
@@ -297,8 +302,8 @@ linux_release_desktop:
|
|||||||
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||||
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||||
|
|
||||||
# Copia el ejecutable
|
# Compila el ejecutable
|
||||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
|
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
|
||||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
|
||||||
|
|
||||||
# Crea el archivo .desktop
|
# Crea el archivo .desktop
|
||||||
@@ -316,22 +321,25 @@ linux_release_desktop:
|
|||||||
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||||
|
|
||||||
# Copia el icono (si existe) y lo redimensiona si es necesario
|
# Copia el icono (si existe) y lo redimensiona si es necesario
|
||||||
@if [ -f "release/icons/icon.png" ]; then \
|
@if [ -f "release/icon.png" ]; then \
|
||||||
if command -v magick >/dev/null 2>&1; then \
|
if command -v magick >/dev/null 2>&1; then \
|
||||||
magick "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
magick "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||||
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick)"; \
|
echo "Icono redimensionado de release/icon.png (usando ImageMagick)"; \
|
||||||
elif command -v convert >/dev/null 2>&1; then \
|
elif command -v convert >/dev/null 2>&1; then \
|
||||||
convert "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
convert "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||||
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick legacy)"; \
|
echo "Icono redimensionado de release/icon.png (usando ImageMagick legacy)"; \
|
||||||
elif command -v ffmpeg >/dev/null 2>&1; then \
|
elif command -v ffmpeg >/dev/null 2>&1; then \
|
||||||
ffmpeg -i "release/icons/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
|
ffmpeg -i "release/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
|
||||||
echo "Icono redimensionado de release/icons/icon.png (usando ffmpeg)"; \
|
echo "Icono redimensionado de release/icon.png (usando ffmpeg)"; \
|
||||||
else \
|
else \
|
||||||
cp "release/icons/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
cp "release/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||||
echo "Icono copiado sin redimensionar (instalar ImageMagick o ffmpeg para redimensionado automatico)"; \
|
echo "Icono copiado sin redimensionar (instalar ImageMagick o ffmpeg para redimensionado automatico)"; \
|
||||||
fi; \
|
fi; \
|
||||||
|
elif [ -f "release/coffee.png" ]; then \
|
||||||
|
cp "release/coffee.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||||
|
echo "Icono copiado desde release/coffee.png"; \
|
||||||
else \
|
else \
|
||||||
echo "Advertencia: No se encontró release/icons/icon.png - crear icono manualmente"; \
|
echo "Advertencia: No se encontró release/icon.png ni release/coffee.png - crear icono manualmente"; \
|
||||||
fi
|
fi
|
||||||
|
|
||||||
# Crea script de instalación
|
# Crea script de instalación
|
||||||
@@ -364,27 +372,29 @@ linux_release_desktop:
|
|||||||
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||||
|
|
||||||
# Empaqueta ficheros
|
# Empaqueta ficheros
|
||||||
$(RMFILE) "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
$(RMFILE) "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
||||||
tar -czvf "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
|
tar -czvf "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
|
||||||
@echo "Release con integracion desktop creado: $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
@echo "Release con integracion desktop creado: $(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
||||||
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
|
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
|
||||||
|
|
||||||
# Elimina la carpeta temporal
|
# Elimina la carpeta temporal
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# ==============================================================================
|
raspi:
|
||||||
# COMPILACIÓN PARA RASPBERRY PI (RELEASE)
|
@echo "Compilando para Raspberry Pi: $(TARGET_NAME)"
|
||||||
# ==============================================================================
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
|
||||||
|
strip -s -R .comment -R .gnu.version $(TARGET_FILE) --strip-unneeded
|
||||||
|
|
||||||
|
raspi_debug:
|
||||||
|
@echo "Compilando version debug para Raspberry Pi: $(TARGET_NAME)_debug"
|
||||||
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||||
|
|
||||||
raspi_release:
|
raspi_release:
|
||||||
@$(MAKE) resources.pack
|
|
||||||
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
|
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
|
||||||
|
# Elimina carpetas previas
|
||||||
# Compila con cmake
|
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
|
||||||
@cmake --build build
|
|
||||||
|
|
||||||
# Elimina carpetas previas y recrea (crea dist/ si no existe)
|
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
|
# Crea la carpeta temporal para realizar el lanzamiento
|
||||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Copia ficheros
|
# Copia ficheros
|
||||||
@@ -392,7 +402,9 @@ raspi_release:
|
|||||||
cp resources.pack "$(RELEASE_FOLDER)"
|
cp resources.pack "$(RELEASE_FOLDER)"
|
||||||
cp LICENSE "$(RELEASE_FOLDER)"
|
cp LICENSE "$(RELEASE_FOLDER)"
|
||||||
cp README.md "$(RELEASE_FOLDER)"
|
cp README.md "$(RELEASE_FOLDER)"
|
||||||
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
|
|
||||||
|
# Compila
|
||||||
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||||
|
|
||||||
# Empaqueta ficheros
|
# Empaqueta ficheros
|
||||||
@@ -403,60 +415,49 @@ raspi_release:
|
|||||||
# Elimina la carpeta temporal
|
# Elimina la carpeta temporal
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# ==============================================================================
|
anbernic:
|
||||||
# CODE QUALITY (delegados a cmake)
|
@echo "Compilando para Anbernic: $(TARGET_NAME)"
|
||||||
# ==============================================================================
|
# Elimina carpetas previas
|
||||||
format:
|
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
|
||||||
@cmake --build build --target format
|
|
||||||
|
|
||||||
format-check:
|
# Crea la carpeta temporal para realizar el lanzamiento
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
|
||||||
@cmake --build build --target format-check
|
|
||||||
|
|
||||||
tidy:
|
# Copia ficheros
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
cp -R config "$(RELEASE_FOLDER)"_anbernic
|
||||||
@cmake --build build --target tidy
|
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
|
||||||
|
|
||||||
tidy-fix:
|
# Compila
|
||||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
|
||||||
@cmake --build build --target tidy-fix
|
|
||||||
|
|
||||||
# ==============================================================================
|
# Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake)
|
||||||
# REGLAS ESPECIALES
|
no_audio:
|
||||||
# ==============================================================================
|
@echo "Compilando sin audio: $(TARGET_NAME)_no_audio"
|
||||||
|
$(CXX) $(filter-out source/external/jail_audio.cpp,$(APP_SOURCES)) $(INCLUDES) -DNO_AUDIO $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_no_audio"
|
||||||
|
|
||||||
|
# Regla para mostrar la versión actual
|
||||||
show_version:
|
show_version:
|
||||||
@echo "Version actual: $(VERSION)"
|
@echo "Version actual: $(VERSION)"
|
||||||
|
|
||||||
|
# Regla de ayuda
|
||||||
help:
|
help:
|
||||||
@echo "Makefile para Coffee Crisis Arcade Edition"
|
@echo "Makefile para Coffee Crisis Arcade Edition"
|
||||||
@echo "Comandos disponibles:"
|
@echo "Comandos disponibles:"
|
||||||
@echo ""
|
@echo " windows - Compilar para Windows"
|
||||||
@echo " Compilacion:"
|
@echo " windows_debug - Compilar debug para Windows"
|
||||||
@echo " make - Compilar con cmake (Release)"
|
@echo " windows_release - Crear release completo para Windows"
|
||||||
@echo " make debug - Compilar con cmake (Debug)"
|
@echo " linux - Compilar para Linux"
|
||||||
@echo ""
|
@echo " linux_debug - Compilar debug para Linux"
|
||||||
@echo " Release:"
|
@echo " linux_release - Crear release basico para Linux"
|
||||||
@echo " make release - Crear release (detecta SO automaticamente)"
|
@echo " linux_release_desktop - Crear release con integracion desktop para Linux"
|
||||||
@echo " make windows_release - Crear release para Windows"
|
@echo " macos - Compilar para macOS"
|
||||||
@echo " make linux_release - Crear release basico para Linux"
|
@echo " macos_debug - Compilar debug para macOS"
|
||||||
@echo " make linux_release_desktop - Crear release con integracion desktop para Linux"
|
@echo " macos_release - Crear release completo para macOS"
|
||||||
@echo " make macos_release - Crear release para macOS"
|
@echo " raspi - Compilar para Raspberry Pi"
|
||||||
@echo " make raspi_release - Crear release para Raspberry Pi"
|
@echo " raspi_release - Crear release completo para Raspberry Pi"
|
||||||
@echo ""
|
@echo " anbernic - Compilar para Anbernic"
|
||||||
@echo " Herramientas:"
|
@echo " no_audio - Compilar sin sistema de audio"
|
||||||
@echo " make spirv - Compilar shaders SPIR-V"
|
@echo " show_version - Mostrar version actual ($(VERSION))"
|
||||||
@echo " make pack_tool - Compilar herramienta de empaquetado"
|
@echo " help - Mostrar esta ayuda"
|
||||||
@echo " make resources.pack - Generar pack de recursos desde data/"
|
|
||||||
@echo ""
|
|
||||||
@echo " Calidad de codigo:"
|
|
||||||
@echo " make format - Formatear codigo con clang-format"
|
|
||||||
@echo " make format-check - Verificar formato sin modificar"
|
|
||||||
@echo " make tidy - Analisis estatico con clang-tidy"
|
|
||||||
@echo " make tidy-fix - Analisis estatico con auto-fix"
|
|
||||||
@echo ""
|
|
||||||
@echo " Otros:"
|
|
||||||
@echo " make show_version - Mostrar version actual ($(VERSION))"
|
|
||||||
@echo " make help - Mostrar esta ayuda"
|
|
||||||
|
|
||||||
.PHONY: all debug release windows_release macos_release linux_release linux_release_desktop raspi_release pack_tool resources.pack spirv format format-check tidy tidy-fix show_version help
|
.PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help
|
||||||
13
README.md
@@ -1,9 +1,7 @@
|
|||||||
<div align="center">
|
|
||||||
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="600" alt="Coffee Crisis Cover">
|
|
||||||
</div>
|
|
||||||
|
|
||||||
# Coffee Crisis Arcade Edition
|
# Coffee Crisis Arcade Edition
|
||||||
|
|
||||||
|
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="300" align="left" style="margin-right: 20px; margin-bottom: 10px;" alt="Coffee Crisis Cover">
|
||||||
|
|
||||||
## ¡La batalla definitiva pel cafè està ací!
|
## ¡La batalla definitiva pel cafè està ací!
|
||||||
|
|
||||||
Coffee Crisis Arcade Edition és una versió ampliada i millorada del aclamat Coffee Crisis. Aquesta versió porta l'acció cooperativa al següent nivell, amb:
|
Coffee Crisis Arcade Edition és una versió ampliada i millorada del aclamat Coffee Crisis. Aquesta versió porta l'acció cooperativa al següent nivell, amb:
|
||||||
@@ -37,7 +35,10 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
|
|||||||
|
|
||||||
> Nota: El joc suporta nomes un jugador amb teclat.
|
> Nota: El joc suporta nomes un jugador amb teclat.
|
||||||
|
|
||||||

|
<p align="center">
|
||||||
|
<img src="https://php.sustancia.synology.me/images/ccae/ccae1.png" alt="Joc" width="45%" />
|
||||||
|
<img src="https://php.sustancia.synology.me/images/ccae/ccae3.png" alt="Joc" width="45%" />
|
||||||
|
</p>
|
||||||
|
|
||||||
## Altres tecles
|
## Altres tecles
|
||||||
|
|
||||||
@@ -63,8 +64,6 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
|
|||||||
2. Descomprimix i executa l'arxiu `coffee_crisis_arcade_edition.exe`.
|
2. Descomprimix i executa l'arxiu `coffee_crisis_arcade_edition.exe`.
|
||||||
3. Gaudeix del joc!
|
3. Gaudeix del joc!
|
||||||
|
|
||||||

|
|
||||||
|
|
||||||
## Agraïments
|
## Agraïments
|
||||||
|
|
||||||
Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc!
|
Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc!
|
||||||
|
|||||||
@@ -4,10 +4,8 @@
|
|||||||
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
|
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
|
||||||
|
|
||||||
# Archivos de configuración del sistema (absolutos y opcionales)
|
# Archivos de configuración del sistema (absolutos y opcionales)
|
||||||
DATA|${SYSTEM_FOLDER}/config.yaml|optional,absolute
|
DATA|${SYSTEM_FOLDER}/config.txt|optional,absolute
|
||||||
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
|
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
|
||||||
DATA|${SYSTEM_FOLDER}/postfx.yaml|optional,absolute
|
|
||||||
DATA|${SYSTEM_FOLDER}/crtpi.yaml|optional,absolute
|
|
||||||
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
|
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
|
||||||
|
|
||||||
# Archivos de configuración del juego
|
# Archivos de configuración del juego
|
||||||
@@ -20,183 +18,183 @@ DATA|${PREFIX}/config/pools.txt
|
|||||||
DATA|${PREFIX}/config/stages.txt
|
DATA|${PREFIX}/config/stages.txt
|
||||||
|
|
||||||
# Archivos con los datos de la demo
|
# Archivos con los datos de la demo
|
||||||
DEMODATA|/data/demo/demo1.bin
|
DEMODATA|${PREFIX}/data/demo/demo1.bin
|
||||||
DEMODATA|/data/demo/demo2.bin
|
DEMODATA|${PREFIX}/data/demo/demo2.bin
|
||||||
DEMODATA|/data/demo/demo3.bin
|
|
||||||
|
|
||||||
# Música
|
# Música
|
||||||
MUSIC|/data/music/congratulations.ogg
|
MUSIC|${PREFIX}/data/music/credits.ogg
|
||||||
MUSIC|/data/music/credits.ogg
|
MUSIC|${PREFIX}/data/music/intro.ogg
|
||||||
MUSIC|/data/music/intro.ogg
|
MUSIC|${PREFIX}/data/music/playing.ogg
|
||||||
MUSIC|/data/music/playing.ogg
|
MUSIC|${PREFIX}/data/music/title.ogg
|
||||||
MUSIC|/data/music/title.ogg
|
|
||||||
|
|
||||||
# Sonidos
|
# Sonidos
|
||||||
SOUND|/data/sound/balloon_bounce0.wav
|
SOUND|${PREFIX}/data/sound/balloon_bounce0.wav
|
||||||
SOUND|/data/sound/balloon_bounce1.wav
|
SOUND|${PREFIX}/data/sound/balloon_bounce1.wav
|
||||||
SOUND|/data/sound/balloon_bounce2.wav
|
SOUND|${PREFIX}/data/sound/balloon_bounce2.wav
|
||||||
SOUND|/data/sound/balloon_bounce3.wav
|
SOUND|${PREFIX}/data/sound/balloon_bounce3.wav
|
||||||
SOUND|/data/sound/balloon_pop0.wav
|
SOUND|${PREFIX}/data/sound/balloon_pop0.wav
|
||||||
SOUND|/data/sound/balloon_pop1.wav
|
SOUND|${PREFIX}/data/sound/balloon_pop1.wav
|
||||||
SOUND|/data/sound/balloon_pop2.wav
|
SOUND|${PREFIX}/data/sound/balloon_pop2.wav
|
||||||
SOUND|/data/sound/balloon_pop3.wav
|
SOUND|${PREFIX}/data/sound/balloon_pop3.wav
|
||||||
SOUND|/data/sound/bullet1p.wav
|
SOUND|${PREFIX}/data/sound/bullet.wav
|
||||||
SOUND|/data/sound/bullet2p.wav
|
SOUND|${PREFIX}/data/sound/clock.wav
|
||||||
SOUND|/data/sound/clock.wav
|
SOUND|${PREFIX}/data/sound/coffee_out.wav
|
||||||
SOUND|/data/sound/coffee_out.wav
|
SOUND|${PREFIX}/data/sound/continue_clock.wav
|
||||||
SOUND|/data/sound/continue_clock.wav
|
SOUND|${PREFIX}/data/sound/credit.wav
|
||||||
SOUND|/data/sound/credit.wav
|
SOUND|${PREFIX}/data/sound/debian_drop.wav
|
||||||
SOUND|/data/sound/debian_drop.wav
|
SOUND|${PREFIX}/data/sound/debian_pickup.wav
|
||||||
SOUND|/data/sound/debian_pickup.wav
|
SOUND|${PREFIX}/data/sound/hi_score_achieved.wav
|
||||||
SOUND|/data/sound/hi_score_achieved.wav
|
SOUND|${PREFIX}/data/sound/item_drop.wav
|
||||||
SOUND|/data/sound/item_drop.wav
|
SOUND|${PREFIX}/data/sound/item_pickup.wav
|
||||||
SOUND|/data/sound/item_pickup.wav
|
SOUND|${PREFIX}/data/sound/jump.wav
|
||||||
SOUND|/data/sound/jump.wav
|
SOUND|${PREFIX}/data/sound/logo.wav
|
||||||
SOUND|/data/sound/logo.wav
|
SOUND|${PREFIX}/data/sound/notify.wav
|
||||||
SOUND|/data/sound/name_input_accept.wav
|
SOUND|${PREFIX}/data/sound/player_collision.wav
|
||||||
SOUND|/data/sound/notify.wav
|
SOUND|${PREFIX}/data/sound/power_ball_explosion.wav
|
||||||
SOUND|/data/sound/player_collision.wav
|
SOUND|${PREFIX}/data/sound/service_menu_adjust.wav
|
||||||
SOUND|/data/sound/power_ball_explosion.wav
|
SOUND|${PREFIX}/data/sound/service_menu_back.wav
|
||||||
SOUND|/data/sound/service_menu_adjust.wav
|
SOUND|${PREFIX}/data/sound/service_menu_move.wav
|
||||||
SOUND|/data/sound/service_menu_back.wav
|
SOUND|${PREFIX}/data/sound/service_menu_select.wav
|
||||||
SOUND|/data/sound/service_menu_move.wav
|
SOUND|${PREFIX}/data/sound/stage_change.wav
|
||||||
SOUND|/data/sound/service_menu_select.wav
|
SOUND|${PREFIX}/data/sound/tabe_hit.wav
|
||||||
SOUND|/data/sound/stage_change.wav
|
SOUND|${PREFIX}/data/sound/tabe.wav
|
||||||
SOUND|/data/sound/tabe_hit.wav
|
SOUND|${PREFIX}/data/sound/title.wav
|
||||||
SOUND|/data/sound/tabe.wav
|
SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav
|
||||||
SOUND|/data/sound/title.wav
|
SOUND|${PREFIX}/data/sound/voice_coffee.wav
|
||||||
SOUND|/data/sound/voice_aw_aw_aw.wav
|
SOUND|${PREFIX}/data/sound/voice_credit_thankyou.wav
|
||||||
SOUND|/data/sound/voice_coffee.wav
|
SOUND|${PREFIX}/data/sound/voice_get_ready.wav
|
||||||
SOUND|/data/sound/voice_credit_thankyou.wav
|
SOUND|${PREFIX}/data/sound/voice_no.wav
|
||||||
SOUND|/data/sound/voice_game_over.wav
|
SOUND|${PREFIX}/data/sound/voice_power_up.wav
|
||||||
SOUND|/data/sound/voice_get_ready.wav
|
SOUND|${PREFIX}/data/sound/voice_recover.wav
|
||||||
SOUND|/data/sound/voice_no.wav
|
SOUND|${PREFIX}/data/sound/voice_thankyou.wav
|
||||||
SOUND|/data/sound/voice_power_up.wav
|
SOUND|${PREFIX}/data/sound/walk.wav
|
||||||
SOUND|/data/sound/voice_recover.wav
|
|
||||||
SOUND|/data/sound/voice_thankyou.wav
|
# Shaders
|
||||||
SOUND|/data/sound/walk.wav
|
DATA|${PREFIX}/data/shaders/crtpi_240.glsl
|
||||||
|
DATA|${PREFIX}/data/shaders/crtpi_256.glsl
|
||||||
|
|
||||||
# Texturas - Balloons
|
# Texturas - Balloons
|
||||||
ANIMATION|/data/gfx/balloon/balloon0.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
|
||||||
ANIMATION|/data/gfx/balloon/balloon1.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani
|
||||||
ANIMATION|/data/gfx/balloon/balloon2.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/balloon2.ani
|
||||||
ANIMATION|/data/gfx/balloon/balloon3.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/balloon3.ani
|
||||||
BITMAP|/data/gfx/balloon/balloon0.png
|
BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png
|
||||||
BITMAP|/data/gfx/balloon/balloon1.png
|
BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png
|
||||||
BITMAP|/data/gfx/balloon/balloon2.png
|
BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png
|
||||||
BITMAP|/data/gfx/balloon/balloon3.png
|
BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png
|
||||||
|
|
||||||
# Texturas - Explosiones
|
# Texturas - Explosiones
|
||||||
ANIMATION|/data/gfx/balloon/explosion0.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/explosion0.ani
|
||||||
ANIMATION|/data/gfx/balloon/explosion1.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/explosion1.ani
|
||||||
ANIMATION|/data/gfx/balloon/explosion2.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/explosion2.ani
|
||||||
ANIMATION|/data/gfx/balloon/explosion3.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/explosion3.ani
|
||||||
BITMAP|/data/gfx/balloon/explosion0.png
|
BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png
|
||||||
BITMAP|/data/gfx/balloon/explosion1.png
|
BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png
|
||||||
BITMAP|/data/gfx/balloon/explosion2.png
|
BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png
|
||||||
BITMAP|/data/gfx/balloon/explosion3.png
|
BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png
|
||||||
|
|
||||||
# Texturas - Power Ball
|
# Texturas - Power Ball
|
||||||
ANIMATION|/data/gfx/balloon/powerball.ani
|
ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani
|
||||||
BITMAP|/data/gfx/balloon/powerball.png
|
BITMAP|${PREFIX}/data/gfx/balloon/powerball.png
|
||||||
|
|
||||||
# Texturas - Bala
|
# Texturas - Bala
|
||||||
ANIMATION|/data/gfx/bullet/bullet.ani
|
ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani
|
||||||
BITMAP|/data/gfx/bullet/bullet.png
|
BITMAP|${PREFIX}/data/gfx/bullet/bullet.png
|
||||||
|
|
||||||
# Texturas - Tabe
|
# Texturas - Tabe
|
||||||
ANIMATION|/data/gfx/tabe/tabe.ani
|
ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani
|
||||||
BITMAP|/data/gfx/tabe/tabe.png
|
BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
|
||||||
|
|
||||||
# Texturas - Juego
|
# Texturas - Juego
|
||||||
BITMAP|/data/gfx/game/game_buildings.png
|
BITMAP|${PREFIX}/data/gfx/game/game_buildings.png
|
||||||
BITMAP|/data/gfx/game/game_clouds1.png
|
BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png
|
||||||
BITMAP|/data/gfx/game/game_clouds2.png
|
BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png
|
||||||
ANIMATION|/data/gfx/game/game_grass.ani
|
BITMAP|${PREFIX}/data/gfx/game/game_grass.png
|
||||||
BITMAP|/data/gfx/game/game_grass.png
|
BITMAP|${PREFIX}/data/gfx/game/game_moon.png
|
||||||
BITMAP|/data/gfx/game/game_moon.png
|
BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png
|
||||||
BITMAP|/data/gfx/game/game_power_meter.png
|
BITMAP|${PREFIX}/data/gfx/game/game_sky_colors.png
|
||||||
BITMAP|/data/gfx/game/game_sky_colors.png
|
BITMAP|${PREFIX}/data/gfx/game/game_sun.png
|
||||||
BITMAP|/data/gfx/game/game_sun.png
|
|
||||||
|
|
||||||
# Texturas - Intro
|
# Texturas - Intro
|
||||||
BITMAP|/data/gfx/intro/intro1.png
|
BITMAP|${PREFIX}/data/gfx/intro/intro1.png
|
||||||
BITMAP|/data/gfx/intro/intro2.png
|
BITMAP|${PREFIX}/data/gfx/intro/intro2.png
|
||||||
BITMAP|/data/gfx/intro/intro3.png
|
BITMAP|${PREFIX}/data/gfx/intro/intro3.png
|
||||||
BITMAP|/data/gfx/intro/intro4.png
|
BITMAP|${PREFIX}/data/gfx/intro/intro4.png
|
||||||
BITMAP|/data/gfx/intro/intro5.png
|
BITMAP|${PREFIX}/data/gfx/intro/intro5.png
|
||||||
BITMAP|/data/gfx/intro/intro6.png
|
BITMAP|${PREFIX}/data/gfx/intro/intro6.png
|
||||||
|
|
||||||
# Texturas - Logo
|
# Texturas - Logo
|
||||||
BITMAP|/data/gfx/logo/logo_jailgames_mini.png
|
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames_mini.png
|
||||||
BITMAP|/data/gfx/logo/logo_jailgames.png
|
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png
|
||||||
BITMAP|/data/gfx/logo/logo_since_1998.png
|
BITMAP|${PREFIX}/data/gfx/logo/logo_since_1998.png
|
||||||
|
|
||||||
# Texturas - Items
|
# Texturas - Items
|
||||||
ANIMATION|/data/gfx/item/item_clock.ani
|
ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani
|
||||||
ANIMATION|/data/gfx/item/item_coffee_machine.ani
|
ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani
|
||||||
ANIMATION|/data/gfx/item/item_coffee.ani
|
ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani
|
||||||
ANIMATION|/data/gfx/item/item_debian.ani
|
ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani
|
||||||
ANIMATION|/data/gfx/item/item_points1_disk.ani
|
ANIMATION|${PREFIX}/data/gfx/item/item_points1_disk.ani
|
||||||
ANIMATION|/data/gfx/item/item_points2_gavina.ani
|
ANIMATION|${PREFIX}/data/gfx/item/item_points2_gavina.ani
|
||||||
ANIMATION|/data/gfx/item/item_points3_pacmar.ani
|
ANIMATION|${PREFIX}/data/gfx/item/item_points3_pacmar.ani
|
||||||
BITMAP|/data/gfx/item/item_clock.png
|
BITMAP|${PREFIX}/data/gfx/item/item_clock.png
|
||||||
BITMAP|/data/gfx/item/item_coffee_machine.png
|
BITMAP|${PREFIX}/data/gfx/item/item_coffee_machine.png
|
||||||
BITMAP|/data/gfx/item/item_coffee.png
|
BITMAP|${PREFIX}/data/gfx/item/item_coffee.png
|
||||||
BITMAP|/data/gfx/item/item_debian.png
|
BITMAP|${PREFIX}/data/gfx/item/item_debian.png
|
||||||
BITMAP|/data/gfx/item/item_points1_disk.png
|
BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png
|
||||||
BITMAP|/data/gfx/item/item_points2_gavina.png
|
BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png
|
||||||
BITMAP|/data/gfx/item/item_points3_pacmar.png
|
BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png
|
||||||
|
|
||||||
# Texturas - Titulo
|
# Texturas - Titulo
|
||||||
ANIMATION|/data/gfx/title/title_dust.ani
|
ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani
|
||||||
BITMAP|/data/gfx/title/title_arcade_edition.png
|
BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png
|
||||||
BITMAP|/data/gfx/title/title_bg_tile.png
|
BITMAP|${PREFIX}/data/gfx/title/title_bg_tile.png
|
||||||
BITMAP|/data/gfx/title/title_coffee.png
|
BITMAP|${PREFIX}/data/gfx/title/title_coffee.png
|
||||||
BITMAP|/data/gfx/title/title_crisis.png
|
BITMAP|${PREFIX}/data/gfx/title/title_crisis.png
|
||||||
BITMAP|/data/gfx/title/title_dust.png
|
BITMAP|${PREFIX}/data/gfx/title/title_dust.png
|
||||||
|
|
||||||
# Texturas - Jugador 1
|
# Texturas - Jugador 1
|
||||||
BITMAP|/data/gfx/player/player1_power.png
|
BITMAP|${PREFIX}/data/gfx/player/player1_power.png
|
||||||
BITMAP|/data/gfx/player/player1.gif
|
BITMAP|${PREFIX}/data/gfx/player/player1.gif
|
||||||
PALETTE|/data/gfx/player/player1_coffee1.pal
|
PALETTE|${PREFIX}/data/gfx/player/player1_coffee1.pal
|
||||||
PALETTE|/data/gfx/player/player1_coffee2.pal
|
PALETTE|${PREFIX}/data/gfx/player/player1_coffee2.pal
|
||||||
PALETTE|/data/gfx/player/player1_invencible.pal
|
PALETTE|${PREFIX}/data/gfx/player/player1_invencible.pal
|
||||||
|
|
||||||
# Texturas - Jugador 2
|
# Texturas - Jugador 2
|
||||||
BITMAP|/data/gfx/player/player2_power.png
|
BITMAP|${PREFIX}/data/gfx/player/player2_power.png
|
||||||
BITMAP|/data/gfx/player/player2.gif
|
BITMAP|${PREFIX}/data/gfx/player/player2.gif
|
||||||
PALETTE|/data/gfx/player/player2_coffee1.pal
|
PALETTE|${PREFIX}/data/gfx/player/player2_coffee1.pal
|
||||||
PALETTE|/data/gfx/player/player2_coffee2.pal
|
PALETTE|${PREFIX}/data/gfx/player/player2_coffee2.pal
|
||||||
PALETTE|/data/gfx/player/player2_invencible.pal
|
PALETTE|${PREFIX}/data/gfx/player/player2_invencible.pal
|
||||||
|
|
||||||
# Animaciones del jugador
|
# Animaciones del jugador
|
||||||
ANIMATION|/data/gfx/player/player_power.ani
|
ANIMATION|${PREFIX}/data/gfx/player/player_power.ani
|
||||||
ANIMATION|/data/gfx/player/player1.ani
|
ANIMATION|${PREFIX}/data/gfx/player/player.ani
|
||||||
ANIMATION|/data/gfx/player/player2.ani
|
|
||||||
|
# Texturas - Golpe del jugador
|
||||||
|
BITMAP|${PREFIX}/data/gfx/player/hit.png
|
||||||
|
|
||||||
# Fuentes de texto
|
# Fuentes de texto
|
||||||
BITMAP|/data/font/04b_25_2x.png
|
BITMAP|${PREFIX}/data/font/04b_25_2x.png
|
||||||
BITMAP|/data/font/04b_25_2x_white.png
|
BITMAP|${PREFIX}/data/font/04b_25_2x_white.png
|
||||||
BITMAP|/data/font/04b_25_flat_2x.png
|
BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png
|
||||||
BITMAP|/data/font/04b_25_flat.png
|
BITMAP|${PREFIX}/data/font/04b_25_flat.png
|
||||||
BITMAP|/data/font/04b_25_grey.png
|
BITMAP|${PREFIX}/data/font/04b_25_grey.png
|
||||||
BITMAP|/data/font/04b_25_metal.png
|
BITMAP|${PREFIX}/data/font/04b_25_metal.png
|
||||||
BITMAP|/data/font/04b_25_reversed_2x.png
|
BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png
|
||||||
BITMAP|/data/font/04b_25_reversed.png
|
BITMAP|${PREFIX}/data/font/04b_25_reversed.png
|
||||||
BITMAP|/data/font/04b_25_white.png
|
BITMAP|${PREFIX}/data/font/04b_25_white.png
|
||||||
BITMAP|/data/font/04b_25.png
|
BITMAP|${PREFIX}/data/font/04b_25.png
|
||||||
BITMAP|/data/font/8bithud.png
|
BITMAP|${PREFIX}/data/font/8bithud.png
|
||||||
BITMAP|/data/font/aseprite.png
|
BITMAP|${PREFIX}/data/font/aseprite.png
|
||||||
BITMAP|/data/font/smb2_grad.png
|
BITMAP|${PREFIX}/data/font/smb2_grad.png
|
||||||
BITMAP|/data/font/smb2.png
|
BITMAP|${PREFIX}/data/font/smb2.png
|
||||||
FONT|/data/font/04b_25_2x.txt
|
FONT|${PREFIX}/data/font/04b_25_2x.txt
|
||||||
FONT|/data/font/04b_25.txt
|
FONT|${PREFIX}/data/font/04b_25.txt
|
||||||
FONT|/data/font/8bithud.txt
|
FONT|${PREFIX}/data/font/8bithud.txt
|
||||||
FONT|/data/font/aseprite.txt
|
FONT|${PREFIX}/data/font/aseprite.txt
|
||||||
FONT|/data/font/smb2.txt
|
FONT|${PREFIX}/data/font/smb2.txt
|
||||||
|
|
||||||
# Idiomas
|
# Idiomas
|
||||||
LANG|/data/lang/ba_BA.json
|
LANG|${PREFIX}/data/lang/ba_BA.json
|
||||||
LANG|/data/lang/en_UK.json
|
LANG|${PREFIX}/data/lang/en_UK.json
|
||||||
LANG|/data/lang/es_ES.json
|
LANG|${PREFIX}/data/lang/es_ES.json
|
||||||
@@ -8,270 +8,270 @@
|
|||||||
|
|
||||||
formation: 0
|
formation: 0
|
||||||
# Dos enemigos BALLOON3 uno a cada extremo
|
# Dos enemigos BALLOON3 uno a cada extremo
|
||||||
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
||||||
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
||||||
|
|
||||||
formation: 1
|
formation: 1
|
||||||
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
|
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
|
||||||
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
||||||
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
||||||
|
|
||||||
formation: 2
|
formation: 2
|
||||||
# Cuatro enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
|
# Cuatro enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
|
||||||
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
|
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
|
||||||
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
|
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
|
||||||
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
|
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
|
||||||
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
|
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
|
||||||
|
|
||||||
formation: 3
|
formation: 3
|
||||||
# Cuatro enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
|
# Cuatro enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
|
||||||
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
|
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
|
||||||
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
|
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
|
||||||
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
|
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
|
||||||
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
|
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
|
||||||
|
|
||||||
formation: 4
|
formation: 4
|
||||||
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
|
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 5
|
formation: 5
|
||||||
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
|
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 6
|
formation: 6
|
||||||
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
|
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
||||||
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 7
|
formation: 7
|
||||||
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
|
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
||||||
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 8
|
formation: 8
|
||||||
# Seis enemigos BALLOON0. 0, 0, 0, 0, 0, 0. Hacia la derecha
|
# Seis enemigos BALLOON0. 0, 0, 0, 0, 0, 0. Hacia la derecha
|
||||||
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
|
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
|
||||||
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
|
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
|
||||||
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
|
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
|
||||||
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
|
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
|
||||||
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
|
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
|
||||||
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
|
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
|
||||||
|
|
||||||
formation: 9
|
formation: 9
|
||||||
# Seis enemigos BALLOON0. 100, 100, 100, 100, 100, 100. Hacia la izquierda
|
# Seis enemigos BALLOON0. 100, 100, 100, 100, 100, 100. Hacia la izquierda
|
||||||
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
|
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
|
||||||
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
|
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
|
||||||
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
|
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
|
||||||
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
|
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
|
||||||
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
|
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
|
||||||
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
|
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
|
||||||
|
|
||||||
formation: 10
|
formation: 10
|
||||||
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
|
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
|
||||||
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.5000
|
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 30
|
||||||
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.2500
|
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 15
|
||||||
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
||||||
|
|
||||||
formation: 11
|
formation: 11
|
||||||
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
|
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
|
||||||
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.5000
|
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 30
|
||||||
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.2500
|
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 15
|
||||||
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
||||||
|
|
||||||
formation: 12
|
formation: 12
|
||||||
# Seis enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
|
# Seis enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
|
||||||
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.8333
|
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 50
|
||||||
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.6667
|
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 40
|
||||||
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
|
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
|
||||||
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
|
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
|
||||||
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
|
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
|
||||||
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
|
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
|
||||||
|
|
||||||
formation: 13
|
formation: 13
|
||||||
# Seis enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
|
# Seis enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
|
||||||
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.8333
|
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 50
|
||||||
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.6667
|
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 40
|
||||||
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
|
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
|
||||||
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
|
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
|
||||||
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
|
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
|
||||||
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
|
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
|
||||||
|
|
||||||
formation: 14
|
formation: 14
|
||||||
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
|
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
||||||
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
||||||
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 15
|
formation: 15
|
||||||
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
|
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
||||||
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
||||||
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 16
|
formation: 16
|
||||||
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
|
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
|
||||||
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
|
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
||||||
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 17
|
formation: 17
|
||||||
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
|
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
|
||||||
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
|
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
||||||
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 18
|
formation: 18
|
||||||
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
|
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
|
||||||
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.8333
|
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 110
|
||||||
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.6667
|
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 100
|
||||||
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.5000
|
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 90
|
||||||
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.3333
|
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 80
|
||||||
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
|
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
|
||||||
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
|
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
|
||||||
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
|
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
|
||||||
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
|
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
|
||||||
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
|
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
|
||||||
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
|
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
|
||||||
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
|
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
|
||||||
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
|
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
|
||||||
|
|
||||||
formation: 19
|
formation: 19
|
||||||
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
|
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
|
||||||
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.8333
|
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 110
|
||||||
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.6667
|
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 100
|
||||||
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.5000
|
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 90
|
||||||
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.3333
|
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 80
|
||||||
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
|
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
|
||||||
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
|
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
|
||||||
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
|
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
|
||||||
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
|
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
|
||||||
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
|
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
|
||||||
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
|
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
|
||||||
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
|
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
|
||||||
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
|
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
|
||||||
|
|
||||||
formation: 20
|
formation: 20
|
||||||
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
|
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
|
||||||
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
||||||
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
||||||
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
||||||
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
||||||
|
|
||||||
formation: 21
|
formation: 21
|
||||||
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
|
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
|
||||||
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.2000
|
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 12
|
||||||
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1500
|
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 9
|
||||||
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1000
|
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 6
|
||||||
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0500
|
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 3
|
||||||
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
|
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
|
||||||
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.2000
|
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 12
|
||||||
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1500
|
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 9
|
||||||
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1000
|
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 6
|
||||||
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0500
|
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 3
|
||||||
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
|
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
|
||||||
|
|
||||||
formation: 22
|
formation: 22
|
||||||
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
|
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
||||||
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
||||||
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
||||||
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
||||||
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 23
|
formation: 23
|
||||||
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
|
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
|
||||||
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
|
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
||||||
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
|
||||||
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
|
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
||||||
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
||||||
|
|
||||||
formation: 24
|
formation: 24
|
||||||
# Treinta enemigos BALLOON0. Del centro hacia los extremos. Juntos. Simétricos
|
# Treinta enemigos BALLOON0. Del centro hacia los extremos. Juntos. Simétricos
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
|
||||||
|
|
||||||
formation: 25
|
formation: 25
|
||||||
# Treinta enemigos BALLOON0. Del centro hacia adentro. Juntos. Simétricos
|
# Treinta enemigos BALLOON0. Del centro hacia adentro. Juntos. Simétricos
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
# Formato: PARAMETRO VALOR
|
# Formato: PARAMETRO VALOR
|
||||||
|
|
||||||
# --- GAME ---
|
# --- GAME ---
|
||||||
|
game.item_size 20 # Tamaño de los items del juego (en píxeles)
|
||||||
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
||||||
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
||||||
game.height 240 # Alto de la resolución nativa del juego (en píxeles)
|
game.height 240 # Alto de la resolución nativa del juego (en píxeles)
|
||||||
@@ -11,6 +12,8 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
|
|||||||
game.play_area.rect.h 200 # Alto de la zona jugable
|
game.play_area.rect.h 200 # Alto de la zona jugable
|
||||||
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
||||||
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
||||||
|
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
|
||||||
|
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
|
||||||
|
|
||||||
# --- FADE ---
|
# --- FADE ---
|
||||||
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
||||||
@@ -36,24 +39,24 @@ scoreboard.text_color2 FFFFFF # Color secundario del texto del marca
|
|||||||
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
||||||
|
|
||||||
# --- TITLE ---
|
# --- TITLE ---
|
||||||
title.press_start_position 180 # Posición Y del texto "Press Start"
|
title.press_start_position 180 # Posición Y del texto "Press Start"
|
||||||
title.title_duration 14 # Duración de la pantalla de título (segundos)
|
title.title_duration 800 # Duración de la pantalla de título (frames)
|
||||||
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
||||||
title.title_c_c_position 80 # Posición Y del título principal
|
title.title_c_c_position 80 # Posición Y del título principal
|
||||||
title.bg_color 41526F # Color de fondo en la sección titulo
|
title.bg_color 41526F # Color de fondo en la sección titulo
|
||||||
|
|
||||||
# --- BACKGROUND ---
|
# --- BACKGROUND ---
|
||||||
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
|
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
|
||||||
|
|
||||||
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
|
# --- BALLOONS ---
|
||||||
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
|
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
|
||||||
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
|
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
|
||||||
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
|
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
|
||||||
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
|
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
|
||||||
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
|
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
|
||||||
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
|
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
|
||||||
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
|
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
|
||||||
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
|
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
|
||||||
|
|
||||||
balloon.color[0] blue # Color de creación del globo normal
|
balloon.color[0] blue # Color de creación del globo normal
|
||||||
balloon.color[1] orange # Color del globo normal
|
balloon.color[1] orange # Color del globo normal
|
||||||
@@ -90,7 +93,7 @@ service_menu.window_message.text_safety_margin 15.0f # Margen de segu
|
|||||||
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
|
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
|
||||||
|
|
||||||
# --- INTRO ---
|
# --- INTRO ---
|
||||||
intro.bg_color 41526F # Color de fondo de la intro
|
intro.bg_color 4664BD # Color de fondo de la intro
|
||||||
intro.card_color CBDBFC # Color de las tarjetas en la intro
|
intro.card_color CBDBFC # Color de las tarjetas en la intro
|
||||||
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
|
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
|
||||||
intro.text_distance_from_bottom 48 # Posicion del texto
|
intro.text_distance_from_bottom 48 # Posicion del texto
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
# Formato: PARAMETRO VALOR
|
# Formato: PARAMETRO VALOR
|
||||||
|
|
||||||
# --- GAME ---
|
# --- GAME ---
|
||||||
|
game.item_size 20 # Tamaño de los items del juego (en píxeles)
|
||||||
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
||||||
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
||||||
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
|
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
|
||||||
@@ -11,6 +12,8 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
|
|||||||
game.play_area.rect.h 216 # Alto de la zona jugable
|
game.play_area.rect.h 216 # Alto de la zona jugable
|
||||||
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
||||||
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
||||||
|
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
|
||||||
|
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
|
||||||
|
|
||||||
# --- FADE ---
|
# --- FADE ---
|
||||||
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
||||||
@@ -36,24 +39,24 @@ scoreboard.text_color2 FFFFFF # Color secundario del texto del marca
|
|||||||
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
||||||
|
|
||||||
# --- TITLE ---
|
# --- TITLE ---
|
||||||
title.press_start_position 180 # Posición Y del texto "Press Start"
|
title.press_start_position 180 # Posición Y del texto "Press Start"
|
||||||
title.title_duration 14 # Duración de la pantalla de título (segundos)
|
title.title_duration 800 # Duración de la pantalla de título (frames)
|
||||||
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
||||||
title.title_c_c_position 80 # Posición Y del título principal
|
title.title_c_c_position 80 # Posición Y del título principal
|
||||||
title.bg_color 41526F # Color de fondo en la sección titulo
|
title.bg_color 41526F # Color de fondo en la sección titulo
|
||||||
|
|
||||||
# --- BACKGROUND ---
|
# --- BACKGROUND ---
|
||||||
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
|
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
|
||||||
|
|
||||||
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
|
# --- BALLOONS ---
|
||||||
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
|
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
|
||||||
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
|
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
|
||||||
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
|
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
|
||||||
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
|
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
|
||||||
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
|
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
|
||||||
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
|
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
|
||||||
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
|
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
|
||||||
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
|
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
|
||||||
|
|
||||||
balloon.color[0] blue # Color de creación del globo normal
|
balloon.color[0] blue # Color de creación del globo normal
|
||||||
balloon.color[1] orange # Color del globo normal
|
balloon.color[1] orange # Color del globo normal
|
||||||
@@ -90,7 +93,7 @@ service_menu.window_message.text_safety_margin 15.0f # Margen de segu
|
|||||||
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
|
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
|
||||||
|
|
||||||
# --- INTRO ---
|
# --- INTRO ---
|
||||||
intro.bg_color 41526F # Color de fondo de la intro
|
intro.bg_color 4664BD # Color de fondo de la intro
|
||||||
intro.card_color CBDBFC # Color de las tarjetas en la intro
|
intro.card_color CBDBFC # Color de las tarjetas en la intro
|
||||||
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
|
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
|
||||||
intro.text_distance_from_bottom 48 # Posición del texto desde la parte inferior
|
intro.text_distance_from_bottom 48 # Posición del texto desde la parte inferior
|
||||||
|
|||||||
@@ -4,13 +4,13 @@
|
|||||||
# Los pools no necesitan estar ordenados ni ser consecutivos
|
# Los pools no necesitan estar ordenados ni ser consecutivos
|
||||||
|
|
||||||
# Pool para la fase 1
|
# Pool para la fase 1
|
||||||
POOL: 0 FORMATIONS: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
|
POOL: 0 FORMATIONS: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
|
||||||
|
|
||||||
# Pool para la fase 2
|
# Pool para la fase 2
|
||||||
POOL: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
|
POOL: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
|
||||||
|
|
||||||
# Pool para la fase 3
|
# Pool para la fase 3
|
||||||
POOL: 2 FORMATIONS: 0, 1, 2, 3, 4, 55, 56, 57, 58, 59
|
POOL: 2 FORMATIONS: 0, 1, 2, 3, 4, 55, 56, 57, 58, 59
|
||||||
|
|
||||||
# Pool para la fase 4
|
# Pool para la fase 4
|
||||||
POOL: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9
|
POOL: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
@@ -185,7 +185,7 @@
|
|||||||
# 122 z
|
# 122 z
|
||||||
5
|
5
|
||||||
# 123 {
|
# 123 {
|
||||||
7
|
3
|
||||||
# 124 |
|
# 124 |
|
||||||
2
|
2
|
||||||
# 125 }
|
# 125 }
|
||||||
|
|||||||
@@ -3,28 +3,28 @@ frame_height=10
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=orange
|
name=orange
|
||||||
speed=0.1667
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blue
|
name=blue
|
||||||
speed=0.3333
|
speed=20
|
||||||
loop=0
|
loop=0
|
||||||
frames=10,11,12,13,14,15,16,17,18,19
|
frames=10,11,12,13,14,15,16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green
|
name=green
|
||||||
speed=0.1667
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=20,21,22,23,24,25,26,27,28,29
|
frames=20,21,22,23,24,25,26,27,28,29
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=red
|
name=red
|
||||||
speed=0.3333
|
speed=20
|
||||||
loop=0
|
loop=0
|
||||||
frames=30,31,32,33,34,35,36,37,38,39
|
frames=30,31,32,33,34,35,36,37,38,39
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,28 +3,28 @@ frame_height=16
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=orange
|
name=orange
|
||||||
speed=0.1667
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blue
|
name=blue
|
||||||
speed=0.3333
|
speed=20
|
||||||
loop=0
|
loop=0
|
||||||
frames=10,11,12,13,14,15,16,17,18,19
|
frames=10,11,12,13,14,15,16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green
|
name=green
|
||||||
speed=0.1667
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=20,21,22,23,24,25,26,27,28,29
|
frames=20,21,22,23,24,25,26,27,28,29
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=red
|
name=red
|
||||||
speed=0.3333
|
speed=20
|
||||||
loop=0
|
loop=0
|
||||||
frames=30,31,32,33,34,35,36,37,38,39
|
frames=30,31,32,33,34,35,36,37,38,39
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,28 +3,28 @@ frame_height=26
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=orange
|
name=orange
|
||||||
speed=0.1667
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blue
|
name=blue
|
||||||
speed=0.3333
|
speed=20
|
||||||
loop=0
|
loop=0
|
||||||
frames=10,11,12,13,14,15,16,17,18,19
|
frames=10,11,12,13,14,15,16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green
|
name=green
|
||||||
speed=0.1667
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=20,21,22,23,24,25,26,27,28,29
|
frames=20,21,22,23,24,25,26,27,28,29
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=red
|
name=red
|
||||||
speed=0.3333
|
speed=20
|
||||||
loop=0
|
loop=0
|
||||||
frames=30,31,32,33,34,35,36,37,38,39
|
frames=30,31,32,33,34,35,36,37,38,39
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,28 +3,28 @@ frame_height=48
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=orange
|
name=orange
|
||||||
speed=0.1667
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blue
|
name=blue
|
||||||
speed=0.3333
|
speed=20
|
||||||
loop=0
|
loop=0
|
||||||
frames=10,11,12,13,14,15,16,17,18,19
|
frames=10,11,12,13,14,15,16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green
|
name=green
|
||||||
speed=0.1667
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=20,21,22,23,24,25,26,27,28,29
|
frames=20,21,22,23,24,25,26,27,28,29
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=red
|
name=red
|
||||||
speed=0.3333
|
speed=20
|
||||||
loop=0
|
loop=0
|
||||||
frames=30,31,32,33,34,35,36,37,38,39
|
frames=30,31,32,33,34,35,36,37,38,39
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=10
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=16
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=26
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=48
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=49
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=powerball
|
name=powerball
|
||||||
speed=0.0167
|
speed=10
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=1
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,85 +2,43 @@ frame_width=12
|
|||||||
frame_height=12
|
frame_height=12
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=yellow_up
|
name=normal_up
|
||||||
speed=20
|
speed=5
|
||||||
loop=-1
|
loop=0
|
||||||
frames=0
|
frames=0,1,2
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=yellow_left
|
name=normal_left
|
||||||
speed=20
|
speed=5
|
||||||
loop=-1
|
loop=0
|
||||||
frames=1
|
frames=3,4,5,5,4,3
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=yellow_right
|
name=normal_right
|
||||||
speed=20
|
speed=5
|
||||||
loop=-1
|
loop=0
|
||||||
frames=2
|
frames=6,7,8,8,7,6
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green_up
|
name=powered_up
|
||||||
speed=20
|
speed=5
|
||||||
loop=-1
|
loop=0
|
||||||
frames=3
|
frames=9,10,11,11,10,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green_left
|
name=powered_left
|
||||||
speed=20
|
speed=5
|
||||||
loop=-1
|
loop=0
|
||||||
frames=4
|
frames=12,13,14,14,13,12
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green_right
|
name=powered_right
|
||||||
speed=20
|
speed=5
|
||||||
loop=-1
|
loop=0
|
||||||
frames=5
|
frames=15,16,17,17,26,15
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=red_up
|
|
||||||
speed=20
|
|
||||||
loop=-1
|
|
||||||
frames=6
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=red_left
|
|
||||||
speed=20
|
|
||||||
loop=-1
|
|
||||||
frames=7
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=red_right
|
|
||||||
speed=20
|
|
||||||
loop=-1
|
|
||||||
frames=8
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=purple_up
|
|
||||||
speed=20
|
|
||||||
loop=-1
|
|
||||||
frames=9
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=purple_left
|
|
||||||
speed=20
|
|
||||||
loop=-1
|
|
||||||
frames=10
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=purple_right
|
|
||||||
speed=20
|
|
||||||
loop=-1
|
|
||||||
frames=11
|
|
||||||
[/animation]
|
[/animation]
|
||||||
|
Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 2.0 KiB |
@@ -1,9 +0,0 @@
|
|||||||
frame_width=320
|
|
||||||
frame_height=10
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=default
|
|
||||||
speed=0.2
|
|
||||||
loop=0
|
|
||||||
frames=0,1,2,1
|
|
||||||
[/animation]
|
|
||||||
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.1 KiB |
@@ -2,15 +2,8 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blink
|
name=default
|
||||||
speed=0.2
|
speed=8
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1
|
frames=0,0,1
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=no-blink
|
|
||||||
speed=0
|
|
||||||
loop=-1
|
|
||||||
frames=1
|
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,15 +2,8 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blink
|
name=default
|
||||||
speed=0.2
|
speed=8
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1
|
frames=0,0,1
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=no-blink
|
|
||||||
speed=0
|
|
||||||
loop=-1
|
|
||||||
frames=1
|
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=39
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=0.1
|
speed=6
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8
|
frames=0,1,2,3,4,5,6,7,8
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,15 +2,8 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blink
|
name=default
|
||||||
speed=0.2
|
speed=8
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1
|
frames=0,0,1
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=no-blink
|
|
||||||
speed=0
|
|
||||||
loop=-1
|
|
||||||
frames=1
|
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,15 +2,8 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blink
|
name=default
|
||||||
speed=0.2
|
speed=8
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1
|
frames=0,0,1
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=no-blink
|
|
||||||
speed=0
|
|
||||||
loop=-1
|
|
||||||
frames=1
|
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,15 +2,8 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blink
|
name=default
|
||||||
speed=0.2
|
speed=8
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1
|
frames=0,0,1
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=no-blink
|
|
||||||
speed=0
|
|
||||||
loop=-1
|
|
||||||
frames=1
|
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,15 +2,8 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blink
|
name=default
|
||||||
speed=0.2
|
speed=8
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1
|
frames=0,0,1
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=no-blink
|
|
||||||
speed=0
|
|
||||||
loop=-1
|
|
||||||
frames=1
|
|
||||||
[/animation]
|
[/animation]
|
||||||
|
Before Width: | Height: | Size: 696 B After Width: | Height: | Size: 717 B |
|
Before Width: | Height: | Size: 624 B After Width: | Height: | Size: 720 B |
BIN
data/gfx/player/hit.png
Normal file
|
After Width: | Height: | Size: 312 B |
@@ -3,133 +3,133 @@ frame_height=32
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk
|
name=walk
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3
|
frames=0,1,2,3
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand
|
name=stand
|
||||||
speed=0.167
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=4,5,6,7
|
frames=4,5,6,7
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-fire-side
|
name=walk-fire-side
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=8,9,10,11
|
frames=8,9,10,11
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-recoil-side
|
name=walk-recoil-side
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=12,13,14,15
|
frames=12,13,14,15
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-cool-side
|
name=walk-cool-side
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=16,17,18,19
|
frames=16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-fire-side
|
name=stand-fire-side
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=20
|
frames=20
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-recoil-side
|
name=stand-recoil-side
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=21
|
frames=21
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-cool-side
|
name=stand-cool-side
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=22
|
frames=22
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-fire-center
|
name=walk-fire-center
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=23,24,25,26
|
frames=23,24,25,26
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-recoil-center
|
name=walk-recoil-center
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=27,28,29,30
|
frames=27,28,29,30
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-cool-center
|
name=walk-cool-center
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=31,32,33,34
|
frames=31,32,33,34
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-fire-center
|
name=stand-fire-center
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=35
|
frames=35
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-recoil-center
|
name=stand-recoil-center
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=36
|
frames=36
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-cool-center
|
name=stand-cool-center
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=37
|
frames=37
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=rolling
|
name=rolling
|
||||||
speed=0.167
|
speed=10
|
||||||
loop=0
|
loop=0
|
||||||
frames=38,39,40,41
|
frames=38,39,40,41
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=celebration
|
name=celebration
|
||||||
speed=0.167
|
speed=10
|
||||||
loop=0
|
loop=-1
|
||||||
frames=42,42,42,43,44,45,44,43,42,43,44,45,44,43,42,43,44,45,44,43,42,46,46,46,46,46,46,47,48,49,50,50,50,50,50,50,49,49,49,50,50,50,49,49,49,48,47,46,46,46
|
frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=dizzy
|
name=dizzy
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=51,52,53,54,55,56,57
|
frames=47,48,49,50,51,52,53
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=recover
|
name=recover
|
||||||
speed=0.05
|
speed=3
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=58,58,58,58,59,60,61,62,62,62,63,64,65,62,63,64,65,62,63,64,65,66,66,66,66
|
frames=54,54,54,54,55,56,57,58,58,58,59,60,61,58,59,60,61,58,59,60,61,62,62,62,62
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=hello
|
name=hello
|
||||||
speed=0.05
|
speed=3
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=67,68,69,70,71,72,73,74,75,76,77,77,77,77,77,77,77,77,77,77,77,77,77,78,79,80,81,82,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67
|
frames=63,64,65,66,67,68,69,70,71,72,73,73,73,73,73,73,73,73,73,73,73,73,73,74,75,76,77,78,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67,66,65,64,63
|
||||||
[/animation]
|
[/animation]
|
||||||
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -1,135 +0,0 @@
|
|||||||
frame_width=32
|
|
||||||
frame_height=32
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=walk
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=0,1,2,3
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=stand
|
|
||||||
speed=0.167
|
|
||||||
loop=0
|
|
||||||
frames=4,5,6,7
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=walk-fire-side
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=8,9,10,11
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=walk-recoil-side
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=12,13,14,15
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=walk-cool-side
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=16,17,18,19
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=stand-fire-side
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=20
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=stand-recoil-side
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=21
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=stand-cool-side
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=22
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=walk-fire-center
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=23,24,25,26
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=walk-recoil-center
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=27,28,29,30
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=walk-cool-center
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=31,32,33,34
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=stand-fire-center
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=35
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=stand-recoil-center
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=36
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=stand-cool-center
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=37
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=rolling
|
|
||||||
speed=0.167
|
|
||||||
loop=0
|
|
||||||
frames=38,39,40,41
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=celebration
|
|
||||||
speed=0.167
|
|
||||||
loop=0
|
|
||||||
frames=47,47,47,47,47,47,48,49,50,51,51,51,51,51,51,50,50,50,51,51,51,50,50,50,49,48,47,47,47,42,42,42,43,44,45,46,45,46,45,46,45,46,45,46,45,46,45,44,43,42
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=dizzy
|
|
||||||
speed=0.0833
|
|
||||||
loop=0
|
|
||||||
frames=52,53,54,55,56,57,58
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=recover
|
|
||||||
speed=0.05
|
|
||||||
loop=-1
|
|
||||||
frames=59,59,59,59,60,61,62,63,63,63,64,65,66,63,64,65,66,63,64,65,66,67,67,67,67
|
|
||||||
[/animation]
|
|
||||||
|
|
||||||
[animation]
|
|
||||||
name=hello
|
|
||||||
speed=0.05
|
|
||||||
loop=-1
|
|
||||||
frames=68,69,70,71,72,73,74,75,76,77,78,78,78,78,78,78,78,78,78,78,78,78,78,79,80,81,82,83,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68
|
|
||||||
[/animation]
|
|
||||||
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -3,7 +3,7 @@ frame_height=44
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=0.0833
|
speed=5
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3
|
frames=0,1,2,3
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,14 +3,14 @@ frame_height=32
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=fly
|
name=fly
|
||||||
speed=0.0333
|
speed=2
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1
|
frames=0,1
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=hit
|
name=hit
|
||||||
speed=0.0333
|
speed=2
|
||||||
loop=0
|
loop=0
|
||||||
frames=2,3
|
frames=2,3
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=16
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=0.1333
|
speed=8
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6
|
frames=0,1,2,3,4,5,6
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -21,13 +21,12 @@
|
|||||||
"[GAME_TEXT] 2": "Queden ",
|
"[GAME_TEXT] 2": "Queden ",
|
||||||
"[GAME_TEXT] 2A": " fases mes!",
|
"[GAME_TEXT] 2A": " fases mes!",
|
||||||
"[GAME_TEXT] 3": "Ultima fase!",
|
"[GAME_TEXT] 3": "Ultima fase!",
|
||||||
"[GAME_TEXT] 4": "Automatic!",
|
"[GAME_TEXT] 4": "SuperPoder!",
|
||||||
"[GAME_TEXT] 5": "+1 Colp",
|
"[GAME_TEXT] 5": "+1 Colp",
|
||||||
"[GAME_TEXT] 6": "Temps!",
|
"[GAME_TEXT] 6": "Temps!",
|
||||||
"[GAME_TEXT] 7": "Endavant!",
|
"[GAME_TEXT] 7": "Endavant!",
|
||||||
"[GAME_TEXT] 8": "1.000.000 de punts!",
|
"[GAME_TEXT] 8": "1.000.000 de punts!",
|
||||||
"[GAME_TEXT] THANK_YOU": "Gracies!",
|
"[GAME_TEXT] THANK_YOU": "Gracies!",
|
||||||
"[GAME_TEXT] NEW_RECORD": "Nou record!",
|
|
||||||
|
|
||||||
"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",
|
"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",
|
||||||
|
|
||||||
@@ -79,10 +78,7 @@
|
|||||||
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
|
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
|
||||||
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
|
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
|
||||||
"[SERVICE_MENU] WINDOW_SIZE": "Tamany de la finestra",
|
"[SERVICE_MENU] WINDOW_SIZE": "Tamany de la finestra",
|
||||||
"[SERVICE_MENU] SHADER": "Shader",
|
"[SERVICE_MENU] SHADERS": "Filtre",
|
||||||
"[SERVICE_MENU] SHADER_DISABLED": "Desactivat",
|
|
||||||
"[SERVICE_MENU] SHADER_PRESET": "Preset",
|
|
||||||
"[SERVICE_MENU] SUPERSAMPLING": "Supermostreig",
|
|
||||||
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
|
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
|
||||||
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",
|
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",
|
||||||
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
||||||
|
|||||||
@@ -20,13 +20,12 @@
|
|||||||
"[GAME_TEXT] 2": "",
|
"[GAME_TEXT] 2": "",
|
||||||
"[GAME_TEXT] 2A": " stages left!",
|
"[GAME_TEXT] 2A": " stages left!",
|
||||||
"[GAME_TEXT] 3": "Last stage!",
|
"[GAME_TEXT] 3": "Last stage!",
|
||||||
"[GAME_TEXT] 4": "AutoFire!",
|
"[GAME_TEXT] 4": "PowerUp",
|
||||||
"[GAME_TEXT] 5": "+1 Hit",
|
"[GAME_TEXT] 5": "+1 Hit",
|
||||||
"[GAME_TEXT] 6": "Stop!",
|
"[GAME_TEXT] 6": "Stop!",
|
||||||
"[GAME_TEXT] 7": "Get Ready!",
|
"[GAME_TEXT] 7": "Get Ready!",
|
||||||
"[GAME_TEXT] 8": "1,000,000 points!",
|
"[GAME_TEXT] 8": "1,000,000 points!",
|
||||||
"[GAME_TEXT] THANK_YOU": "Thank you!",
|
"[GAME_TEXT] THANK_YOU": "Thank you!",
|
||||||
"[GAME_TEXT] NEW_RECORD": "New record!",
|
|
||||||
|
|
||||||
"[HIGHSCORE_TABLE] CAPTION": "Best scores",
|
"[HIGHSCORE_TABLE] CAPTION": "Best scores",
|
||||||
|
|
||||||
@@ -78,10 +77,7 @@
|
|||||||
"[SERVICE_MENU] SHUTDOWN": "Shutdown System",
|
"[SERVICE_MENU] SHUTDOWN": "Shutdown System",
|
||||||
"[SERVICE_MENU] FULLSCREEN": "Fullscreen",
|
"[SERVICE_MENU] FULLSCREEN": "Fullscreen",
|
||||||
"[SERVICE_MENU] WINDOW_SIZE": "Window Zoom",
|
"[SERVICE_MENU] WINDOW_SIZE": "Window Zoom",
|
||||||
"[SERVICE_MENU] SHADER": "Shader",
|
"[SERVICE_MENU] SHADERS": "Shaders",
|
||||||
"[SERVICE_MENU] SHADER_DISABLED": "Disabled",
|
|
||||||
"[SERVICE_MENU] SHADER_PRESET": "Preset",
|
|
||||||
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
|
|
||||||
"[SERVICE_MENU] VSYNC": "V-Sync",
|
"[SERVICE_MENU] VSYNC": "V-Sync",
|
||||||
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",
|
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",
|
||||||
"[SERVICE_MENU] MAIN_VOLUME": "Main Volume",
|
"[SERVICE_MENU] MAIN_VOLUME": "Main Volume",
|
||||||
|
|||||||
@@ -20,13 +20,12 @@
|
|||||||
"[GAME_TEXT] 2": "!Quedan ",
|
"[GAME_TEXT] 2": "!Quedan ",
|
||||||
"[GAME_TEXT] 2A": " fases!",
|
"[GAME_TEXT] 2A": " fases!",
|
||||||
"[GAME_TEXT] 3": "Ultima fase!",
|
"[GAME_TEXT] 3": "Ultima fase!",
|
||||||
"[GAME_TEXT] 4": "Automatico!",
|
"[GAME_TEXT] 4": "Potenciador",
|
||||||
"[GAME_TEXT] 5": "+1 Golpe",
|
"[GAME_TEXT] 5": "+1 Golpe",
|
||||||
"[GAME_TEXT] 6": "Tiempo!",
|
"[GAME_TEXT] 6": "Tiempo!",
|
||||||
"[GAME_TEXT] 7": "Adelante!",
|
"[GAME_TEXT] 7": "Adelante!",
|
||||||
"[GAME_TEXT] 8": "1.000.000 de puntos!",
|
"[GAME_TEXT] 8": "1.000.000 de puntos!",
|
||||||
"[GAME_TEXT] THANK_YOU": "Gracias!",
|
"[GAME_TEXT] THANK_YOU": "Gracias!",
|
||||||
"[GAME_TEXT] NEW_RECORD": "Nuevo record!",
|
|
||||||
|
|
||||||
"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",
|
"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",
|
||||||
|
|
||||||
@@ -78,10 +77,7 @@
|
|||||||
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
|
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
|
||||||
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
|
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
|
||||||
"[SERVICE_MENU] WINDOW_SIZE": "Zoom de ventana",
|
"[SERVICE_MENU] WINDOW_SIZE": "Zoom de ventana",
|
||||||
"[SERVICE_MENU] SHADER": "Shader",
|
"[SERVICE_MENU] SHADERS": "Filtro grafico",
|
||||||
"[SERVICE_MENU] SHADER_DISABLED": "Desactivado",
|
|
||||||
"[SERVICE_MENU] SHADER_PRESET": "Preset",
|
|
||||||
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
|
|
||||||
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
|
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
|
||||||
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",
|
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",
|
||||||
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
||||||
|
|||||||
234
data/shaders/crtpi_240.glsl
Normal file
@@ -0,0 +1,234 @@
|
|||||||
|
/*
|
||||||
|
crt-pi - A Raspberry Pi friendly CRT shader.
|
||||||
|
|
||||||
|
Copyright (C) 2015-2016 davej
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or modify it
|
||||||
|
under the terms of the GNU General Public License as published by the Free
|
||||||
|
Software Foundation; either version 2 of the License, or (at your option)
|
||||||
|
any later version.
|
||||||
|
|
||||||
|
|
||||||
|
Notes:
|
||||||
|
|
||||||
|
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
|
||||||
|
|
||||||
|
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
|
||||||
|
|
||||||
|
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
|
||||||
|
|
||||||
|
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
|
||||||
|
|
||||||
|
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
|
||||||
|
|
||||||
|
BLOOM_FACTOR controls the increase in width for bright scanlines.
|
||||||
|
|
||||||
|
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
|
||||||
|
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
|
||||||
|
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
|
||||||
|
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
|
||||||
|
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
|
||||||
|
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
|
||||||
|
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
|
||||||
|
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
|
||||||
|
|
||||||
|
// Haven't put these as parameters as it would slow the code down.
|
||||||
|
#define SCANLINES
|
||||||
|
#define MULTISAMPLE
|
||||||
|
#define GAMMA
|
||||||
|
//#define FAKE_GAMMA
|
||||||
|
//#define CURVATURE
|
||||||
|
//#define SHARPER
|
||||||
|
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
||||||
|
#define MASK_TYPE 2
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef GL_ES
|
||||||
|
#define COMPAT_PRECISION mediump
|
||||||
|
precision mediump float;
|
||||||
|
#else
|
||||||
|
#define COMPAT_PRECISION
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef PARAMETER_UNIFORM
|
||||||
|
uniform COMPAT_PRECISION float CURVATURE_X;
|
||||||
|
uniform COMPAT_PRECISION float CURVATURE_Y;
|
||||||
|
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
|
||||||
|
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
|
||||||
|
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
|
||||||
|
uniform COMPAT_PRECISION float BLOOM_FACTOR;
|
||||||
|
uniform COMPAT_PRECISION float INPUT_GAMMA;
|
||||||
|
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
|
||||||
|
#else
|
||||||
|
#define CURVATURE_X 0.05
|
||||||
|
#define CURVATURE_Y 0.1
|
||||||
|
#define MASK_BRIGHTNESS 0.80
|
||||||
|
#define SCANLINE_WEIGHT 6.0
|
||||||
|
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||||
|
#define BLOOM_FACTOR 3.5
|
||||||
|
#define INPUT_GAMMA 2.4
|
||||||
|
#define OUTPUT_GAMMA 2.2
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* COMPATIBILITY
|
||||||
|
- GLSL compilers
|
||||||
|
*/
|
||||||
|
|
||||||
|
//uniform vec2 TextureSize;
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
varying vec2 screenScale;
|
||||||
|
#endif
|
||||||
|
varying vec2 TEX0;
|
||||||
|
varying float filterWidth;
|
||||||
|
|
||||||
|
#if defined(VERTEX)
|
||||||
|
//uniform mat4 MVPMatrix;
|
||||||
|
//attribute vec4 VertexCoord;
|
||||||
|
//attribute vec2 TexCoord;
|
||||||
|
//uniform vec2 InputSize;
|
||||||
|
//uniform vec2 OutputSize;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
|
||||||
|
#endif
|
||||||
|
filterWidth = (768.0 / 240.0) / 3.0;
|
||||||
|
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||||
|
}
|
||||||
|
#elif defined(FRAGMENT)
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vec2 Distort(vec2 coord)
|
||||||
|
{
|
||||||
|
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
||||||
|
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||||
|
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||||
|
coord *= screenScale;
|
||||||
|
coord -= vec2(0.5);
|
||||||
|
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||||
|
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||||
|
coord *= barrelScale;
|
||||||
|
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||||
|
coord = vec2(-1.0); // If out of bounds, return an invalid value.
|
||||||
|
else
|
||||||
|
{
|
||||||
|
coord += vec2(0.5);
|
||||||
|
coord /= screenScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
return coord;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float CalcScanLineWeight(float dist)
|
||||||
|
{
|
||||||
|
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalcScanLine(float dy)
|
||||||
|
{
|
||||||
|
float scanLineWeight = CalcScanLineWeight(dy);
|
||||||
|
#if defined(MULTISAMPLE)
|
||||||
|
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
|
||||||
|
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
|
||||||
|
scanLineWeight *= 0.3333333;
|
||||||
|
#endif
|
||||||
|
return scanLineWeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec2 TextureSize = vec2(320.0, 240.0);
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vec2 texcoord = Distort(TEX0);
|
||||||
|
if (texcoord.x < 0.0)
|
||||||
|
gl_FragColor = vec4(0.0);
|
||||||
|
else
|
||||||
|
#else
|
||||||
|
vec2 texcoord = TEX0;
|
||||||
|
#endif
|
||||||
|
{
|
||||||
|
vec2 texcoordInPixels = texcoord * TextureSize;
|
||||||
|
#if defined(SHARPER)
|
||||||
|
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||||
|
vec2 coord = tempCoord / TextureSize;
|
||||||
|
vec2 deltas = texcoordInPixels - tempCoord;
|
||||||
|
float scanLineWeight = CalcScanLine(deltas.y);
|
||||||
|
vec2 signs = sign(deltas);
|
||||||
|
deltas.x *= 2.0;
|
||||||
|
deltas = deltas * deltas;
|
||||||
|
deltas.y = deltas.y * deltas.y;
|
||||||
|
deltas.x *= 0.5;
|
||||||
|
deltas.y *= 8.0;
|
||||||
|
deltas /= TextureSize;
|
||||||
|
deltas *= signs;
|
||||||
|
vec2 tc = coord + deltas;
|
||||||
|
#else
|
||||||
|
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||||
|
float yCoord = tempY / TextureSize.y;
|
||||||
|
float dy = texcoordInPixels.y - tempY;
|
||||||
|
float scanLineWeight = CalcScanLine(dy);
|
||||||
|
float signY = sign(dy);
|
||||||
|
dy = dy * dy;
|
||||||
|
dy = dy * dy;
|
||||||
|
dy *= 8.0;
|
||||||
|
dy /= TextureSize.y;
|
||||||
|
dy *= signY;
|
||||||
|
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec3 colour = texture2D(Texture, tc).rgb;
|
||||||
|
|
||||||
|
#if defined(SCANLINES)
|
||||||
|
#if defined(GAMMA)
|
||||||
|
#if defined(FAKE_GAMMA)
|
||||||
|
colour = colour * colour;
|
||||||
|
#else
|
||||||
|
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
scanLineWeight *= BLOOM_FACTOR;
|
||||||
|
colour *= scanLineWeight;
|
||||||
|
|
||||||
|
#if defined(GAMMA)
|
||||||
|
#if defined(FAKE_GAMMA)
|
||||||
|
colour = sqrt(colour);
|
||||||
|
#else
|
||||||
|
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
#if MASK_TYPE == 0
|
||||||
|
gl_FragColor = vec4(colour, 1.0);
|
||||||
|
#else
|
||||||
|
#if MASK_TYPE == 1
|
||||||
|
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
|
||||||
|
vec3 mask;
|
||||||
|
if (whichMask < 0.5)
|
||||||
|
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||||
|
else
|
||||||
|
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||||
|
#elif MASK_TYPE == 2
|
||||||
|
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
|
||||||
|
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||||
|
if (whichMask < 0.3333333)
|
||||||
|
mask.x = 1.0;
|
||||||
|
else if (whichMask < 0.6666666)
|
||||||
|
mask.y = 1.0;
|
||||||
|
else
|
||||||
|
mask.z = 1.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
gl_FragColor = vec4(colour * mask, 1.0);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
234
data/shaders/crtpi_256.glsl
Normal file
@@ -0,0 +1,234 @@
|
|||||||
|
/*
|
||||||
|
crt-pi - A Raspberry Pi friendly CRT shader.
|
||||||
|
|
||||||
|
Copyright (C) 2015-2016 davej
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or modify it
|
||||||
|
under the terms of the GNU General Public License as published by the Free
|
||||||
|
Software Foundation; either version 2 of the License, or (at your option)
|
||||||
|
any later version.
|
||||||
|
|
||||||
|
|
||||||
|
Notes:
|
||||||
|
|
||||||
|
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
|
||||||
|
|
||||||
|
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
|
||||||
|
|
||||||
|
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
|
||||||
|
|
||||||
|
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
|
||||||
|
|
||||||
|
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
|
||||||
|
|
||||||
|
BLOOM_FACTOR controls the increase in width for bright scanlines.
|
||||||
|
|
||||||
|
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
|
||||||
|
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
|
||||||
|
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
|
||||||
|
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
|
||||||
|
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
|
||||||
|
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
|
||||||
|
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
|
||||||
|
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
|
||||||
|
|
||||||
|
// Haven't put these as parameters as it would slow the code down.
|
||||||
|
#define SCANLINES
|
||||||
|
#define MULTISAMPLE
|
||||||
|
#define GAMMA
|
||||||
|
//#define FAKE_GAMMA
|
||||||
|
//#define CURVATURE
|
||||||
|
//#define SHARPER
|
||||||
|
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
||||||
|
#define MASK_TYPE 2
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef GL_ES
|
||||||
|
#define COMPAT_PRECISION mediump
|
||||||
|
precision mediump float;
|
||||||
|
#else
|
||||||
|
#define COMPAT_PRECISION
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef PARAMETER_UNIFORM
|
||||||
|
uniform COMPAT_PRECISION float CURVATURE_X;
|
||||||
|
uniform COMPAT_PRECISION float CURVATURE_Y;
|
||||||
|
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
|
||||||
|
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
|
||||||
|
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
|
||||||
|
uniform COMPAT_PRECISION float BLOOM_FACTOR;
|
||||||
|
uniform COMPAT_PRECISION float INPUT_GAMMA;
|
||||||
|
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
|
||||||
|
#else
|
||||||
|
#define CURVATURE_X 0.05
|
||||||
|
#define CURVATURE_Y 0.1
|
||||||
|
#define MASK_BRIGHTNESS 0.80
|
||||||
|
#define SCANLINE_WEIGHT 6.0
|
||||||
|
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||||
|
#define BLOOM_FACTOR 3.5
|
||||||
|
#define INPUT_GAMMA 2.4
|
||||||
|
#define OUTPUT_GAMMA 2.2
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* COMPATIBILITY
|
||||||
|
- GLSL compilers
|
||||||
|
*/
|
||||||
|
|
||||||
|
//uniform vec2 TextureSize;
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
varying vec2 screenScale;
|
||||||
|
#endif
|
||||||
|
varying vec2 TEX0;
|
||||||
|
varying float filterWidth;
|
||||||
|
|
||||||
|
#if defined(VERTEX)
|
||||||
|
//uniform mat4 MVPMatrix;
|
||||||
|
//attribute vec4 VertexCoord;
|
||||||
|
//attribute vec2 TexCoord;
|
||||||
|
//uniform vec2 InputSize;
|
||||||
|
//uniform vec2 OutputSize;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
|
||||||
|
#endif
|
||||||
|
filterWidth = (768.0 / 256.0) / 3.0;
|
||||||
|
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||||
|
}
|
||||||
|
#elif defined(FRAGMENT)
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vec2 Distort(vec2 coord)
|
||||||
|
{
|
||||||
|
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
||||||
|
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||||
|
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||||
|
coord *= screenScale;
|
||||||
|
coord -= vec2(0.5);
|
||||||
|
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||||
|
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||||
|
coord *= barrelScale;
|
||||||
|
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||||
|
coord = vec2(-1.0); // If out of bounds, return an invalid value.
|
||||||
|
else
|
||||||
|
{
|
||||||
|
coord += vec2(0.5);
|
||||||
|
coord /= screenScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
return coord;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float CalcScanLineWeight(float dist)
|
||||||
|
{
|
||||||
|
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalcScanLine(float dy)
|
||||||
|
{
|
||||||
|
float scanLineWeight = CalcScanLineWeight(dy);
|
||||||
|
#if defined(MULTISAMPLE)
|
||||||
|
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
|
||||||
|
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
|
||||||
|
scanLineWeight *= 0.3333333;
|
||||||
|
#endif
|
||||||
|
return scanLineWeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec2 TextureSize = vec2(320.0, 256.0);
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vec2 texcoord = Distort(TEX0);
|
||||||
|
if (texcoord.x < 0.0)
|
||||||
|
gl_FragColor = vec4(0.0);
|
||||||
|
else
|
||||||
|
#else
|
||||||
|
vec2 texcoord = TEX0;
|
||||||
|
#endif
|
||||||
|
{
|
||||||
|
vec2 texcoordInPixels = texcoord * TextureSize;
|
||||||
|
#if defined(SHARPER)
|
||||||
|
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||||
|
vec2 coord = tempCoord / TextureSize;
|
||||||
|
vec2 deltas = texcoordInPixels - tempCoord;
|
||||||
|
float scanLineWeight = CalcScanLine(deltas.y);
|
||||||
|
vec2 signs = sign(deltas);
|
||||||
|
deltas.x *= 2.0;
|
||||||
|
deltas = deltas * deltas;
|
||||||
|
deltas.y = deltas.y * deltas.y;
|
||||||
|
deltas.x *= 0.5;
|
||||||
|
deltas.y *= 8.0;
|
||||||
|
deltas /= TextureSize;
|
||||||
|
deltas *= signs;
|
||||||
|
vec2 tc = coord + deltas;
|
||||||
|
#else
|
||||||
|
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||||
|
float yCoord = tempY / TextureSize.y;
|
||||||
|
float dy = texcoordInPixels.y - tempY;
|
||||||
|
float scanLineWeight = CalcScanLine(dy);
|
||||||
|
float signY = sign(dy);
|
||||||
|
dy = dy * dy;
|
||||||
|
dy = dy * dy;
|
||||||
|
dy *= 8.0;
|
||||||
|
dy /= TextureSize.y;
|
||||||
|
dy *= signY;
|
||||||
|
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec3 colour = texture2D(Texture, tc).rgb;
|
||||||
|
|
||||||
|
#if defined(SCANLINES)
|
||||||
|
#if defined(GAMMA)
|
||||||
|
#if defined(FAKE_GAMMA)
|
||||||
|
colour = colour * colour;
|
||||||
|
#else
|
||||||
|
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
scanLineWeight *= BLOOM_FACTOR;
|
||||||
|
colour *= scanLineWeight;
|
||||||
|
|
||||||
|
#if defined(GAMMA)
|
||||||
|
#if defined(FAKE_GAMMA)
|
||||||
|
colour = sqrt(colour);
|
||||||
|
#else
|
||||||
|
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
#if MASK_TYPE == 0
|
||||||
|
gl_FragColor = vec4(colour, 1.0);
|
||||||
|
#else
|
||||||
|
#if MASK_TYPE == 1
|
||||||
|
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
|
||||||
|
vec3 mask;
|
||||||
|
if (whichMask < 0.5)
|
||||||
|
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||||
|
else
|
||||||
|
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||||
|
#elif MASK_TYPE == 2
|
||||||
|
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
|
||||||
|
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||||
|
if (whichMask < 0.3333333)
|
||||||
|
mask.x = 1.0;
|
||||||
|
else if (whichMask < 0.6666666)
|
||||||
|
mask.y = 1.0;
|
||||||
|
else
|
||||||
|
mask.z = 1.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
gl_FragColor = vec4(colour * mask, 1.0);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
@@ -1,152 +0,0 @@
|
|||||||
#version 450
|
|
||||||
|
|
||||||
// Vulkan GLSL fragment shader — CRT-Pi PostFX
|
|
||||||
// Algoritmo de scanlines continuas con pesos gaussianos, bloom y máscara de fósforo.
|
|
||||||
// Basado en el shader CRT-Pi original (GLSL 3.3), portado a GLSL 4.50 con parámetros uniformes.
|
|
||||||
//
|
|
||||||
// Compile: glslc -fshader-stage=frag --target-env=vulkan1.0 crtpi_frag.glsl -o crtpi_frag.spv
|
|
||||||
// xxd -i crtpi_frag.spv > ../../source/core/rendering/sdl3gpu/crtpi_frag_spv.h
|
|
||||||
|
|
||||||
layout(location = 0) in vec2 v_uv;
|
|
||||||
layout(location = 0) out vec4 out_color;
|
|
||||||
|
|
||||||
layout(set = 2, binding = 0) uniform sampler2D Texture;
|
|
||||||
|
|
||||||
layout(set = 3, binding = 0) uniform CrtPiBlock {
|
|
||||||
// vec4 #0
|
|
||||||
float scanline_weight; // Ajuste gaussiano de scanlines (default 6.0)
|
|
||||||
float scanline_gap_brightness; // Brillo mínimo entre scanlines (default 0.12)
|
|
||||||
float bloom_factor; // Factor de brillo en zonas iluminadas (default 3.5)
|
|
||||||
float input_gamma; // Gamma de entrada — linealización (default 2.4)
|
|
||||||
// vec4 #1
|
|
||||||
float output_gamma; // Gamma de salida — codificación (default 2.2)
|
|
||||||
float mask_brightness; // Brillo sub-píxeles de la máscara (default 0.80)
|
|
||||||
float curvature_x; // Distorsión barrel eje X (default 0.05)
|
|
||||||
float curvature_y; // Distorsión barrel eje Y (default 0.10)
|
|
||||||
// vec4 #2
|
|
||||||
int mask_type; // 0=ninguna, 1=verde/magenta, 2=RGB fósforo
|
|
||||||
int enable_scanlines; // 0 = off, 1 = on
|
|
||||||
int enable_multisample; // 0 = off, 1 = on (antialiasing analítico de scanlines)
|
|
||||||
int enable_gamma; // 0 = off, 1 = on
|
|
||||||
// vec4 #3
|
|
||||||
int enable_curvature; // 0 = off, 1 = on
|
|
||||||
int enable_sharper; // 0 = off, 1 = on
|
|
||||||
float texture_width; // Ancho del canvas lógico en píxeles
|
|
||||||
float texture_height; // Alto del canvas lógico en píxeles
|
|
||||||
} u;
|
|
||||||
|
|
||||||
// Distorsión barrel CRT
|
|
||||||
vec2 distort(vec2 coord, vec2 screen_scale) {
|
|
||||||
vec2 curvature = vec2(u.curvature_x, u.curvature_y);
|
|
||||||
vec2 barrel_scale = 1.0 - (0.23 * curvature);
|
|
||||||
coord *= screen_scale;
|
|
||||||
coord -= vec2(0.5);
|
|
||||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
|
||||||
coord += coord * (curvature * rsq);
|
|
||||||
coord *= barrel_scale;
|
|
||||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) {
|
|
||||||
return vec2(-1.0); // fuera de pantalla
|
|
||||||
}
|
|
||||||
coord += vec2(0.5);
|
|
||||||
coord /= screen_scale;
|
|
||||||
return coord;
|
|
||||||
}
|
|
||||||
|
|
||||||
float calcScanLineWeight(float dist) {
|
|
||||||
return max(1.0 - dist * dist * u.scanline_weight, u.scanline_gap_brightness);
|
|
||||||
}
|
|
||||||
|
|
||||||
float calcScanLine(float dy, float filter_width) {
|
|
||||||
float weight = calcScanLineWeight(dy);
|
|
||||||
if (u.enable_multisample != 0) {
|
|
||||||
weight += calcScanLineWeight(dy - filter_width);
|
|
||||||
weight += calcScanLineWeight(dy + filter_width);
|
|
||||||
weight *= 0.3333333;
|
|
||||||
}
|
|
||||||
return weight;
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
vec2 tex_size = vec2(u.texture_width, u.texture_height);
|
|
||||||
|
|
||||||
// filterWidth: equivalente al original (768.0 / TextureSize.y) / 3.0
|
|
||||||
float filter_width = (768.0 / u.texture_height) / 3.0;
|
|
||||||
|
|
||||||
vec2 texcoord = v_uv;
|
|
||||||
|
|
||||||
// Curvatura barrel opcional
|
|
||||||
if (u.enable_curvature != 0) {
|
|
||||||
texcoord = distort(texcoord, vec2(1.0, 1.0));
|
|
||||||
if (texcoord.x < 0.0) {
|
|
||||||
out_color = vec4(0.0, 0.0, 0.0, 1.0);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
vec2 texcoord_in_pixels = texcoord * tex_size;
|
|
||||||
vec2 tc;
|
|
||||||
float scan_line_weight;
|
|
||||||
|
|
||||||
if (u.enable_sharper != 0) {
|
|
||||||
// Modo SHARPER: filtrado bicúbico-like con subpixel sharpen
|
|
||||||
vec2 temp_coord = floor(texcoord_in_pixels) + 0.5;
|
|
||||||
tc = temp_coord / tex_size;
|
|
||||||
vec2 deltas = texcoord_in_pixels - temp_coord;
|
|
||||||
scan_line_weight = calcScanLine(deltas.y, filter_width);
|
|
||||||
vec2 signs = sign(deltas);
|
|
||||||
deltas.x *= 2.0;
|
|
||||||
deltas = deltas * deltas;
|
|
||||||
deltas.y = deltas.y * deltas.y;
|
|
||||||
deltas.x *= 0.5;
|
|
||||||
deltas.y *= 8.0;
|
|
||||||
deltas /= tex_size;
|
|
||||||
deltas *= signs;
|
|
||||||
tc = tc + deltas;
|
|
||||||
} else {
|
|
||||||
// Modo estándar
|
|
||||||
float temp_y = floor(texcoord_in_pixels.y) + 0.5;
|
|
||||||
float y_coord = temp_y / tex_size.y;
|
|
||||||
float dy = texcoord_in_pixels.y - temp_y;
|
|
||||||
scan_line_weight = calcScanLine(dy, filter_width);
|
|
||||||
float sign_y = sign(dy);
|
|
||||||
dy = dy * dy;
|
|
||||||
dy = dy * dy;
|
|
||||||
dy *= 8.0;
|
|
||||||
dy /= tex_size.y;
|
|
||||||
dy *= sign_y;
|
|
||||||
tc = vec2(texcoord.x, y_coord + dy);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 colour = texture(Texture, tc).rgb;
|
|
||||||
|
|
||||||
if (u.enable_scanlines != 0) {
|
|
||||||
if (u.enable_gamma != 0) {
|
|
||||||
colour = pow(colour, vec3(u.input_gamma));
|
|
||||||
}
|
|
||||||
colour *= scan_line_weight * u.bloom_factor;
|
|
||||||
if (u.enable_gamma != 0) {
|
|
||||||
colour = pow(colour, vec3(1.0 / u.output_gamma));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Máscara de fósforo
|
|
||||||
if (u.mask_type == 1) {
|
|
||||||
float which_mask = fract(gl_FragCoord.x * 0.5);
|
|
||||||
vec3 mask = (which_mask < 0.5)
|
|
||||||
? vec3(u.mask_brightness, 1.0, u.mask_brightness)
|
|
||||||
: vec3(1.0, u.mask_brightness, 1.0);
|
|
||||||
colour *= mask;
|
|
||||||
} else if (u.mask_type == 2) {
|
|
||||||
float which_mask = fract(gl_FragCoord.x * 0.3333333);
|
|
||||||
vec3 mask = vec3(u.mask_brightness);
|
|
||||||
if (which_mask < 0.3333333)
|
|
||||||
mask.x = 1.0;
|
|
||||||
else if (which_mask < 0.6666666)
|
|
||||||
mask.y = 1.0;
|
|
||||||
else
|
|
||||||
mask.z = 1.0;
|
|
||||||
colour *= mask;
|
|
||||||
}
|
|
||||||
|
|
||||||
out_color = vec4(colour, 1.0);
|
|
||||||
}
|
|
||||||
@@ -1,48 +0,0 @@
|
|||||||
#version 450
|
|
||||||
layout(location = 0) in vec2 v_uv;
|
|
||||||
layout(location = 0) out vec4 out_color;
|
|
||||||
|
|
||||||
layout(set = 2, binding = 0) uniform sampler2D source;
|
|
||||||
|
|
||||||
layout(set = 3, binding = 0) uniform DownscaleUniforms {
|
|
||||||
int algorithm; // 0 = Lanczos2 (ventana 2, ±2 taps), 1 = Lanczos3 (ventana 3, ±3 taps)
|
|
||||||
float pad0;
|
|
||||||
float pad1;
|
|
||||||
float pad2;
|
|
||||||
} u;
|
|
||||||
|
|
||||||
// Kernel Lanczos normalizado: sinc(t) * sinc(t/a) para |t| < a, 0 fuera.
|
|
||||||
float lanczos(float t, float a) {
|
|
||||||
t = abs(t);
|
|
||||||
if (t < 0.0001) { return 1.0; }
|
|
||||||
if (t >= a) { return 0.0; }
|
|
||||||
const float PI = 3.14159265358979;
|
|
||||||
float pt = PI * t;
|
|
||||||
return (a * sin(pt) * sin(pt / a)) / (pt * pt);
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
vec2 src_size = vec2(textureSize(source, 0));
|
|
||||||
// Posición en coordenadas de texel (centros de texel en N+0.5)
|
|
||||||
vec2 p = v_uv * src_size;
|
|
||||||
vec2 p_floor = floor(p);
|
|
||||||
|
|
||||||
float a = (u.algorithm == 0) ? 2.0 : 3.0;
|
|
||||||
int win = int(a);
|
|
||||||
|
|
||||||
vec4 color = vec4(0.0);
|
|
||||||
float weight_sum = 0.0;
|
|
||||||
|
|
||||||
for (int j = -win; j <= win; j++) {
|
|
||||||
for (int i = -win; i <= win; i++) {
|
|
||||||
// Centro del texel (i,j) relativo a p_floor
|
|
||||||
vec2 tap_center = p_floor + vec2(float(i), float(j)) + 0.5;
|
|
||||||
vec2 offset = tap_center - p;
|
|
||||||
float w = lanczos(offset.x, a) * lanczos(offset.y, a);
|
|
||||||
color += texture(source, tap_center / src_size) * w;
|
|
||||||
weight_sum += w;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
out_color = (weight_sum > 0.0) ? (color / weight_sum) : vec4(0.0, 0.0, 0.0, 1.0);
|
|
||||||
}
|
|
||||||
@@ -1,142 +0,0 @@
|
|||||||
#version 450
|
|
||||||
|
|
||||||
// Vulkan GLSL fragment shader — PostFX effects
|
|
||||||
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
|
|
||||||
// Compile: glslc postfx.frag -o postfx.frag.spv
|
|
||||||
// xxd -i postfx.frag.spv > ../../source/core/rendering/sdl3gpu/postfx_frag_spv.h
|
|
||||||
//
|
|
||||||
// PostFXUniforms must match exactly the C++ struct in sdl3gpu_shader.hpp
|
|
||||||
// (8 floats, 32 bytes, std140/scalar layout).
|
|
||||||
|
|
||||||
layout(location = 0) in vec2 v_uv;
|
|
||||||
layout(location = 0) out vec4 out_color;
|
|
||||||
|
|
||||||
layout(set = 2, binding = 0) uniform sampler2D scene;
|
|
||||||
|
|
||||||
layout(set = 3, binding = 0) uniform PostFXUniforms {
|
|
||||||
float vignette_strength;
|
|
||||||
float chroma_strength;
|
|
||||||
float scanline_strength;
|
|
||||||
float screen_height;
|
|
||||||
float mask_strength;
|
|
||||||
float gamma_strength;
|
|
||||||
float curvature;
|
|
||||||
float bleeding;
|
|
||||||
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
|
|
||||||
float time; // seconds since SDL init
|
|
||||||
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
|
|
||||||
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — 48 bytes total (3 × 16)
|
|
||||||
} u;
|
|
||||||
|
|
||||||
// YCbCr helpers for NTSC bleeding
|
|
||||||
vec3 rgb_to_ycc(vec3 rgb) {
|
|
||||||
return vec3(
|
|
||||||
0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b,
|
|
||||||
-0.169*rgb.r - 0.331*rgb.g + 0.500*rgb.b + 0.5,
|
|
||||||
0.500*rgb.r - 0.419*rgb.g - 0.081*rgb.b + 0.5
|
|
||||||
);
|
|
||||||
}
|
|
||||||
vec3 ycc_to_rgb(vec3 ycc) {
|
|
||||||
float y = ycc.x;
|
|
||||||
float cb = ycc.y - 0.5;
|
|
||||||
float cr = ycc.z - 0.5;
|
|
||||||
return clamp(vec3(
|
|
||||||
y + 1.402*cr,
|
|
||||||
y - 0.344*cb - 0.714*cr,
|
|
||||||
y + 1.772*cb
|
|
||||||
), 0.0, 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
vec2 uv = v_uv;
|
|
||||||
|
|
||||||
// Curvatura barrel CRT
|
|
||||||
if (u.curvature > 0.0) {
|
|
||||||
vec2 c = uv - 0.5;
|
|
||||||
float rsq = dot(c, c);
|
|
||||||
vec2 dist = vec2(0.05, 0.1) * u.curvature;
|
|
||||||
vec2 barrelScale = vec2(1.0) - 0.23 * dist;
|
|
||||||
c += c * (dist * rsq);
|
|
||||||
c *= barrelScale;
|
|
||||||
if (abs(c.x) >= 0.5 || abs(c.y) >= 0.5) {
|
|
||||||
out_color = vec4(0.0, 0.0, 0.0, 1.0);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
uv = c + 0.5;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Muestra base
|
|
||||||
vec3 base = texture(scene, uv).rgb;
|
|
||||||
|
|
||||||
// Sangrado NTSC — difuminado horizontal de crominancia.
|
|
||||||
// step = 1 pixel lógico de juego en UV (corrige SS: textureSize.x = game_w * oversample).
|
|
||||||
vec3 colour;
|
|
||||||
if (u.bleeding > 0.0) {
|
|
||||||
float tw = float(textureSize(scene, 0).x);
|
|
||||||
float step = u.oversample / tw; // 1 pixel lógico en UV
|
|
||||||
vec3 ycc = rgb_to_ycc(base);
|
|
||||||
vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb);
|
|
||||||
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb);
|
|
||||||
vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0*step, 0.0)).rgb);
|
|
||||||
vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0*step, 0.0)).rgb);
|
|
||||||
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0 + ycc.yz*2.0 + ycc_r1.yz*2.0 + ycc_r2.yz) / 8.0;
|
|
||||||
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
|
|
||||||
} else {
|
|
||||||
colour = base;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Aberración cromática (drift animado con time para efecto NTSC real)
|
|
||||||
float ca = u.chroma_strength * 0.005 * (1.0 + 0.15 * sin(u.time * 7.3));
|
|
||||||
colour.r = texture(scene, uv + vec2(ca, 0.0)).r;
|
|
||||||
colour.b = texture(scene, uv - vec2(ca, 0.0)).b;
|
|
||||||
|
|
||||||
// Corrección gamma (linealizar antes de scanlines, codificar después)
|
|
||||||
if (u.gamma_strength > 0.0) {
|
|
||||||
vec3 lin = pow(colour, vec3(2.4));
|
|
||||||
colour = mix(colour, lin, u.gamma_strength);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Scanlines — 1 pixel físico oscuro por fila lógica.
|
|
||||||
// Modelo sustractivo: las filas de scanline se oscurecen, las demás no cambian.
|
|
||||||
// Esto evita el efecto de sobrebrillo en contenido con colores vivos.
|
|
||||||
if (u.scanline_strength > 0.0) {
|
|
||||||
float ps = max(1.0, round(u.pixel_scale));
|
|
||||||
float frac_in_row = fract(uv.y * u.screen_height);
|
|
||||||
float row_pos = floor(frac_in_row * ps);
|
|
||||||
float is_dark = step(ps - 1.0, row_pos);
|
|
||||||
float scan = mix(1.0, 0.0, is_dark);
|
|
||||||
colour *= mix(1.0, scan, u.scanline_strength);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (u.gamma_strength > 0.0) {
|
|
||||||
vec3 enc = pow(colour, vec3(1.0 / 2.2));
|
|
||||||
colour = mix(colour, enc, u.gamma_strength);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Viñeta
|
|
||||||
vec2 d = uv - 0.5;
|
|
||||||
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
|
|
||||||
colour *= clamp(vignette, 0.0, 1.0);
|
|
||||||
|
|
||||||
// Máscara de fósforo RGB — después de scanlines (orden original):
|
|
||||||
// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
|
|
||||||
if (u.mask_strength > 0.0) {
|
|
||||||
float whichMask = fract(gl_FragCoord.x * 0.3333333);
|
|
||||||
vec3 mask = vec3(0.80);
|
|
||||||
if (whichMask < 0.3333333)
|
|
||||||
mask.x = 1.0;
|
|
||||||
else if (whichMask < 0.6666666)
|
|
||||||
mask.y = 1.0;
|
|
||||||
else
|
|
||||||
mask.z = 1.0;
|
|
||||||
colour = mix(colour, colour * mask, u.mask_strength);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Parpadeo de fósforo CRT (~50 Hz)
|
|
||||||
if (u.flicker > 0.0) {
|
|
||||||
float flicker_wave = sin(u.time * 100.0) * 0.5 + 0.5;
|
|
||||||
colour *= 1.0 - u.flicker * 0.04 * flicker_wave;
|
|
||||||
}
|
|
||||||
|
|
||||||
out_color = vec4(colour, 1.0);
|
|
||||||
}
|
|
||||||
@@ -1,24 +0,0 @@
|
|||||||
#version 450
|
|
||||||
|
|
||||||
// Vulkan GLSL vertex shader — postfx full-screen triangle
|
|
||||||
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
|
|
||||||
// Compile: glslc postfx.vert -o postfx.vert.spv
|
|
||||||
// xxd -i postfx.vert.spv > ../../source/core/rendering/sdl3gpu/postfx_vert_spv.h
|
|
||||||
|
|
||||||
layout(location = 0) out vec2 v_uv;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
// Full-screen triangle (no vertex buffer needed)
|
|
||||||
const vec2 positions[3] = vec2[3](
|
|
||||||
vec2(-1.0, -1.0),
|
|
||||||
vec2( 3.0, -1.0),
|
|
||||||
vec2(-1.0, 3.0)
|
|
||||||
);
|
|
||||||
const vec2 uvs[3] = vec2[3](
|
|
||||||
vec2(0.0, 1.0),
|
|
||||||
vec2(2.0, 1.0),
|
|
||||||
vec2(0.0,-1.0)
|
|
||||||
);
|
|
||||||
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
|
||||||
v_uv = uvs[gl_VertexIndex];
|
|
||||||
}
|
|
||||||
@@ -1,15 +0,0 @@
|
|||||||
#version 450
|
|
||||||
|
|
||||||
// Vulkan GLSL fragment shader — Nearest-neighbour upscale pass
|
|
||||||
// Used as the first render pass when supersampling is active.
|
|
||||||
// Compile: glslc upscale.frag -o upscale.frag.spv
|
|
||||||
// xxd -i upscale.frag.spv > ../../source/core/rendering/sdl3gpu/upscale_frag_spv.h
|
|
||||||
|
|
||||||
layout(location = 0) in vec2 v_uv;
|
|
||||||
layout(location = 0) out vec4 out_color;
|
|
||||||
|
|
||||||
layout(set = 2, binding = 0) uniform sampler2D scene;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
out_color = texture(scene, v_uv);
|
|
||||||
}
|
|
||||||
BIN
data/sound/click-2.wav
Normal file
BIN
data/sound/click-3.wav
Normal file
@@ -1,24 +1,11 @@
|
|||||||
#!/bin/bash
|
#!/bin/bash
|
||||||
|
|
||||||
# Script para ejecutar clang-tidy en múltiples directorios
|
# Script para ejecutar clang-tidy en múltiples directorios
|
||||||
# Uso: ./run_clang-tidy.sh [--fix]
|
# Uso: ./run_clang-tidy.sh
|
||||||
# --fix: Aplica las correcciones automáticamente (opcional)
|
|
||||||
|
|
||||||
# Detectar si se pasó el parámetro --fix
|
|
||||||
FIX_FLAG=""
|
|
||||||
if [[ "$1" == "--fix" ]]; then
|
|
||||||
FIX_FLAG="--fix"
|
|
||||||
echo "Modo: Aplicando correcciones automáticamente (--fix)"
|
|
||||||
else
|
|
||||||
echo "Modo: Solo análisis (sin --fix)"
|
|
||||||
fi
|
|
||||||
echo
|
|
||||||
|
|
||||||
# Lista de rutas donde ejecutar clang-tidy
|
# Lista de rutas donde ejecutar clang-tidy
|
||||||
PATHS=(
|
PATHS=(
|
||||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
|
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
|
||||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering"
|
|
||||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering/opengl"
|
|
||||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
|
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
|
||||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
|
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
|
||||||
)
|
)
|
||||||
@@ -42,8 +29,8 @@ process_directory() {
|
|||||||
cd "$dir" || return 1
|
cd "$dir" || return 1
|
||||||
|
|
||||||
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
|
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
|
||||||
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) -print0 | \
|
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \
|
||||||
xargs -0 -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' '"$FIX_FLAG"
|
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' --fix'
|
||||||
|
|
||||||
echo "=== Completado: $dir ==="
|
echo "=== Completado: $dir ==="
|
||||||
echo
|
echo
|
||||||
@@ -15,8 +15,8 @@ cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
|
|||||||
|
|
||||||
# 🛠️ Ejecutar IWYU con fix_includes.py
|
# 🛠️ Ejecutar IWYU con fix_includes.py
|
||||||
echo "🚀 Ejecutando IWYU..."
|
echo "🚀 Ejecutando IWYU..."
|
||||||
./iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
|
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
|
||||||
| fix_include --update_comments --reorder --nosafe_headers
|
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers
|
||||||
|
|
||||||
# 🧹 Reemplazar // for por // Para en líneas de #include
|
# 🧹 Reemplazar // for por // Para en líneas de #include
|
||||||
echo "✍️ Corrigiendo comentarios en includes..."
|
echo "✍️ Corrigiendo comentarios en includes..."
|
||||||
BIN
linux_utils/splash.png
Normal file
|
After Width: | Height: | Size: 3.0 KiB |