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296ef1e709 canvi de pc 2025-07-21 12:03:26 +02:00
dbab3de3df acabat amb balloon_formations.txt 2025-07-21 00:56:17 +02:00
2e606bf160 treballant en el format del fitxer balloons_formations.txt 2025-07-21 00:30:19 +02:00
4 changed files with 260 additions and 256 deletions

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@@ -1,277 +1,277 @@
# Archivo de configuración de formaciones de globos # Archivo de configuración de formaciones de globos
# Formato por línea: x, y, vel_x, tipo, tamaño, tiempo_creacion # Formato por línea: x, desp, y, vel_x, tipo, tamaño, retraso_tiempo_creacion
# Variables disponibles: # Variables disponibles:
# X1_0, X1_50, X1_100, X2_0, X2_100, X3_0, X3_100, X4_0, X4_100 # X1_0, X1_50, X1_100, X2_0, X2_100, X3_0, X3_100, X4_0, X4_100
# QUARTER1_X4, QUARTER3_X4, Y_BASE # QUARTER1_X4, QUARTER3_X4, DEFAULT_POS_Y
# BALLOON_SIZE_0, BALLOON_SIZE_1, BALLOON_SIZE_2, BALLOON_SIZE_3 # BALLOON_SIZE_0, BALLOON_SIZE_1, BALLOON_SIZE_2, BALLOON_SIZE_3
# VEL_POSITIVE, VEL_NEGATIVE # RIGHT, LEFT
formation: 0 formation: 0
# Dos enemigos BALLOON4 uno a cada extremo # Dos enemigos BALLOON4 uno a cada extremo
X4_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300 X4_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE4, 0
X4_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300 X4_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE4, 0
formation: 1 formation: 1
# Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro # Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
QUARTER1_X4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300 QUARTER1_X4, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE4, 0
QUARTER3_X4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300 QUARTER3_X4, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE4, 0
formation: 2 formation: 2
# Cuatro enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro # Cuatro enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300 X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 30
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 290 X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 20
X2_0 + BALLOON_SIZE_1 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 280 X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 10
X2_0 + BALLOON_SIZE_1 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 270 X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 0
formation: 3 formation: 3
# Cuatro enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro # Cuatro enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300 X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 30
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 290 X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 20
X2_100 - BALLOON_SIZE_1 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 280 X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 10
X2_100 - BALLOON_SIZE_1 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 270 X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 0
formation: 4 formation: 4
# Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha # Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300 X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 20
X3_0 + BALLOON_SIZE_2 * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290 X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 10
X3_0 + BALLOON_SIZE_2 * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280 X3_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 0
formation: 5 formation: 5
# Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda # Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300 X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 20
X3_100 - BALLOON_SIZE_2 * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290 X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 10
X3_100 - BALLOON_SIZE_2 * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280 X3_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 0
formation: 6 formation: 6
# Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha # Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300 X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 20
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290 X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 10
X3_0 + BALLOON_SIZE_2 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280 X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 0
formation: 7 formation: 7
# Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda # Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300 X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 20
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290 X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 10
X3_100 - BALLOON_SIZE_2 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280 X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 0
formation: 8 formation: 8
# Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha # Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
X1_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300 X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 50
X1_0 + BALLOON_SIZE_0 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 290 X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 40
X1_0 + BALLOON_SIZE_0 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280 X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 30
X1_0 + BALLOON_SIZE_0 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270 X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 20
X1_0 + BALLOON_SIZE_0 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260 X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 10
X1_0 + BALLOON_SIZE_0 * 5 + 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250 X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 0
formation: 9 formation: 9
# Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda # Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
X1_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300 X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 50
X1_100 - BALLOON_SIZE_0 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 290 X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 40
X1_100 - BALLOON_SIZE_0 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280 X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 30
X1_100 - BALLOON_SIZE_0 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270 X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 20
X1_100 - BALLOON_SIZE_0 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260 X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 10
X1_100 - BALLOON_SIZE_0 * 5 - 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250 X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 0
formation: 10 formation: 10
# Tres enemigos BALLOON4 seguidos desde la izquierda. Hacia la derecha # Tres enemigos BALLOON4 seguidos desde la izquierda. Hacia la derecha
X4_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300 X4_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE4, 30
X4_0 + BALLOON_SIZE_3 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 285 X4_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE4, 15
X4_0 + BALLOON_SIZE_3 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 270 X4_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE4, 0
formation: 11 formation: 11
# Tres enemigos BALLOON4 seguidos desde la derecha. Hacia la izquierda # Tres enemigos BALLOON4 seguidos desde la derecha. Hacia la izquierda
X4_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300 X4_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE4, 30
X4_100 - BALLOON_SIZE_3 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 285 X4_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE4, 15
X4_100 - BALLOON_SIZE_3 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 270 X4_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE4, 0
formation: 12 formation: 12
# Seis enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro # Seis enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300 X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 50
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 290 X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 40
X2_0 + BALLOON_SIZE_1 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 280 X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 30
X2_0 + BALLOON_SIZE_1 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 270 X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 20
X2_0 + BALLOON_SIZE_1 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 260 X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 10
X2_0 + BALLOON_SIZE_1 * 5 + 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 250 X2_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 0
formation: 13 formation: 13
# Seis enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro # Seis enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300 X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 50
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 290 X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 40
X2_100 - BALLOON_SIZE_1 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 280 X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 30
X2_100 - BALLOON_SIZE_1 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 270 X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 20
X2_100 - BALLOON_SIZE_1 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 260 X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 10
X2_100 - BALLOON_SIZE_1 * 5 - 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 250 X2_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 0
formation: 14 formation: 14
# Cinco enemigos BALLOON3. Hacia la derecha. Separados # Cinco enemigos BALLOON3. Hacia la derecha. Separados
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300 X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 40
X3_0 + BALLOON_SIZE_2 * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290 X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 30
X3_0 + BALLOON_SIZE_2 * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280 X3_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 20
X3_0 + BALLOON_SIZE_2 * 6, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270 X3_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 10
X3_0 + BALLOON_SIZE_2 * 8, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260 X3_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 0
formation: 15 formation: 15
# Cinco enemigos BALLOON3. Hacia la izquierda. Separados # Cinco enemigos BALLOON3. Hacia la izquierda. Separados
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300 X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 40
X3_100 - BALLOON_SIZE_2 * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290 X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 30
X3_100 - BALLOON_SIZE_2 * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280 X3_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 20
X3_100 - BALLOON_SIZE_2 * 6, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270 X3_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 10
X3_100 - BALLOON_SIZE_2 * 8, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260 X3_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 0
formation: 16 formation: 16
# Cinco enemigos BALLOON3. Hacia la derecha. Juntos # Cinco enemigos BALLOON3. Hacia la derecha. Juntos
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300 X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 40
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290 X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 30
X3_0 + BALLOON_SIZE_2 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280 X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 20
X3_0 + BALLOON_SIZE_2 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270 X3_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 10
X3_0 + BALLOON_SIZE_2 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260 X3_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 0
formation: 17 formation: 17
# Cinco enemigos BALLOON3. Hacia la izquierda. Juntos # Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300 X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 40
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290 X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 30
X3_100 - BALLOON_SIZE_2 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280 X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 20
X3_100 - BALLOON_SIZE_2 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270 X3_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 10
X3_100 - BALLOON_SIZE_2 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260 X3_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 0
formation: 18 formation: 18
# Doce enemigos BALLOON1. Hacia la derecha. Juntos # Doce enemigos BALLOON1. Hacia la derecha. Juntos
X1_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300 X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 110
X1_0 + BALLOON_SIZE_0 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 290 X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 100
X1_0 + BALLOON_SIZE_0 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280 X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 90
X1_0 + BALLOON_SIZE_0 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270 X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 80
X1_0 + BALLOON_SIZE_0 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260 X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 70
X1_0 + BALLOON_SIZE_0 * 5 + 5, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250 X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 60
X1_0 + BALLOON_SIZE_0 * 6 + 6, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 240 X1_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 50
X1_0 + BALLOON_SIZE_0 * 7 + 7, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 230 X1_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 40
X1_0 + BALLOON_SIZE_0 * 8 + 8, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 220 X1_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 30
X1_0 + BALLOON_SIZE_0 * 9 + 9, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 210 X1_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 20
X1_0 + BALLOON_SIZE_0 * 10 + 10, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 200 X1_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 10
X1_0 + BALLOON_SIZE_0 * 11 + 11, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 190 X1_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 0
formation: 19 formation: 19
# Doce enemigos BALLOON1. Hacia la izquierda. Juntos # Doce enemigos BALLOON1. Hacia la izquierda. Juntos
X1_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300 X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 110
X1_100 - BALLOON_SIZE_0 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 290 X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 100
X1_100 - BALLOON_SIZE_0 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280 X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 90
X1_100 - BALLOON_SIZE_0 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270 X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 80
X1_100 - BALLOON_SIZE_0 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260 X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 70
X1_100 - BALLOON_SIZE_0 * 5 - 5, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250 X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 60
X1_100 - BALLOON_SIZE_0 * 6 - 6, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 240 X1_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 50
X1_100 - BALLOON_SIZE_0 * 7 - 7, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 230 X1_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 40
X1_100 - BALLOON_SIZE_0 * 8 - 8, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 220 X1_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 30
X1_100 - BALLOON_SIZE_0 * 9 - 9, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 210 X1_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 20
X1_100 - BALLOON_SIZE_0 * 10 - 10, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 200 X1_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 10
X1_100 - BALLOON_SIZE_0 * 11 - 11, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 190 X1_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 0
formation: 20 formation: 20
# Cuatro enemigos BALLOON4 seguidos desde la izquierda/derecha. Simétricos # Cuatro enemigos BALLOON4 seguidos desde la izquierda/derecha. Simétricos
X4_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300 X4_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE4, 0
X4_0 + BALLOON_SIZE_3 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE4, 300 X4_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE4, 0
X4_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300 X4_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE4, 0
X4_100 - BALLOON_SIZE_3 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE4, 300 X4_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE4, 0
formation: 21 formation: 21
# Diez enemigos BALLOON2 uno detrás del otro. Izquierda/derecha. Simétricos # Diez enemigos BALLOON2 uno detrás del otro. Izquierda/derecha. Simétricos
X2_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 300 X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 12
X2_0 + BALLOON_SIZE_1 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 297 X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 9
X2_0 + BALLOON_SIZE_1 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 294 X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 6
X2_0 + BALLOON_SIZE_1 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 291 X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 3
X2_0 + BALLOON_SIZE_1 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE2, 288 X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE2, 0
X2_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 300 X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 12
X2_100 - BALLOON_SIZE_1 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 297 X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 9
X2_100 - BALLOON_SIZE_1 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 294 X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 6
X2_100 - BALLOON_SIZE_1 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 291 X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 3
X2_100 - BALLOON_SIZE_1 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE2, 288 X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE2, 0
formation: 22 formation: 22
# Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simétricos # Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simétricos
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300 X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 40
X3_0 + BALLOON_SIZE_2 * 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290 X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 30
X3_0 + BALLOON_SIZE_2 * 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280 X3_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 20
X3_0 + BALLOON_SIZE_2 * 6, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270 X3_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 10
X3_0 + BALLOON_SIZE_2 * 8, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260 X3_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 0
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300 X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 40
X3_100 - BALLOON_SIZE_2 * 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290 X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 30
X3_100 - BALLOON_SIZE_2 * 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280 X3_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 20
X3_100 - BALLOON_SIZE_2 * 6, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270 X3_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 10
X3_100 - BALLOON_SIZE_2 * 8, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260 X3_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 0
formation: 23 formation: 23
# Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simétricos # Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simétricos
X3_0, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 300 X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 40
X3_0 + BALLOON_SIZE_2 + 1, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 290 X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 30
X3_0 + BALLOON_SIZE_2 * 2 + 2, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 280 X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 20
X3_0 + BALLOON_SIZE_2 * 3 + 3, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 270 X3_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 10
X3_0 + BALLOON_SIZE_2 * 4 + 4, Y_BASE, VEL_POSITIVE, BALLOON, SIZE3, 260 X3_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE3, 0
X3_100, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 300 X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 40
X3_100 - BALLOON_SIZE_2 - 1, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 290 X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 30
X3_100 - BALLOON_SIZE_2 * 2 - 2, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 280 X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 20
X3_100 - BALLOON_SIZE_2 * 3 - 3, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 270 X3_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 10
X3_100 - BALLOON_SIZE_2 * 4 - 4, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE3, 260 X3_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SIZE3, 0
formation: 24 formation: 24
# Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simétricos # Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simétricos
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 0
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 305 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 5
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 310 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 10
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 315 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 15
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 320 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 20
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 325 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 25
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 330 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 30
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 335 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 35
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 340 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 40
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 345 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 45
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 350 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 50
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 355 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 55
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 60
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 305 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 65
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 310 X1_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 70
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 315 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 0
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 320 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 5
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 325 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 10
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 330 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 15
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 335 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 20
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 340 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 25
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 345 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 30
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 350 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 35
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 355 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 40
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 360 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 45
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 360 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 50
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 365 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 55
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 365 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 60
X1_50, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 370 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 65
X1_50, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 370 X1_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 70
formation: 25 formation: 25
# Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simétricos # Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simétricos
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 300 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 70
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 295 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 65
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 290 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 60
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 285 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 55
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 280 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 50
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 275 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 45
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 270 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 40
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 265 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 35
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 260 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 30
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 255 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 25
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 250 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 20
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 245 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 15
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 300 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 10
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 295 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 5
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 290 X1_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SIZE1, 0
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 285 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 70
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 280 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 65
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 275 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 60
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 270 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 55
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 265 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 50
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 260 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 45
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 255 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 40
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 250 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 35
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 245 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 30
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 240 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 25
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 240 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 20
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 235 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 15
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 235 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 10
X1_50 + 20, Y_BASE, VEL_NEGATIVE, BALLOON, SIZE1, 230 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 5
X1_50 - 20, Y_BASE, VEL_POSITIVE, BALLOON, SIZE1, 230 X1_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SIZE1, 0

View File

@@ -9,23 +9,23 @@
#include <sstream> #include <sstream>
#include <string> #include <string>
void BalloonFormations::initBalloonFormations() { void BalloonFormations::initFormations() {
// Calcular posiciones base // Calcular posiciones base
const int Y_BASE = param.game.play_area.rect.h - BALLOON_SPAWN_HEIGHT; const int DEFAULT_POS_Y = param.game.play_area.rect.h - BALLOON_SPAWN_HEIGHT;
const int X4_0 = param.game.play_area.rect.x; const int X4_0 = param.game.play_area.rect.x;
const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE[3]; const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(3);
const int X3_0 = param.game.play_area.rect.x; const int X3_0 = param.game.play_area.rect.x;
const int X3_100 = param.game.play_area.rect.w - BALLOON_SIZE[2]; const int X3_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(2);
const int X2_0 = param.game.play_area.rect.x; const int X2_0 = param.game.play_area.rect.x;
const int X2_100 = param.game.play_area.rect.w - BALLOON_SIZE[1]; const int X2_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(1);
const int X1_0 = param.game.play_area.rect.x; const int X1_0 = param.game.play_area.rect.x;
const int X1_50 = param.game.play_area.center_x - (BALLOON_SIZE[0] / 2); const int X1_50 = param.game.play_area.center_x - (BALLOON_SIZE.at(0) / 2);
const int X1_100 = param.game.play_area.rect.w - BALLOON_SIZE[0]; const int X1_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(0);
// Variables calculadas para posiciones especiales // Variables calculadas para posiciones especiales
const int QUARTER1_X4 = param.game.play_area.first_quarter_x - (BALLOON_SIZE[3] / 2); const int QUARTER1_X4 = param.game.play_area.first_quarter_x - (BALLOON_SIZE.at(3) / 2);
const int QUARTER3_X4 = param.game.play_area.third_quarter_x - (BALLOON_SIZE[3] / 2); const int QUARTER3_X4 = param.game.play_area.third_quarter_x - (BALLOON_SIZE.at(3) / 2);
// Mapa de variables para reemplazar en el archivo // Mapa de variables para reemplazar en el archivo
std::map<std::string, float> variables = { std::map<std::string, float> variables = {
@@ -40,13 +40,13 @@ void BalloonFormations::initBalloonFormations() {
{"X4_100", X4_100}, {"X4_100", X4_100},
{"QUARTER1_X4", QUARTER1_X4}, {"QUARTER1_X4", QUARTER1_X4},
{"QUARTER3_X4", QUARTER3_X4}, {"QUARTER3_X4", QUARTER3_X4},
{"Y_BASE", Y_BASE}, {"DEFAULT_POS_Y", DEFAULT_POS_Y},
{"BALLOON_SIZE_0", BALLOON_SIZE[0]}, {"BALLOON_SIZE_0", BALLOON_SIZE.at(0)},
{"BALLOON_SIZE_1", BALLOON_SIZE[1]}, {"BALLOON_SIZE_1", BALLOON_SIZE.at(1)},
{"BALLOON_SIZE_2", BALLOON_SIZE[2]}, {"BALLOON_SIZE_2", BALLOON_SIZE.at(2)},
{"BALLOON_SIZE_3", BALLOON_SIZE[3]}, {"BALLOON_SIZE_3", BALLOON_SIZE.at(3)},
{"VEL_POSITIVE", BALLOON_VELX_POSITIVE}, {"RIGHT", BALLOON_VELX_POSITIVE},
{"VEL_NEGATIVE", BALLOON_VELX_NEGATIVE}}; {"LEFT", BALLOON_VELX_NEGATIVE}};
balloon_formation_.reserve(NUMBER_OF_BALLOON_FORMATIONS); balloon_formation_.reserve(NUMBER_OF_BALLOON_FORMATIONS);
@@ -71,7 +71,7 @@ auto BalloonFormations::loadFormationsFromFile(const std::string& filename, cons
line = trim(line); line = trim(line);
// Saltar líneas vacías y comentarios // Saltar líneas vacías y comentarios
if (line.empty() || line[0] == '#') { if (line.empty() || line.at(0) == '#') {
continue; continue;
} }
@@ -122,33 +122,38 @@ auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map
tokens.push_back(trim(token)); tokens.push_back(trim(token));
} }
if (tokens.size() != 6) { if (tokens.size() != 7) {
return std::nullopt; return std::nullopt;
} }
try { try {
float x = evaluateExpression(tokens[0], variables); int x = evaluateExpression(tokens.at(0), variables);
float y = evaluateExpression(tokens[1], variables); int desp = evaluateExpression(tokens.at(1), variables);
float vel_x = evaluateExpression(tokens[2], variables); int y = evaluateExpression(tokens.at(2), variables);
float vel_x = evaluateExpression(tokens.at(3), variables);
BalloonType type = (tokens[3] == "BALLOON") ? BalloonType::BALLOON : BalloonType::FLOATER; BalloonType type = (tokens.at(4) == "BALLOON") ? BalloonType::BALLOON : BalloonType::FLOATER;
BalloonSize size; BalloonSize size;
if (tokens[4] == "SIZE1") { if (tokens.at(5) == "SIZE1") {
size = BalloonSize::SIZE1; size = BalloonSize::SIZE1;
} else if (tokens[4] == "SIZE2") { desp = desp * (BALLOON_SIZE.at(0) + 1);
} else if (tokens.at(5) == "SIZE2") {
size = BalloonSize::SIZE2; size = BalloonSize::SIZE2;
} else if (tokens[4] == "SIZE3") { desp = desp * (BALLOON_SIZE.at(1) + 1);
} else if (tokens.at(5) == "SIZE3") {
size = BalloonSize::SIZE3; size = BalloonSize::SIZE3;
} else if (tokens[4] == "SIZE4") { desp = desp * (BALLOON_SIZE.at(2) + 1);
} else if (tokens.at(5) == "SIZE4") {
size = BalloonSize::SIZE4; size = BalloonSize::SIZE4;
desp = desp * (BALLOON_SIZE.at(3) + 1);
} else { } else {
return std::nullopt; return std::nullopt;
} }
int creation_time = evaluateExpression(tokens[5], variables); int creation_time = CREATION_TIME + evaluateExpression(tokens.at(6), variables);
return BalloonFormationParams(x, y, vel_x, type, size, creation_time); return BalloonFormationParams(x + desp, y, vel_x, type, size, creation_time);
} catch (const std::exception&) { } catch (const std::exception&) {
return std::nullopt; return std::nullopt;
} }
@@ -158,7 +163,7 @@ auto BalloonFormations::evaluateExpression(const std::string& expr, const std::m
std::string trimmed_expr = trim(expr); std::string trimmed_expr = trim(expr);
// Si es un número directo // Si es un número directo
if ((std::isdigit(trimmed_expr[0]) != 0) || (trimmed_expr[0] == '-' && trimmed_expr.length() > 1)) { if ((std::isdigit(trimmed_expr.at(0)) != 0) || (trimmed_expr.at(0) == '-' && trimmed_expr.length() > 1)) {
return std::stoi(trimmed_expr); return std::stoi(trimmed_expr);
} }
@@ -174,7 +179,7 @@ auto BalloonFormations::evaluateExpression(const std::string& expr, const std::m
auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const std::map<std::string, float>& variables) -> float { auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const std::map<std::string, float>& variables) -> float {
// Buscar operadores (+, -, *, /) // Buscar operadores (+, -, *, /)
for (size_t i = 1; i < expr.length(); ++i) { for (size_t i = 1; i < expr.length(); ++i) {
char op = expr[i]; char op = expr.at(i);
if (op == '+' || op == '-' || op == '*' || op == '/') { if (op == '+' || op == '-' || op == '*' || op == '/') {
std::string left = trim(expr.substr(0, i)); std::string left = trim(expr.substr(0, i));
std::string right = trim(expr.substr(i + 1)); std::string right = trim(expr.substr(i + 1));
@@ -214,16 +219,16 @@ void BalloonFormations::createFloaterVariants() {
// Crear variantes flotantes de las primeras 50 formaciones // Crear variantes flotantes de las primeras 50 formaciones
for (size_t k = 0; k < 50 && k < balloon_formation_.size(); k++) { for (size_t k = 0; k < 50 && k < balloon_formation_.size(); k++) {
std::vector<BalloonFormationParams> floater_params; std::vector<BalloonFormationParams> floater_params;
floater_params.reserve(balloon_formation_[k].number_of_balloons); floater_params.reserve(balloon_formation_.at(k).number_of_balloons);
for (int i = 0; i < balloon_formation_[k].number_of_balloons; i++) { for (int i = 0; i < balloon_formation_.at(k).number_of_balloons; i++) {
const auto& original = balloon_formation_[k].init[i]; const auto& original = balloon_formation_.at(k).init.at(i);
floater_params.emplace_back( floater_params.emplace_back(
original.x, original.y, original.vel_x, BalloonType::FLOATER, original.size, original.creation_counter); original.x, original.y, original.vel_x, BalloonType::FLOATER, original.size, original.creation_counter);
} }
balloon_formation_[k + 50] = BalloonFormationUnit( balloon_formation_.at(k + 50) = BalloonFormationUnit(
balloon_formation_[k].number_of_balloons, floater_params); balloon_formation_.at(k).number_of_balloons, floater_params);
} }
} }
@@ -234,42 +239,41 @@ void BalloonFormations::addTestFormation() {
{90, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE3, 200}, {90, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE3, 200},
{140, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE4, 200}}; {140, -BLOCK, 0, BalloonType::FLOATER, BalloonSize::SIZE4, 200}};
balloon_formation_[99] = BalloonFormationUnit(4, test_params); balloon_formation_.at(99) = BalloonFormationUnit(4, test_params);
} }
void BalloonFormations::loadDefaultFormations() { void BalloonFormations::loadDefaultFormations() {
// Código de fallback con algunas formaciones básicas hardcodeadas // Código de fallback con algunas formaciones básicas hardcodeadas
// para que el juego funcione aunque falle la carga del archivo // para que el juego funcione aunque falle la carga del archivo
const int Y_BASE = param.game.play_area.rect.h - BALLOON_SPAWN_HEIGHT; const int DEFAULT_POS_Y = param.game.play_area.rect.h - BALLOON_SPAWN_HEIGHT;
const int X4_0 = param.game.play_area.rect.x; const int X4_0 = param.game.play_area.rect.x;
const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE[3]; const int X4_100 = param.game.play_area.rect.w - BALLOON_SIZE.at(3);
constexpr int CREATION_TIME = 300;
// Formación básica #00 // Formación básica #00
std::vector<BalloonFormationParams> basic_formation = { std::vector<BalloonFormationParams> basic_formation = {
BalloonFormationParams(X4_0, Y_BASE, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME), BalloonFormationParams(X4_0, DEFAULT_POS_Y, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME),
BalloonFormationParams(X4_100, Y_BASE, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME)}; BalloonFormationParams(X4_100, DEFAULT_POS_Y, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME)};
balloon_formation_.emplace_back(2, basic_formation); balloon_formation_.emplace_back(2, basic_formation);
} }
// Inicializa los conjuntos de formaciones // Inicializa los conjuntos de formaciones
void BalloonFormations::initBalloonFormationPools() { void BalloonFormations::initFormationPools() {
// Reserva espacio para cada pool de formaciones // Reserva espacio para cada pool de formaciones
balloon_formation_pool_.resize(NUMBER_OF_SETS_PER_POOL); balloon_formation_pool_.resize(NUMBER_OF_SETS_PER_POOL);
// Set #0 // Set #0
balloon_formation_pool_.at(0) = { balloon_formation_pool_.at(0) = {
&balloon_formation_.at(0),
&balloon_formation_.at(1),
&balloon_formation_.at(2), &balloon_formation_.at(2),
&balloon_formation_.at(2), &balloon_formation_.at(3),
&balloon_formation_.at(2), &balloon_formation_.at(4),
&balloon_formation_.at(2), &balloon_formation_.at(5),
&balloon_formation_.at(2), &balloon_formation_.at(6),
&balloon_formation_.at(2), &balloon_formation_.at(7),
&balloon_formation_.at(2), &balloon_formation_.at(8),
&balloon_formation_.at(2), &balloon_formation_.at(9)};
&balloon_formation_.at(2),
&balloon_formation_.at(2)};
// Set #1 // Set #1
balloon_formation_pool_.at(1) = { balloon_formation_pool_.at(1) = {

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@@ -9,10 +9,6 @@
#include <vector> #include <vector>
// --- Constantes de configuración --- // --- Constantes de configuración ---
constexpr int NUMBER_OF_BALLOON_FORMATIONS = 100;
constexpr int MAX_NUMBER_OF_BALLOONS_IN_A_FORMATION = 50;
constexpr int NUMBER_OF_SETS_PER_POOL = 10;
constexpr int NUMBER_OF_STAGES = 10;
// --- Estructuras de datos --- // --- Estructuras de datos ---
struct BalloonFormationParams { struct BalloonFormationParams {
@@ -50,8 +46,8 @@ class BalloonFormations {
public: public:
// --- Constructor y destructor --- // --- Constructor y destructor ---
BalloonFormations() { BalloonFormations() {
initBalloonFormations(); initFormations();
initBalloonFormationPools(); initFormationPools();
} }
~BalloonFormations() = default; ~BalloonFormations() = default;
@@ -62,15 +58,19 @@ class BalloonFormations {
private: private:
// --- Constantes --- // --- Constantes ---
static constexpr int BALLOON_SPAWN_HEIGHT = 208; // Altura desde el suelo en la que aparecen los globos static constexpr int BALLOON_SPAWN_HEIGHT = 208; // Altura desde el suelo en la que aparecen los globos
static constexpr int CREATION_TIME = 200; // Tiempo base de creación de los globos para las formaciones
static constexpr int NUMBER_OF_BALLOON_FORMATIONS = 100;
static constexpr int MAX_NUMBER_OF_BALLOONS_IN_A_FORMATION = 50;
static constexpr int NUMBER_OF_SETS_PER_POOL = 10;
// --- Datos --- // --- Datos ---
std::vector<BalloonFormationUnit> balloon_formation_; // Vector con todas las formaciones enemigas std::vector<BalloonFormationUnit> balloon_formation_; // Vector con todas las formaciones enemigas
std::vector<BalloonFormationPool> balloon_formation_pool_; // Conjuntos de formaciones enemigas std::vector<BalloonFormationPool> balloon_formation_pool_; // Conjuntos de formaciones enemigas
// --- Métodos internos de inicialización --- // --- Métodos internos de inicialización ---
void initBalloonFormations(); // Inicializa la lista principal de formaciones de globos disponibles void initFormations(); // Inicializa la lista principal de formaciones de globos disponibles
void initBalloonFormationPools(); // Prepara las estructuras de agrupamiento o reutilización de formaciones (pools) void initFormationPools(); // Prepara las estructuras de agrupamiento o reutilización de formaciones (pools)
auto loadFormationsFromFile(const std::string& filename, const std::map<std::string, float>& variables) -> bool; // Carga las formaciones desde un archivo, evaluando variables dinámicas auto loadFormationsFromFile(const std::string& filename, const std::map<std::string, float>& variables) -> bool; // Carga las formaciones desde un archivo, evaluando variables dinámicas
auto parseBalloonLine(const std::string& line, const std::map<std::string, float>& variables) -> std::optional<BalloonFormationParams>; // Parsea una línea individual del archivo y genera parámetros de formación auto parseBalloonLine(const std::string& line, const std::map<std::string, float>& variables) -> std::optional<BalloonFormationParams>; // Parsea una línea individual del archivo y genera parámetros de formación
auto evaluateExpression(const std::string& expr, const std::map<std::string, float>& variables) -> float; // Evalúa expresiones matemáticas con variables definidas (complejas) auto evaluateExpression(const std::string& expr, const std::map<std::string, float>& variables) -> float; // Evalúa expresiones matemáticas con variables definidas (complejas)

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@@ -1,7 +1,7 @@
// IWYU pragma: no_include <bits/std_abs.h>
#pragma once #pragma once
#include <SDL3/SDL.h> // Para Uint8, SDL_FRect, SDL_FPoint, SDL_Renderer #include <SDL3/SDL.h> // Para Uint8, SDL_FRect, SDL_FPoint, SDL_Renderer
#include <bits/std_abs.h> // Para abs
#include <algorithm> // Para max, min #include <algorithm> // Para max, min
#include <array> // Para array #include <array> // Para array