2 Commits

Author SHA1 Message Date
b3f6e2fcf0 Metal post-processing pipeline implementation
- Add custom Metal render target creation
- Implement post-processing without GPU-CPU-GPU copies
- Create Metal texture extraction system
- Add Metal CRT shader pipeline integration
- Modify screen rendering to use Metal when available
- Enable shaders by default for testing

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-16 07:42:03 +02:00
7f00942517 treballant en metal 2025-09-10 20:44:10 +02:00
728 changed files with 325887 additions and 43564 deletions

View File

@@ -1,7 +1,6 @@
BasedOnStyle: Google
IndentWidth: 4
NamespaceIndentation: All
IndentAccessModifiers: false
IndentAccessModifiers: true
ColumnLimit: 0 # Sin límite de longitud de línea
BreakBeforeBraces: Attach # Llaves en la misma línea
AllowShortIfStatementsOnASingleLine: true

1
.clang-format-ignore Normal file
View File

@@ -0,0 +1 @@
source/external/**

12
.clang-format.bak Normal file
View File

@@ -0,0 +1,12 @@
BasedOnStyle: Google
IndentWidth: 4
IndentAccessModifiers: true
ColumnLimit: 0 # Sin límite de longitud de línea
BreakBeforeBraces: Attach # Llaves en la misma línea
AllowShortIfStatementsOnASingleLine: true
AllowShortBlocksOnASingleLine: true
AllowShortFunctionsOnASingleLine: All
AlignOperands: false
AlignAfterOpenBracket: DontAlign
BinPackArguments: false
BinPackParameters: false

68
.clang-tidy.bak Normal file
View File

@@ -0,0 +1,68 @@
Checks: >
readability-identifier-naming,
readability-*,
modernize-*,
clang-analyzer-*,
-readability-identifier-length,
-readability-magic-numbers
WarningsAsErrors: '*'
HeaderFilterRegex: '.*'
FormatStyle: file
CheckOptions:
# Variables locales en snake_case
- { key: readability-identifier-naming.VariableCase, value: lower_case }
# Miembros privados en snake_case con sufijo _
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
# Miembros protegidos en snake_case con sufijo _
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
# Miembros públicos en snake_case (sin sufijo)
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
# Namespaces en CamelCase
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
# Constantes globales en UPPER_CASE
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
# Variables constexpr globales en UPPER_CASE
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
# Constantes locales en UPPER_CASE
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
# Constantes estáticas dentro de clases en UPPER_CASE (sin sufijo)
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
# Constexpr miembros en UPPER_CASE (sin sufijo)
- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
# Constexpr miembros privados/protegidos con sufijo _
- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
# Clases, structs y enums en CamelCase
- { key: readability-identifier-naming.ClassCase, value: CamelCase }
- { key: readability-identifier-naming.StructCase, value: CamelCase }
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
# Valores de enums en UPPER_CASE
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
# Métodos en camelBack (sin sufijos)
- { key: readability-identifier-naming.MethodCase, value: camelBack }
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
# Funciones en camelBack
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
# Parámetros en lower_case
- { key: readability-identifier-naming.ParameterCase, value: lower_case }

12
.gitignore vendored
View File

@@ -1,6 +1,4 @@
.vscode/
.claude/
.cache/
.vscode
build/
data/config/config.txt
*.DS_Store
@@ -18,10 +16,4 @@ coffee_crisis*
debug.txt
cppcheck-result*
desktop.ini
dist/
release/windows/coffee.res
resources.pack
# Herramienta pack_resources (todas las plataformas)
tools/pack_resources/pack_resources
tools/pack_resources/pack_resources.exe
ccae_release/

View File

@@ -6,25 +6,14 @@ project(coffee_crisis_arcade_edition VERSION 2.00)
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20)
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 ---
set(APP_SOURCES
@@ -59,7 +48,6 @@ set(APP_SOURCES
source/balloon_manager.cpp
source/balloon.cpp
source/bullet.cpp
source/bullet_manager.cpp
source/enter_name.cpp
source/explosions.cpp
source/game_logo.cpp
@@ -91,7 +79,6 @@ set(APP_SOURCES
# --- Otros ---
source/color.cpp
source/demo.cpp
source/define_buttons.cpp
source/difficulty.cpp
source/input_types.cpp
@@ -105,69 +92,28 @@ set(APP_SOURCES
# Fuentes de librerías de terceros
set(EXTERNAL_SOURCES
source/external/jail_audio.cpp
source/external/jail_shader.cpp
source/external/json.hpp
source/external/gif.cpp
)
# Fuentes del sistema de renderizado
set(RENDERING_SOURCES
source/rendering/sdl3gpu/sdl3gpu_shader.cpp
)
# Añadir jail_audio.cpp solo si el audio está habilitado
if(NOT DISABLE_AUDIO)
list(APPEND EXTERNAL_SOURCES source/external/jail_audio.cpp)
endif()
# Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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 "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_vert_spv.h")
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_frag_spv.h")
if(GLSLC_EXE)
add_custom_command(
OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Compilando shaders SPIR-V..."
)
add_custom_target(shaders DEPENDS "${SHADER_VERT_H}" "${SHADER_FRAG_H}")
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
else()
if(NOT EXISTS "${SHADER_VERT_H}" OR NOT EXISTS "${SHADER_FRAG_H}")
message(FATAL_ERROR
"glslc no encontrado y headers SPIR-V no existen.\n"
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
" choco install vulkan-sdk (Windows)\n"
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
)
else()
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
endif()
endif()
else()
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
endif()
# --- 2. AÑADIR EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
if(NOT APPLE AND GLSLC_EXE)
add_dependencies(${PROJECT_NAME} shaders)
endif()
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source"
"${CMAKE_SOURCE_DIR}/source/external"
"${CMAKE_SOURCE_DIR}/source/rendering"
"${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu"
"${CMAKE_BINARY_DIR}"
)
# Enlazar la librería SDL3
@@ -182,90 +128,39 @@ target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunctio
# Definir _DEBUG en modo Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
# Descomentar la siguiente línea para activar el modo grabación de demos
# target_compile_definitions(${PROJECT_NAME} PRIVATE RECORDING)
# Opción para habilitar/deshabilitar audio
option(DISABLE_AUDIO "Disable audio system" OFF)
# Definir NO_AUDIO si la opción está activada
if(DISABLE_AUDIO)
target_compile_definitions(${PROJECT_NAME} PRIVATE NO_AUDIO)
message(STATUS "Audio deshabilitado - NO_AUDIO definido")
else()
message(STATUS "Audio habilitado")
endif()
# Configuración específica para cada plataforma
if(WIN32)
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32)
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
elseif(APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
set(CMAKE_OSX_ARCHITECTURES "arm64")
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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 ${OPENGL_LIBRARIES})
else()
message(FATAL_ERROR "OpenGL no encontrado")
endif()
endif()
# Especificar la ubicación del ejecutable
set_target_properties(${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()

270
Makefile
View File

@@ -3,27 +3,14 @@ DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# Variables
TARGET_NAME := coffee_crisis_arcade_edition
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
APP_NAME := Coffee Crisis Arcade Edition
DIST_DIR := dist
RELEASE_FOLDER := dist/_tmp
RELEASE_FOLDER := ccae_release
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
RESOURCE_FILE := release/windows/coffee.res
# Variables para herramienta de empaquetado
ifeq ($(OS),Windows_NT)
PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources.exe
PACK_CXX := $(CXX)
else
PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources
PACK_CXX := $(CXX)
endif
PACK_SOURCES := $(DIR_TOOLS)pack_resources/pack_resources.cpp $(DIR_SOURCES)resource_pack.cpp
PACK_INCLUDES := -I$(DIR_ROOT) -I$(DIR_BUILD)
RESOURCE_FILE := release/coffee.res
# Versión automática basada en la fecha actual (específica por SO)
ifeq ($(OS),Windows_NT)
@@ -42,49 +29,53 @@ else
endif
# Nombres para los ficheros de lanzamiento
WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.zip
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
RASPI_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-raspberry.tar.gz
WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg
MACOS_APPLE_SILICON_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz
RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz
# Lista completa de archivos fuente (basada en CMakeLists.txt)
APP_SOURCES := \
source/animated_sprite.cpp \
source/asset.cpp \
source/audio.cpp \
source/director.cpp \
source/global_events.cpp \
source/global_inputs.cpp \
source/input.cpp \
source/lang.cpp \
source/main.cpp \
source/param.cpp \
source/resource.cpp \
source/resource_helper.cpp \
source/resource_loader.cpp \
source/resource_pack.cpp \
source/screen.cpp \
source/text.cpp \
source/writer.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/background.cpp \
source/balloon_formations.cpp \
source/balloon_manager.cpp \
source/balloon.cpp \
source/bullet.cpp \
source/bullet_manager.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/tabe.cpp \
source/screen.cpp \
source/sections/credits.cpp \
source/sections/game.cpp \
source/sections/hiscore_table.cpp \
@@ -92,39 +83,33 @@ APP_SOURCES := \
source/sections/intro.cpp \
source/sections/logo.cpp \
source/sections/title.cpp \
source/animated_sprite.cpp \
source/background.cpp \
source/fade.cpp \
source/moving_sprite.cpp \
source/path_sprite.cpp \
source/shutdown.cpp \
source/smart_sprite.cpp \
source/sprite.cpp \
source/texture.cpp \
source/tiled_bg.cpp \
source/color.cpp \
source/demo.cpp \
source/define_buttons.cpp \
source/difficulty.cpp \
source/input_types.cpp \
source/mouse.cpp \
source/options.cpp \
source/shutdown.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/external/jail_audio.cpp \
source/external/gif.cpp \
source/rendering/sdl3gpu/sdl3gpu_shader.cpp
source/writer.cpp
# Includes
INCLUDES := -Isource -Isource/external -Isource/rendering -Isource/rendering/sdl3gpu -I$(DIR_BUILD)
INCLUDES := -Isource -Isource/external
# Variables según el sistema operativo
ifeq ($(OS),Windows_NT)
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
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
RM := del /Q
MKDIR := mkdir
else
@@ -138,34 +123,23 @@ else
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Linux)
CXXFLAGS += -DLINUX_BUILD
LDFLAGS += -lGL
endif
ifeq ($(UNAME_S),Darwin)
CXXFLAGS += -DMACOS_BUILD
CXXFLAGS_DEBUG += -DMACOS_BUILD
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
# Reglas para herramienta de empaquetado y resources.pack
$(PACK_TOOL): FORCE
@echo "Compilando herramienta de empaquetado..."
$(PACK_CXX) -std=c++20 -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL)
@echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)"
pack_tool: $(PACK_TOOL)
resources.pack: $(PACK_TOOL)
@echo "Generando resources.pack desde directorio data/..."
$(PACK_TOOL) data resources.pack
@echo "✓ resources.pack generado exitosamente"
# Reglas para compilación
windows:
@echo off
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
windres release/windows/coffee.rc -O coff -o $(RESOURCE_FILE)
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
$(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
@@ -180,13 +154,10 @@ windows_debug:
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
windows_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
powershell if (-not (Test-Path "$(DIST_DIR)")) {New-Item "$(DIST_DIR)" -ItemType Directory}
# Crea carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
@@ -197,11 +168,11 @@ windows_release:
# Copia los ficheros que estan en la raíz del proyecto
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "release\windows\dll\*.dll" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
# Compila
windres release/windows/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
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
# Crea el fichero .zip
@@ -221,86 +192,62 @@ macos_debug:
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
macos_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@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)
# Elimina datos de compilaciones anteriores
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) Frameworks
$(RMFILE) tmp.dmg
$(RMFILE) "$(DIST_DIR)"/rw.*
$(RMFILE) "$(MACOS_INTEL_RELEASE)"
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
# Crea la carpeta de distribución y la carpeta temporal con las carpetas obligatorias para una app macOS
$(MKDIR) "$(DIST_DIR)"
# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
$(MKDIR) Frameworks
# Copia carpetas y ficheros
cp -R config "$(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)/$(APP_NAME).app/Contents/Frameworks"
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp -R release/frameworks/SDL3.xcframework Frameworks
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Crea enlaces
ln -s /Applications "$(RELEASE_FOLDER)"/Applications
# Compila la versión para procesadores Intel
ifdef ENABLE_MACOS_X86_64
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DMACOS_BUILD -DRELEASE_BUILD -std=c++20 -Wall -Os -Wno-deprecated -framework SDL3 -F release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -ffunction-sections -fdata-sections -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
$(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
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg de la versión Intel con create-dmg
@echo "Creando DMG Intel con iconos de 96x96..."
create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(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)" \
"$(RELEASE_FOLDER)" || true
# Empaqueta el .dmg de la versión Intel
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
$(RMFILE) tmp.dmg
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
endif
# Compila la versión para procesadores Apple Silicon
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DMACOS_BUILD -DRELEASE_BUILD -DSDL_DISABLE_IMMINTRIN_H -std=c++20 -Wall -Os -Wno-deprecated -framework SDL3 -F release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -ffunction-sections -fdata-sections -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
$(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
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg de la versión Apple Silicon con create-dmg
@echo "Creando DMG Apple Silicon con iconos de 96x96..."
create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(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)" \
"$(RELEASE_FOLDER)" || true
# Empaqueta el .dmg de la versión Apple Silicon
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
$(RMFILE) tmp.dmg
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
# Elimina las carpetas temporales
$(RMDIR) Frameworks
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMFILE) "$(DIST_DIR)"/rw.*
linux:
@echo "Compilando para Linux: $(TARGET_NAME)"
@@ -312,11 +259,11 @@ linux_debug:
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
linux_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release para Linux - Version: $(VERSION)"
# Elimina carpetas previas y recrea (crea dist/ si no existe)
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la carpeta temporal para realizar el lanzamiento
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
@@ -326,7 +273,7 @@ linux_release:
cp README.md "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
@@ -338,10 +285,8 @@ linux_release:
$(RMDIR) "$(RELEASE_FOLDER)"
linux_release_desktop:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
# Elimina carpetas previas y recrea (crea dist/ si no existe)
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la estructura de directorios estándar para Linux
@@ -358,7 +303,7 @@ linux_release_desktop:
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
# Compila el ejecutable
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(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/$(TARGET_NAME)" --strip-unneeded
# Crea el archivo .desktop
@@ -376,22 +321,25 @@ linux_release_desktop:
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
# Copia el icono (si existe) y lo redimensiona si es necesario
@if [ -f "release/icons/icon.png" ]; then \
@if [ -f "release/icon.png" ]; 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/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick)"; \
magick "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icon.png (usando ImageMagick)"; \
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/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick legacy)"; \
convert "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icon.png (usando ImageMagick legacy)"; \
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/$(TARGET_NAME).png" -y -loglevel quiet; \
echo "Icono redimensionado de release/icons/icon.png (usando ffmpeg)"; \
ffmpeg -i "release/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
echo "Icono redimensionado de release/icon.png (usando ffmpeg)"; \
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)"; \
fi; \
elif [ -f "release/coffee.png" ]; then \
cp "release/coffee.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono copiado desde release/coffee.png"; \
else \
echo "Advertencia: No se encontró release/icons/icon.png - crear icono manualmente"; \
echo "Advertencia: No se encontró release/icon.png ni release/coffee.png - crear icono manualmente"; \
fi
# Crea script de instalación
@@ -424,9 +372,9 @@ linux_release_desktop:
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
# Empaqueta ficheros
$(RMFILE) "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
tar -czvf "$(DIST_DIR)/$(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"
$(RMFILE) "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
tar -czvf "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
@echo "Release con integracion desktop creado: $(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
# Elimina la carpeta temporal
@@ -442,11 +390,11 @@ raspi_debug:
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
raspi_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
# Elimina carpetas previas y recrea (crea dist/ si no existe)
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la carpeta temporal para realizar el lanzamiento
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
@@ -456,7 +404,7 @@ raspi_release:
cp README.md "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
@@ -468,8 +416,6 @@ raspi_release:
$(RMDIR) "$(RELEASE_FOLDER)"
anbernic:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Compilando para Anbernic: $(TARGET_NAME)"
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
@@ -482,7 +428,7 @@ anbernic:
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
# Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
$(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
# Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake)
no_audio:
@@ -511,15 +457,7 @@ help:
@echo " raspi_release - Crear release completo para Raspberry Pi"
@echo " anbernic - Compilar para Anbernic"
@echo " no_audio - Compilar sin sistema de audio"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " resources.pack - Generar pack de recursos desde data/"
@echo " show_version - Mostrar version actual ($(VERSION))"
@echo " help - Mostrar esta ayuda"
spirv:
@echo "Compilando shaders SPIR-V..."
tools/shaders/compile_spirv.sh
.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 pack_tool resources.pack spirv
FORCE:
.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

View File

@@ -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
<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!
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.
![Coffee Crisis Arcade Edition - Gameplay](https://php.sustancia.synology.me/images/ccae/ccae1.png)
<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
@@ -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`.
3. Gaudeix del joc!
![Coffee Crisis Arcade Edition - Gameplay](https://php.sustancia.synology.me/images/ccae/ccae3.png)
## Agraïments
Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc!

View File

@@ -4,9 +4,8 @@
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
# Archivos de configuración del sistema (absolutos y opcionales)
DATA|${SYSTEM_FOLDER}/config.yaml|optional,absolute
DATA|${SYSTEM_FOLDER}/config.txt|optional,absolute
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
DATA|${SYSTEM_FOLDER}/postfx.yaml|optional,absolute
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
# Archivos de configuración del juego
@@ -19,183 +18,183 @@ DATA|${PREFIX}/config/pools.txt
DATA|${PREFIX}/config/stages.txt
# Archivos con los datos de la demo
DEMODATA|/data/demo/demo1.bin
DEMODATA|/data/demo/demo2.bin
DEMODATA|/data/demo/demo3.bin
DEMODATA|${PREFIX}/data/demo/demo1.bin
DEMODATA|${PREFIX}/data/demo/demo2.bin
# Música
MUSIC|/data/music/congratulations.ogg
MUSIC|/data/music/credits.ogg
MUSIC|/data/music/intro.ogg
MUSIC|/data/music/playing.ogg
MUSIC|/data/music/title.ogg
MUSIC|${PREFIX}/data/music/credits.ogg
MUSIC|${PREFIX}/data/music/intro.ogg
MUSIC|${PREFIX}/data/music/playing.ogg
MUSIC|${PREFIX}/data/music/title.ogg
# Sonidos
SOUND|/data/sound/balloon_bounce0.wav
SOUND|/data/sound/balloon_bounce1.wav
SOUND|/data/sound/balloon_bounce2.wav
SOUND|/data/sound/balloon_bounce3.wav
SOUND|/data/sound/balloon_pop0.wav
SOUND|/data/sound/balloon_pop1.wav
SOUND|/data/sound/balloon_pop2.wav
SOUND|/data/sound/balloon_pop3.wav
SOUND|/data/sound/bullet1p.wav
SOUND|/data/sound/bullet2p.wav
SOUND|/data/sound/clock.wav
SOUND|/data/sound/coffee_out.wav
SOUND|/data/sound/continue_clock.wav
SOUND|/data/sound/credit.wav
SOUND|/data/sound/debian_drop.wav
SOUND|/data/sound/debian_pickup.wav
SOUND|/data/sound/hi_score_achieved.wav
SOUND|/data/sound/item_drop.wav
SOUND|/data/sound/item_pickup.wav
SOUND|/data/sound/jump.wav
SOUND|/data/sound/logo.wav
SOUND|/data/sound/name_input_accept.wav
SOUND|/data/sound/notify.wav
SOUND|/data/sound/player_collision.wav
SOUND|/data/sound/power_ball_explosion.wav
SOUND|/data/sound/service_menu_adjust.wav
SOUND|/data/sound/service_menu_back.wav
SOUND|/data/sound/service_menu_move.wav
SOUND|/data/sound/service_menu_select.wav
SOUND|/data/sound/stage_change.wav
SOUND|/data/sound/tabe_hit.wav
SOUND|/data/sound/tabe.wav
SOUND|/data/sound/title.wav
SOUND|/data/sound/voice_aw_aw_aw.wav
SOUND|/data/sound/voice_coffee.wav
SOUND|/data/sound/voice_credit_thankyou.wav
SOUND|/data/sound/voice_game_over.wav
SOUND|/data/sound/voice_get_ready.wav
SOUND|/data/sound/voice_no.wav
SOUND|/data/sound/voice_power_up.wav
SOUND|/data/sound/voice_recover.wav
SOUND|/data/sound/voice_thankyou.wav
SOUND|/data/sound/walk.wav
SOUND|${PREFIX}/data/sound/balloon_bounce0.wav
SOUND|${PREFIX}/data/sound/balloon_bounce1.wav
SOUND|${PREFIX}/data/sound/balloon_bounce2.wav
SOUND|${PREFIX}/data/sound/balloon_bounce3.wav
SOUND|${PREFIX}/data/sound/balloon_pop0.wav
SOUND|${PREFIX}/data/sound/balloon_pop1.wav
SOUND|${PREFIX}/data/sound/balloon_pop2.wav
SOUND|${PREFIX}/data/sound/balloon_pop3.wav
SOUND|${PREFIX}/data/sound/bullet.wav
SOUND|${PREFIX}/data/sound/clock.wav
SOUND|${PREFIX}/data/sound/coffee_out.wav
SOUND|${PREFIX}/data/sound/continue_clock.wav
SOUND|${PREFIX}/data/sound/credit.wav
SOUND|${PREFIX}/data/sound/debian_drop.wav
SOUND|${PREFIX}/data/sound/debian_pickup.wav
SOUND|${PREFIX}/data/sound/hi_score_achieved.wav
SOUND|${PREFIX}/data/sound/item_drop.wav
SOUND|${PREFIX}/data/sound/item_pickup.wav
SOUND|${PREFIX}/data/sound/jump.wav
SOUND|${PREFIX}/data/sound/logo.wav
SOUND|${PREFIX}/data/sound/notify.wav
SOUND|${PREFIX}/data/sound/player_collision.wav
SOUND|${PREFIX}/data/sound/power_ball_explosion.wav
SOUND|${PREFIX}/data/sound/service_menu_adjust.wav
SOUND|${PREFIX}/data/sound/service_menu_back.wav
SOUND|${PREFIX}/data/sound/service_menu_move.wav
SOUND|${PREFIX}/data/sound/service_menu_select.wav
SOUND|${PREFIX}/data/sound/stage_change.wav
SOUND|${PREFIX}/data/sound/tabe_hit.wav
SOUND|${PREFIX}/data/sound/tabe.wav
SOUND|${PREFIX}/data/sound/title.wav
SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav
SOUND|${PREFIX}/data/sound/voice_coffee.wav
SOUND|${PREFIX}/data/sound/voice_credit_thankyou.wav
SOUND|${PREFIX}/data/sound/voice_get_ready.wav
SOUND|${PREFIX}/data/sound/voice_no.wav
SOUND|${PREFIX}/data/sound/voice_power_up.wav
SOUND|${PREFIX}/data/sound/voice_recover.wav
SOUND|${PREFIX}/data/sound/voice_thankyou.wav
SOUND|${PREFIX}/data/sound/walk.wav
# Shaders
DATA|${PREFIX}/data/shaders/crtpi_240.glsl
DATA|${PREFIX}/data/shaders/crtpi_256.glsl
# Texturas - Balloons
ANIMATION|/data/gfx/balloon/balloon0.ani
ANIMATION|/data/gfx/balloon/balloon1.ani
ANIMATION|/data/gfx/balloon/balloon2.ani
ANIMATION|/data/gfx/balloon/balloon3.ani
BITMAP|/data/gfx/balloon/balloon0.png
BITMAP|/data/gfx/balloon/balloon1.png
BITMAP|/data/gfx/balloon/balloon2.png
BITMAP|/data/gfx/balloon/balloon3.png
ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani
ANIMATION|${PREFIX}/data/gfx/balloon/balloon2.ani
ANIMATION|${PREFIX}/data/gfx/balloon/balloon3.ani
BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png
BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png
# Texturas - Explosiones
ANIMATION|/data/gfx/balloon/explosion0.ani
ANIMATION|/data/gfx/balloon/explosion1.ani
ANIMATION|/data/gfx/balloon/explosion2.ani
ANIMATION|/data/gfx/balloon/explosion3.ani
BITMAP|/data/gfx/balloon/explosion0.png
BITMAP|/data/gfx/balloon/explosion1.png
BITMAP|/data/gfx/balloon/explosion2.png
BITMAP|/data/gfx/balloon/explosion3.png
ANIMATION|${PREFIX}/data/gfx/balloon/explosion0.ani
ANIMATION|${PREFIX}/data/gfx/balloon/explosion1.ani
ANIMATION|${PREFIX}/data/gfx/balloon/explosion2.ani
ANIMATION|${PREFIX}/data/gfx/balloon/explosion3.ani
BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png
BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png
# Texturas - Power Ball
ANIMATION|/data/gfx/balloon/powerball.ani
BITMAP|/data/gfx/balloon/powerball.png
ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani
BITMAP|${PREFIX}/data/gfx/balloon/powerball.png
# Texturas - Bala
ANIMATION|/data/gfx/bullet/bullet.ani
BITMAP|/data/gfx/bullet/bullet.png
ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani
BITMAP|${PREFIX}/data/gfx/bullet/bullet.png
# Texturas - Tabe
ANIMATION|/data/gfx/tabe/tabe.ani
BITMAP|/data/gfx/tabe/tabe.png
ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani
BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
# Texturas - Juego
BITMAP|/data/gfx/game/game_buildings.png
BITMAP|/data/gfx/game/game_clouds1.png
BITMAP|/data/gfx/game/game_clouds2.png
ANIMATION|/data/gfx/game/game_grass.ani
BITMAP|/data/gfx/game/game_grass.png
BITMAP|/data/gfx/game/game_moon.png
BITMAP|/data/gfx/game/game_power_meter.png
BITMAP|/data/gfx/game/game_sky_colors.png
BITMAP|/data/gfx/game/game_sun.png
BITMAP|${PREFIX}/data/gfx/game/game_buildings.png
BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png
BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png
BITMAP|${PREFIX}/data/gfx/game/game_grass.png
BITMAP|${PREFIX}/data/gfx/game/game_moon.png
BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png
BITMAP|${PREFIX}/data/gfx/game/game_sky_colors.png
BITMAP|${PREFIX}/data/gfx/game/game_sun.png
# Texturas - Intro
BITMAP|/data/gfx/intro/intro1.png
BITMAP|/data/gfx/intro/intro2.png
BITMAP|/data/gfx/intro/intro3.png
BITMAP|/data/gfx/intro/intro4.png
BITMAP|/data/gfx/intro/intro5.png
BITMAP|/data/gfx/intro/intro6.png
BITMAP|${PREFIX}/data/gfx/intro/intro1.png
BITMAP|${PREFIX}/data/gfx/intro/intro2.png
BITMAP|${PREFIX}/data/gfx/intro/intro3.png
BITMAP|${PREFIX}/data/gfx/intro/intro4.png
BITMAP|${PREFIX}/data/gfx/intro/intro5.png
BITMAP|${PREFIX}/data/gfx/intro/intro6.png
# Texturas - Logo
BITMAP|/data/gfx/logo/logo_jailgames_mini.png
BITMAP|/data/gfx/logo/logo_jailgames.png
BITMAP|/data/gfx/logo/logo_since_1998.png
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames_mini.png
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png
BITMAP|${PREFIX}/data/gfx/logo/logo_since_1998.png
# Texturas - Items
ANIMATION|/data/gfx/item/item_clock.ani
ANIMATION|/data/gfx/item/item_coffee_machine.ani
ANIMATION|/data/gfx/item/item_coffee.ani
ANIMATION|/data/gfx/item/item_debian.ani
ANIMATION|/data/gfx/item/item_points1_disk.ani
ANIMATION|/data/gfx/item/item_points2_gavina.ani
ANIMATION|/data/gfx/item/item_points3_pacmar.ani
BITMAP|/data/gfx/item/item_clock.png
BITMAP|/data/gfx/item/item_coffee_machine.png
BITMAP|/data/gfx/item/item_coffee.png
BITMAP|/data/gfx/item/item_debian.png
BITMAP|/data/gfx/item/item_points1_disk.png
BITMAP|/data/gfx/item/item_points2_gavina.png
BITMAP|/data/gfx/item/item_points3_pacmar.png
ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani
ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani
ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani
ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani
ANIMATION|${PREFIX}/data/gfx/item/item_points1_disk.ani
ANIMATION|${PREFIX}/data/gfx/item/item_points2_gavina.ani
ANIMATION|${PREFIX}/data/gfx/item/item_points3_pacmar.ani
BITMAP|${PREFIX}/data/gfx/item/item_clock.png
BITMAP|${PREFIX}/data/gfx/item/item_coffee_machine.png
BITMAP|${PREFIX}/data/gfx/item/item_coffee.png
BITMAP|${PREFIX}/data/gfx/item/item_debian.png
BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png
BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png
BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png
# Texturas - Titulo
ANIMATION|/data/gfx/title/title_dust.ani
BITMAP|/data/gfx/title/title_arcade_edition.png
BITMAP|/data/gfx/title/title_bg_tile.png
BITMAP|/data/gfx/title/title_coffee.png
BITMAP|/data/gfx/title/title_crisis.png
BITMAP|/data/gfx/title/title_dust.png
ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani
BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png
BITMAP|${PREFIX}/data/gfx/title/title_bg_tile.png
BITMAP|${PREFIX}/data/gfx/title/title_coffee.png
BITMAP|${PREFIX}/data/gfx/title/title_crisis.png
BITMAP|${PREFIX}/data/gfx/title/title_dust.png
# Texturas - Jugador 1
BITMAP|/data/gfx/player/player1_power.png
BITMAP|/data/gfx/player/player1.gif
PALETTE|/data/gfx/player/player1_coffee1.pal
PALETTE|/data/gfx/player/player1_coffee2.pal
PALETTE|/data/gfx/player/player1_invencible.pal
BITMAP|${PREFIX}/data/gfx/player/player1_power.png
BITMAP|${PREFIX}/data/gfx/player/player1.gif
PALETTE|${PREFIX}/data/gfx/player/player1_coffee1.pal
PALETTE|${PREFIX}/data/gfx/player/player1_coffee2.pal
PALETTE|${PREFIX}/data/gfx/player/player1_invencible.pal
# Texturas - Jugador 2
BITMAP|/data/gfx/player/player2_power.png
BITMAP|/data/gfx/player/player2.gif
PALETTE|/data/gfx/player/player2_coffee1.pal
PALETTE|/data/gfx/player/player2_coffee2.pal
PALETTE|/data/gfx/player/player2_invencible.pal
BITMAP|${PREFIX}/data/gfx/player/player2_power.png
BITMAP|${PREFIX}/data/gfx/player/player2.gif
PALETTE|${PREFIX}/data/gfx/player/player2_coffee1.pal
PALETTE|${PREFIX}/data/gfx/player/player2_coffee2.pal
PALETTE|${PREFIX}/data/gfx/player/player2_invencible.pal
# Animaciones del jugador
ANIMATION|/data/gfx/player/player_power.ani
ANIMATION|/data/gfx/player/player1.ani
ANIMATION|/data/gfx/player/player2.ani
ANIMATION|${PREFIX}/data/gfx/player/player_power.ani
ANIMATION|${PREFIX}/data/gfx/player/player.ani
# Texturas - Golpe del jugador
BITMAP|${PREFIX}/data/gfx/player/hit.png
# Fuentes de texto
BITMAP|/data/font/04b_25_2x.png
BITMAP|/data/font/04b_25_2x_white.png
BITMAP|/data/font/04b_25_flat_2x.png
BITMAP|/data/font/04b_25_flat.png
BITMAP|/data/font/04b_25_grey.png
BITMAP|/data/font/04b_25_metal.png
BITMAP|/data/font/04b_25_reversed_2x.png
BITMAP|/data/font/04b_25_reversed.png
BITMAP|/data/font/04b_25_white.png
BITMAP|/data/font/04b_25.png
BITMAP|/data/font/8bithud.png
BITMAP|/data/font/aseprite.png
BITMAP|/data/font/smb2_grad.png
BITMAP|/data/font/smb2.png
FONT|/data/font/04b_25_2x.txt
FONT|/data/font/04b_25.txt
FONT|/data/font/8bithud.txt
FONT|/data/font/aseprite.txt
FONT|/data/font/smb2.txt
BITMAP|${PREFIX}/data/font/04b_25_2x.png
BITMAP|${PREFIX}/data/font/04b_25_2x_white.png
BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png
BITMAP|${PREFIX}/data/font/04b_25_flat.png
BITMAP|${PREFIX}/data/font/04b_25_grey.png
BITMAP|${PREFIX}/data/font/04b_25_metal.png
BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png
BITMAP|${PREFIX}/data/font/04b_25_reversed.png
BITMAP|${PREFIX}/data/font/04b_25_white.png
BITMAP|${PREFIX}/data/font/04b_25.png
BITMAP|${PREFIX}/data/font/8bithud.png
BITMAP|${PREFIX}/data/font/aseprite.png
BITMAP|${PREFIX}/data/font/smb2_grad.png
BITMAP|${PREFIX}/data/font/smb2.png
FONT|${PREFIX}/data/font/04b_25_2x.txt
FONT|${PREFIX}/data/font/04b_25.txt
FONT|${PREFIX}/data/font/8bithud.txt
FONT|${PREFIX}/data/font/aseprite.txt
FONT|${PREFIX}/data/font/smb2.txt
# Idiomas
LANG|/data/lang/ba_BA.json
LANG|/data/lang/en_UK.json
LANG|/data/lang/es_ES.json
LANG|${PREFIX}/data/lang/ba_BA.json
LANG|${PREFIX}/data/lang/en_UK.json
LANG|${PREFIX}/data/lang/es_ES.json

View File

@@ -8,270 +8,270 @@
formation: 0
# Dos enemigos BALLOON3 uno a cada extremo
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 1
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 2
# 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, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
formation: 3
# 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, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 4
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 5
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 6
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 7
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 8
# 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, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
formation: 9
# 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, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
formation: 10
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.5000
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.2500
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 30
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 15
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
formation: 11
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.5000
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.2500
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 30
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 15
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 12
# 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, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.6667
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 50
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 40
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
formation: 13
# 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, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.6667
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 50
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 40
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 14
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 15
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 16
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
formation: 17
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 18
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.8333
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.6667
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.5000
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.3333
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 110
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 100
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 90
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 80
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
formation: 19
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.8333
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.6667
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.5000
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.3333
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 110
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 100
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 90
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 80
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
formation: 20
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
formation: 21
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.2000
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1500
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1000
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0500
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.2000
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1500
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1000
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0500
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 12
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 9
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 6
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 3
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 12
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 9
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 6
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 3
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
formation: 22
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 23
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
formation: 24
# 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, 0.0833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
formation: 25
# 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, 1.0833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0

View File

@@ -2,6 +2,7 @@
# Formato: PARAMETRO VALOR
# --- 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.width 320 # Ancho 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.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.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.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)
# --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 14 # Duración de la pantalla de título (segundos)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 800 # Duración de la pantalla de título (frames)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo
# --- BACKGROUND ---
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
# --- BALLOONS ---
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
balloon.color[0] blue # Color de creación del globo normal
balloon.color[1] orange # Color del globo normal

View File

@@ -2,6 +2,7 @@
# Formato: PARAMETRO VALOR
# --- 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.width 320 # Ancho 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.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.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.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)
# --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 14 # Duración de la pantalla de título (segundos)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 800 # Duración de la pantalla de título (frames)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 41526F # Color de fondo en la sección titulo
# --- BACKGROUND ---
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
# --- BALLOONS ---
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
balloon.color[0] blue # Color de creación del globo normal
balloon.color[1] orange # Color del globo normal

View File

@@ -4,13 +4,13 @@
# Los pools no necesitan estar ordenados ni ser consecutivos
# 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: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
# 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: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

View File

@@ -185,7 +185,7 @@
# 122 z
5
# 123 {
7
3
# 124 |
2
# 125 }

View File

@@ -3,28 +3,28 @@ frame_height=10
[animation]
name=orange
speed=0.1667
speed=10
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=0.3333
speed=20
loop=0
frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=0.1667
speed=10
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=0.3333
speed=20
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation]

View File

@@ -3,28 +3,28 @@ frame_height=16
[animation]
name=orange
speed=0.1667
speed=10
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=0.3333
speed=20
loop=0
frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=0.1667
speed=10
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=0.3333
speed=20
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation]

View File

@@ -3,28 +3,28 @@ frame_height=26
[animation]
name=orange
speed=0.1667
speed=10
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=0.3333
speed=20
loop=0
frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=0.1667
speed=10
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=0.3333
speed=20
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation]

View File

@@ -3,28 +3,28 @@ frame_height=48
[animation]
name=orange
speed=0.1667
speed=10
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]
[animation]
name=blue
speed=0.3333
speed=20
loop=0
frames=10,11,12,13,14,15,16,17,18,19
[/animation]
[animation]
name=green
speed=0.1667
speed=10
loop=0
frames=20,21,22,23,24,25,26,27,28,29
[/animation]
[animation]
name=red
speed=0.3333
speed=20
loop=0
frames=30,31,32,33,34,35,36,37,38,39
[/animation]

View File

@@ -3,7 +3,7 @@ frame_height=10
[animation]
name=default
speed=0.0833
speed=5
loop=-1
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

View File

@@ -3,7 +3,7 @@ frame_height=16
[animation]
name=default
speed=0.0833
speed=5
loop=-1
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

View File

@@ -3,7 +3,7 @@ frame_height=26
[animation]
name=default
speed=0.0833
speed=5
loop=-1
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

View File

@@ -3,7 +3,7 @@ frame_height=48
[animation]
name=default
speed=0.0833
speed=5
loop=-1
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

View File

@@ -3,7 +3,7 @@ frame_height=49
[animation]
name=powerball
speed=0.0167
speed=10
loop=-1
frames=1
[/animation]

View File

@@ -2,85 +2,43 @@ frame_width=12
frame_height=12
[animation]
name=yellow_up
speed=20
loop=-1
frames=0
name=normal_up
speed=5
loop=0
frames=0,1,2
[/animation]
[animation]
name=yellow_left
speed=20
loop=-1
frames=1
name=normal_left
speed=5
loop=0
frames=3,4,5,5,4,3
[/animation]
[animation]
name=yellow_right
speed=20
loop=-1
frames=2
name=normal_right
speed=5
loop=0
frames=6,7,8,8,7,6
[/animation]
[animation]
name=green_up
speed=20
loop=-1
frames=3
name=powered_up
speed=5
loop=0
frames=9,10,11,11,10,9
[/animation]
[animation]
name=green_left
speed=20
loop=-1
frames=4
name=powered_left
speed=5
loop=0
frames=12,13,14,14,13,12
[/animation]
[animation]
name=green_right
speed=20
loop=-1
frames=5
[/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
name=powered_right
speed=5
loop=0
frames=15,16,17,17,26,15
[/animation]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.7 KiB

After

Width:  |  Height:  |  Size: 2.0 KiB

View File

@@ -1,9 +0,0 @@
frame_width=320
frame_height=10
[animation]
name=default
speed=0.2
loop=0
frames=0,1,2,1
[/animation]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

View File

@@ -2,15 +2,8 @@ frame_width=20
frame_height=20
[animation]
name=blink
speed=0.2
name=default
speed=8
loop=0
frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
frames=0,0,1
[/animation]

View File

@@ -2,15 +2,8 @@ frame_width=20
frame_height=20
[animation]
name=blink
speed=0.2
name=default
speed=8
loop=0
frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
frames=0,0,1
[/animation]

View File

@@ -3,7 +3,7 @@ frame_height=39
[animation]
name=default
speed=0.1
speed=6
loop=0
frames=0,1,2,3,4,5,6,7,8
[/animation]

View File

@@ -2,15 +2,8 @@ frame_width=20
frame_height=20
[animation]
name=blink
speed=0.2
name=default
speed=8
loop=0
frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
frames=0,0,1
[/animation]

View File

@@ -2,15 +2,8 @@ frame_width=20
frame_height=20
[animation]
name=blink
speed=0.2
name=default
speed=8
loop=0
frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
frames=0,0,1
[/animation]

View File

@@ -2,15 +2,8 @@ frame_width=20
frame_height=20
[animation]
name=blink
speed=0.2
name=default
speed=8
loop=0
frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
frames=0,0,1
[/animation]

View File

@@ -2,15 +2,8 @@ frame_width=20
frame_height=20
[animation]
name=blink
speed=0.2
name=default
speed=8
loop=0
frames=0,1
[/animation]
[animation]
name=no-blink
speed=0
loop=-1
frames=1
frames=0,0,1
[/animation]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 696 B

After

Width:  |  Height:  |  Size: 717 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 624 B

After

Width:  |  Height:  |  Size: 720 B

BIN
data/gfx/player/hit.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 312 B

View File

@@ -3,133 +3,133 @@ frame_height=32
[animation]
name=walk
speed=0.0833
speed=5
loop=0
frames=0,1,2,3
[/animation]
[animation]
name=stand
speed=0.167
speed=10
loop=0
frames=4,5,6,7
[/animation]
[animation]
name=walk-fire-side
speed=0.0833
speed=5
loop=0
frames=8,9,10,11
[/animation]
[animation]
name=walk-recoil-side
speed=0.0833
speed=5
loop=0
frames=12,13,14,15
[/animation]
[animation]
name=walk-cool-side
speed=0.0833
speed=5
loop=0
frames=16,17,18,19
[/animation]
[animation]
name=stand-fire-side
speed=0.0833
speed=5
loop=0
frames=20
[/animation]
[animation]
name=stand-recoil-side
speed=0.0833
speed=5
loop=0
frames=21
[/animation]
[animation]
name=stand-cool-side
speed=0.0833
speed=5
loop=0
frames=22
[/animation]
[animation]
name=walk-fire-center
speed=0.0833
speed=5
loop=0
frames=23,24,25,26
[/animation]
[animation]
name=walk-recoil-center
speed=0.0833
speed=5
loop=0
frames=27,28,29,30
[/animation]
[animation]
name=walk-cool-center
speed=0.0833
speed=5
loop=0
frames=31,32,33,34
[/animation]
[animation]
name=stand-fire-center
speed=0.0833
speed=5
loop=0
frames=35
[/animation]
[animation]
name=stand-recoil-center
speed=0.0833
speed=5
loop=0
frames=36
[/animation]
[animation]
name=stand-cool-center
speed=0.0833
speed=5
loop=0
frames=37
[/animation]
[animation]
name=rolling
speed=0.167
speed=10
loop=0
frames=38,39,40,41
[/animation]
[animation]
name=celebration
speed=0.167
loop=0
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
speed=10
loop=-1
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]
name=dizzy
speed=0.0833
speed=5
loop=0
frames=51,52,53,54,55,56,57
frames=47,48,49,50,51,52,53
[/animation]
[animation]
name=recover
speed=0.05
speed=3
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]
name=hello
speed=0.05
speed=3
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]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 16 KiB

After

Width:  |  Height:  |  Size: 16 KiB

View File

@@ -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]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 16 KiB

After

Width:  |  Height:  |  Size: 16 KiB

View File

@@ -3,7 +3,7 @@ frame_height=44
[animation]
name=default
speed=0.0833
speed=5
loop=0
frames=0,1,2,3
[/animation]

View File

@@ -3,14 +3,14 @@ frame_height=32
[animation]
name=fly
speed=0.0333
speed=2
loop=0
frames=0,1
[/animation]
[animation]
name=hit
speed=0.0333
speed=2
loop=0
frames=2,3
[/animation]

View File

@@ -3,7 +3,7 @@ frame_height=16
[animation]
name=default
speed=0.1333
speed=8
loop=-1
frames=0,1,2,3,4,5,6
[/animation]

View File

@@ -21,13 +21,12 @@
"[GAME_TEXT] 2": "Queden ",
"[GAME_TEXT] 2A": " fases mes!",
"[GAME_TEXT] 3": "Ultima fase!",
"[GAME_TEXT] 4": "Automatic!",
"[GAME_TEXT] 4": "SuperPoder!",
"[GAME_TEXT] 5": "+1 Colp",
"[GAME_TEXT] 6": "Temps!",
"[GAME_TEXT] 7": "Endavant!",
"[GAME_TEXT] 8": "1.000.000 de punts!",
"[GAME_TEXT] THANK_YOU": "Gracies!",
"[GAME_TEXT] NEW_RECORD": "Nou record!",
"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",
@@ -79,9 +78,7 @@
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
"[SERVICE_MENU] WINDOW_SIZE": "Tamany de la finestra",
"[SERVICE_MENU] POSTFX": "PostFX",
"[SERVICE_MENU] POSTFX_PRESET": "Preset PostFX",
"[SERVICE_MENU] SUPERSAMPLING": "Supermostreig",
"[SERVICE_MENU] SHADERS": "Filtre",
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",

View File

@@ -20,13 +20,12 @@
"[GAME_TEXT] 2": "",
"[GAME_TEXT] 2A": " stages left!",
"[GAME_TEXT] 3": "Last stage!",
"[GAME_TEXT] 4": "AutoFire!",
"[GAME_TEXT] 4": "PowerUp",
"[GAME_TEXT] 5": "+1 Hit",
"[GAME_TEXT] 6": "Stop!",
"[GAME_TEXT] 7": "Get Ready!",
"[GAME_TEXT] 8": "1,000,000 points!",
"[GAME_TEXT] THANK_YOU": "Thank you!",
"[GAME_TEXT] NEW_RECORD": "New record!",
"[HIGHSCORE_TABLE] CAPTION": "Best scores",
@@ -78,9 +77,7 @@
"[SERVICE_MENU] SHUTDOWN": "Shutdown System",
"[SERVICE_MENU] FULLSCREEN": "Fullscreen",
"[SERVICE_MENU] WINDOW_SIZE": "Window Zoom",
"[SERVICE_MENU] POSTFX": "PostFX",
"[SERVICE_MENU] POSTFX_PRESET": "PostFX Preset",
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
"[SERVICE_MENU] SHADERS": "Shaders",
"[SERVICE_MENU] VSYNC": "V-Sync",
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",
"[SERVICE_MENU] MAIN_VOLUME": "Main Volume",

View File

@@ -20,13 +20,12 @@
"[GAME_TEXT] 2": "!Quedan ",
"[GAME_TEXT] 2A": " fases!",
"[GAME_TEXT] 3": "Ultima fase!",
"[GAME_TEXT] 4": "Automatico!",
"[GAME_TEXT] 4": "Potenciador",
"[GAME_TEXT] 5": "+1 Golpe",
"[GAME_TEXT] 6": "Tiempo!",
"[GAME_TEXT] 7": "Adelante!",
"[GAME_TEXT] 8": "1.000.000 de puntos!",
"[GAME_TEXT] THANK_YOU": "Gracias!",
"[GAME_TEXT] NEW_RECORD": "Nuevo record!",
"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",
@@ -78,9 +77,7 @@
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
"[SERVICE_MENU] WINDOW_SIZE": "Zoom de ventana",
"[SERVICE_MENU] POSTFX": "PostFX",
"[SERVICE_MENU] POSTFX_PRESET": "Preset PostFX",
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
"[SERVICE_MENU] SHADERS": "Filtro grafico",
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",

Binary file not shown.

234
data/shaders/crtpi_240.glsl Normal file
View 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
View 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

View File

@@ -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);
}

View File

@@ -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];
}

Binary file not shown.

BIN
data/sound/click-2.wav Normal file

Binary file not shown.

BIN
data/sound/click-3.wav Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -1,24 +1,11 @@
#!/bin/bash
# Script para ejecutar clang-tidy en múltiples directorios
# Uso: ./run_clang-tidy.sh [--fix]
# --fix: Aplica las correcciones automáticamente (opcional)
# Detectar si se pasó el parámetro --fix
FIX_FLAG=""
if [[ "$1" == "--fix" ]]; then
FIX_FLAG="--fix"
echo "Modo: Aplicando correcciones automáticamente (--fix)"
else
echo "Modo: Solo análisis (sin --fix)"
fi
echo
# Uso: ./run_clang-tidy.sh
# Lista de rutas donde ejecutar clang-tidy
PATHS=(
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering/opengl"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
)
@@ -42,8 +29,8 @@ process_directory() {
cd "$dir" || return 1
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) -print0 | \
xargs -0 -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' '"$FIX_FLAG"
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' --fix'
echo "=== Completado: $dir ==="
echo

View File

@@ -15,8 +15,8 @@ cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
# 🛠️ Ejecutar IWYU con fix_includes.py
echo "🚀 Ejecutando IWYU..."
./iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
| fix_include --update_comments --reorder --nosafe_headers
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers
# 🧹 Reemplazar // for por // Para en líneas de #include
echo "✍️ Corrigiendo comentarios en includes..."

BIN
linux_utils/splash.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 KiB

BIN
release/coffee.res Normal file

Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More