update const.h
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225
source/const.h
225
source/const.h
@@ -146,229 +146,4 @@ const Uint8 MENU_SECTION_ANIMATION = 2;
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const Uint8 ZONE_SURFACE = 0;
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const Uint8 ZONE_VOLCANO = 1;
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// Recursos
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///////////////////////////////COFFEE CRISIS//////////////////////////////////////////////
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// Tamaño de bloque
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const Uint8 BLOCK = 8;
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const Uint8 HALF_BLOCK = BLOCK / 2;
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// Tamaño de la pantalla real
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const int SCREEN_WIDTH = 320;
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const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4; // 240
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// Tamaño de la pantalla que se muestra
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const int VIEW_WIDTH = SCREEN_WIDTH * 3; // 960
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const int VIEW_HEIGHT = SCREEN_HEIGHT * 3; // 720
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// Cantidad de enteros a escribir en los ficheros de datos
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const Uint8 TOTAL_SCORE_DATA = 3;
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const Uint16 TOTAL_DEMO_DATA = 2000;
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// Zona de juego
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const int PLAY_AREA_TOP = (0 * BLOCK);
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const int PLAY_AREA_BOTTOM = SCREEN_HEIGHT - (4 * BLOCK);
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const int PLAY_AREA_LEFT = (0 * BLOCK);
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const int PLAY_AREA_RIGHT = SCREEN_WIDTH - (0 * BLOCK);
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const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
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const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
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const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
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const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
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const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
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const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
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// Anclajes de pantalla
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const int SCREEN_CENTER_X = SCREEN_WIDTH / 2;
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const int SCREEN_FIRST_QUARTER_X = SCREEN_WIDTH / 4;
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const int SCREEN_THIRD_QUARTER_X = (SCREEN_WIDTH / 4) * 3;
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const int SCREEN_CENTER_Y = SCREEN_HEIGHT / 2;
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const int SCREEN_FIRST_QUARTER_Y = SCREEN_HEIGHT / 4;
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const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3;
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// Color transparente para los sprites
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const Uint8 COLOR_KEY_R = 0xff;
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const Uint8 COLOR_KEY_G = 0x00;
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const Uint8 COLOR_KEY_B = 0xff;
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// Opciones de menu
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const int MENU_NO_OPTION = -1;
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const int MENU_OPTION_START = 0;
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const int MENU_OPTION_QUIT = 1;
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const int MENU_OPTION_TOTAL = 2;
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// Selector de menu
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const int MENU_SELECTOR_BLACK = (BLOCK * 0);
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const int MENU_SELECTOR_WHITE = (BLOCK * 1);
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// Tipos de fondos para el menu
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const int MENU_BACKGROUND_TRANSPARENT = 0;
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const int MENU_BACKGROUND_SOLID = 1;
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// Estados del jugador
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const Uint8 PLAYER_STATUS_WALKING_LEFT = 0;
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const Uint8 PLAYER_STATUS_WALKING_RIGHT = 1;
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const Uint8 PLAYER_STATUS_WALKING_STOP = 2;
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const Uint8 PLAYER_STATUS_FIRING_UP = 0;
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const Uint8 PLAYER_STATUS_FIRING_LEFT = 1;
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const Uint8 PLAYER_STATUS_FIRING_RIGHT = 2;
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const Uint8 PLAYER_STATUS_FIRING_NO = 3;
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const Uint8 PLAYER_ANIMATION_LEGS_WALKING_LEFT = 0;
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const Uint8 PLAYER_ANIMATION_LEGS_WALKING_RIGHT = 1;
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const Uint8 PLAYER_ANIMATION_LEGS_WALKING_STOP = 2;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_LEFT = 0;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_LEFT = 1;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_RIGHT = 2;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_RIGHT = 3;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_STOP = 4;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_UP = 5;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_LEFT_EXTRA_HIT = 6;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_LEFT_EXTRA_HIT = 7;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_RIGHT_EXTRA_HIT = 8;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_RIGHT_EXTRA_HIT = 9;
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const Uint8 PLAYER_ANIMATION_BODY_WALKING_STOP_EXTRA_HIT = 10;
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const Uint8 PLAYER_ANIMATION_BODY_FIRING_UP_EXTRA_HIT = 11;
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// Variables del jugador
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const Uint16 PLAYER_INVULNERABLE_TIMER = 200;
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// Estados del juego
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const Uint8 GAME_SECTION_TITLE = 0;
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const Uint8 GAME_SECTION_PLAYING = 1;
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const Uint8 GAME_SECTION_QUIT = 2;
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const Uint8 GAME_SECTION_GAME_OVER_SCREEN = 3;
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const Uint8 GAME_SECTION_INTRO = 4;
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const Uint8 GAME_SECTION_DEMO = 5;
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const Uint8 GAME_SECTION_INSTRUCTIONS = 6;
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const Uint8 GAME_SECTION_LOGO = 7;
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const Uint8 GAME_SECTION_INIT = 8;
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// Estados de cada elemento que pertenece a un evento
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const Uint8 EVENT_WAITING = 1;
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const Uint8 EVENT_RUNNING = 2;
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const Uint8 EVENT_COMPLETED = 3;
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// Cantidad de eventos de la intro
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const Uint8 INTRO_TOTAL_BITMAPS = 6;
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const Uint8 INTRO_TOTAL_TEXTS = 9;
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const Uint8 INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS;
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// Cantidad de eventos de la pantalla de titulo
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const Uint8 TITLE_TOTAL_EVENTS = 2;
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// Relaciones de Id con nomnbres
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const Uint8 BITMAP0 = 0;
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const Uint8 BITMAP1 = 1;
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const Uint8 BITMAP2 = 2;
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const Uint8 BITMAP3 = 3;
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const Uint8 BITMAP4 = 4;
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const Uint8 BITMAP5 = 5;
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const Uint8 TEXT0 = 6;
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const Uint8 TEXT1 = 7;
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const Uint8 TEXT2 = 8;
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const Uint8 TEXT3 = 9;
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const Uint8 TEXT4 = 10;
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const Uint8 TEXT5 = 11;
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const Uint8 TEXT6 = 12;
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const Uint8 TEXT7 = 13;
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const Uint8 TEXT8 = 14;
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// Anclajes para el marcador de puntos
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const int SCORE_WORD_X = (SCREEN_WIDTH / 4) - ((5 * BLOCK) / 2);
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const int SCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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const int SCORE_NUMBER_X = (SCREEN_WIDTH / 4) - ((6 * BLOCK) / 2);
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const int SCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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const int HISCORE_WORD_X = ((SCREEN_WIDTH / 4) * 3) - ((8 * BLOCK) / 2);
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const int HISCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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const int HISCORE_NUMBER_X = ((SCREEN_WIDTH / 4) * 3) - ((6 * BLOCK) / 2);
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const int HISCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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const int MULTIPLIER_WORD_X = (SCREEN_WIDTH / 2) - ((4 * BLOCK) / 2);
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const int MULTIPLIER_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2;
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const int MULTIPLIER_NUMBER_X = (SCREEN_WIDTH / 2) - ((3 * BLOCK) / 2);
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;
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const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2;
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// Ningun tipo
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const Uint8 NO_KIND = 0;
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// Tipos de globo
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const Uint8 BALLOON_1 = 1;
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const Uint8 BALLOON_2 = 2;
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const Uint8 BALLOON_3 = 3;
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const Uint8 BALLOON_4 = 4;
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// Velocidad del globo
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const float BALLON_VELX_POSITIVE = 0.7f;
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const float BALLON_VELX_NEGATIVE = -0.7f;
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// Indice para las animaciones de los globos
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const Uint8 BALLOON_MOVING_ANIMATION = 0;
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const Uint8 BALLOON_POP_ANIMATION = 1;
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const Uint8 BALLOON_BORN_ANIMATION = 2;
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// Cantidad posible de globos
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const Uint8 MAX_BALLOONS = 75;
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// Tipos de bala
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const Uint8 BULLET_UP = 1;
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const Uint8 BULLET_LEFT = 2;
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const Uint8 BULLET_RIGHT = 3;
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// Cantidad posible de globos
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const Uint8 MAX_BULLETS = 50;
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// Tipos de objetos
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const Uint8 ITEM_POINTS_1_DISK = 1;
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const Uint8 ITEM_POINTS_2_GAVINA = 2;
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const Uint8 ITEM_POINTS_3_PACMAR = 3;
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const Uint8 ITEM_CLOCK = 4;
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const Uint8 ITEM_TNT = 5;
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const Uint8 ITEM_COFFEE = 6;
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// Cantidad de objetos simultaneos
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const Uint8 MAX_ITEMS = 5;
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// Valores para las variables asociadas a los objetos
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const Uint8 REMAINING_EXPLOSIONS = 3;
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const Uint8 REMAINING_EXPLOSIONS_TIMER = 50;
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const Uint16 TIME_STOPPED_TIMER = 300;
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// Estados de entrada
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const Uint8 NO_INPUT = 0;
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const Uint8 INPUT_UP = 1;
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const Uint8 INPUT_DOWN = 2;
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const Uint8 INPUT_LEFT = 3;
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const Uint8 INPUT_RIGHT = 4;
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const Uint8 INPUT_ACCEPT = 5;
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const Uint8 INPUT_CANCEL = 6;
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const Uint8 INPUT_FIRE_UP = 7;
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const Uint8 INPUT_FIRE_LEFT = 8;
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const Uint8 INPUT_FIRE_RIGHT = 9;
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const Uint8 INPUT_PAUSE = 10;
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// Zona muerta del mando analógico
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const int JOYSTICK_DEAD_ZONE = 8000;
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// Tipos de mensajes para el retorno de las funciones
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const Uint8 MSG_OK = 0;
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const Uint8 MSG_BULLET_OUT = 1;
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// Tipos de texto
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const Uint8 TEXT_FIXED = 0;
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const Uint8 TEXT_VARIABLE = 1;
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// Cantidad de elementos del vector de SmartSprites
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const Uint8 MAX_SMART_SPRITES = 10;
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// Contadores
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const Uint16 TITLE_TIMER = 800;
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const Uint8 STAGE_COUNTER = 200;
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const Uint16 INSTRUCTIONS_COUNTER = 600;
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const Uint16 DEATH_COUNTER = 350;
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#endif
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