forked from jaildesigner-jailgames/jaildoctors_dilemma
clang-tidy
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@@ -111,6 +111,17 @@ void Ending::transitionToState(State new_state) {
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}
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}
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// Lógica de fade común a los estados SCENE_N
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void Ending::handleSceneFadeout(float scene_duration, float delta_time) {
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if (state_time_ >= scene_duration - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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}
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// Actualiza la máquina de estados
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void Ending::updateState(float delta_time) {
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state_time_ += delta_time;
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@@ -125,57 +136,27 @@ void Ending::updateState(float delta_time) {
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case State::SCENE_0:
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checkChangeScene();
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if (state_time_ >= SCENE_0_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_0_DURATION, delta_time);
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break;
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case State::SCENE_1:
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checkChangeScene();
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if (state_time_ >= SCENE_1_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_1_DURATION, delta_time);
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break;
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case State::SCENE_2:
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checkChangeScene();
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if (state_time_ >= SCENE_2_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_2_DURATION, delta_time);
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break;
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case State::SCENE_3:
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checkChangeScene();
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if (state_time_ >= SCENE_3_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_3_DURATION, delta_time);
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break;
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case State::SCENE_4:
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checkChangeScene();
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if (state_time_ >= SCENE_4_DURATION - FADEOUT_START_OFFSET) {
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fadeout_time_ += delta_time;
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if (!scene_cover_) {
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scene_cover_ = std::make_unique<PixelReveal>(Options::game.width, Options::game.height, COVER_PIXELS_PER_SECOND, STEP_DURATION, COVER_STEPS, true);
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}
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scene_cover_->update(fadeout_time_);
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}
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handleSceneFadeout(SCENE_4_DURATION, delta_time);
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break;
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case State::ENDING:
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