clang-format

clang-tidy (macos)
This commit is contained in:
2026-03-23 07:26:21 +01:00
parent 0ddb6c85e1
commit 6595b28790
65 changed files with 583 additions and 570 deletions

View File

@@ -352,7 +352,7 @@ void Player::moveJumping(float delta_time) {
// Comprueba la colisión con las superficies y las cintas transportadoras (sin rampas)
// Extendemos 1px hacia arriba para detectar suelos traversados ligeramente al
// entrar horizontalmente (consecuencia del margen h=HEIGHT-1 en la proyección horizontal)
const SDL_FRect ADJ = {PROJECTION.x, PROJECTION.y - 1.0F, PROJECTION.w, PROJECTION.h + 1.0F};
const SDL_FRect ADJ = {.x = PROJECTION.x, .y = PROJECTION.y - 1.0F, .w = PROJECTION.w, .h = PROJECTION.h + 1.0F};
const float POS = std::max(room_->checkTopSurfaces(ADJ), room_->checkAutoSurfaces(ADJ));
if (POS != Collision::NONE) {
// Si hay colisión lo mueve hasta donde no colisiona y pasa a estar sobre la superficie
@@ -445,7 +445,7 @@ void Player::applyGravity(float delta_time) {
}
// Establece la animación del jugador
void Player::animate(float delta_time) {
void Player::animate(float delta_time) { // NOLINT(readability-make-member-function-const)
if (vx_ != 0) {
sprite_->update(delta_time);
}
@@ -461,7 +461,7 @@ void Player::handleJumpEnd() {
}
// Calcula y reproduce el sonido de salto basado en tiempo transcurrido
void Player::playJumpSound(float delta_time) {
void Player::playJumpSound(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
size_t sound_index;
if (jump_sound_ctrl_.shouldPlay(delta_time, sound_index)) {
if (sound_index < jumping_sound_.size()) {
@@ -471,7 +471,7 @@ void Player::playJumpSound(float delta_time) {
}
// Calcula y reproduce el sonido de caída basado en distancia vertical recorrida
void Player::playFallSound(float delta_time) {
void Player::playFallSound(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
size_t sound_index;
if (fall_sound_ctrl_.shouldPlay(delta_time, y_, sound_index)) {
if (sound_index < falling_sound_.size()) {
@@ -593,7 +593,7 @@ void Player::updateCurrentSlope() {
// Comprueba que el jugador no toque ningun tile de los que matan
auto Player::handleKillingTiles() -> bool {
// Comprueba si hay contacto con algún tile que mata
if (std::ranges::any_of(collider_points_, [this](const auto& c) {
if (std::ranges::any_of(collider_points_, [this](const auto& c) -> bool {
return room_->getTile(c) == Room::Tile::KILL;
})) {
markAsDead(); // Mata al jugador inmediatamente
@@ -643,7 +643,7 @@ void Player::updateFeet() {
}
// Inicializa los sonidos de salto y caida
void Player::initSounds() {
void Player::initSounds() { // NOLINT(readability-convert-member-functions-to-static)
for (int i = 0; i < 24; ++i) {
std::string sound_file = "jump" + std::to_string(i + 1) + ".wav";
jumping_sound_[i] = Resource::Cache::get()->getSound(sound_file);
@@ -678,14 +678,14 @@ auto Player::JumpSoundController::shouldPlay(float delta_time, size_t& out_index
elapsed_time += delta_time;
// Calcula qué sonido debería estar sonando según el tiempo
size_t target_index = FIRST_SOUND + static_cast<size_t>(elapsed_time / SECONDS_PER_SOUND);
size_t target_index = FIRST_SOUND + static_cast<size_t>((elapsed_time / SECONDS_PER_SOUND));
target_index = std::min(target_index, LAST_SOUND);
// Reproduce si hemos avanzado a un nuevo sonido
if (target_index > current_index) {
current_index = target_index;
out_index = current_index;
return true;
return true; // NOLINT(readability-simplify-boolean-expr)
}
return false;
@@ -721,7 +721,7 @@ auto Player::FallSoundController::shouldPlay(float delta_time, float current_y,
last_y = current_y;
// Calcula qué sonido debería estar sonando según el intervalo
size_t target_index = FIRST_SOUND + static_cast<size_t>(distance_traveled / PIXELS_PER_SOUND);
size_t target_index = FIRST_SOUND + static_cast<size_t>((distance_traveled / PIXELS_PER_SOUND));
// El sonido a reproducir se limita a LAST_SOUND (13), pero el índice interno sigue creciendo
size_t sound_to_play = std::min(target_index, LAST_SOUND);
@@ -749,7 +749,7 @@ void Player::applySpawnValues(const SpawnData& spawn) {
}
// Inicializa el sprite del jugador
void Player::initSprite(const std::string& animations_path) {
void Player::initSprite(const std::string& animations_path) { // NOLINT(readability-convert-member-functions-to-static)
const auto& animation_data = Resource::Cache::get()->getAnimationData(animations_path);
sprite_ = std::make_unique<SurfaceAnimatedSprite>(animation_data);
sprite_->setWidth(WIDTH);
@@ -865,7 +865,7 @@ void Player::resetSoundControllersOnLanding() {
}
// Devuelve el rectangulo de proyeccion
auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect {
auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect { // NOLINT(readability-convert-member-functions-to-static)
switch (direction) {
case Direction::LEFT:
return {