forked from jaildesigner-jailgames/jaildoctors_dilemma
clang-format
clang-tidy (macos)
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@@ -374,7 +374,7 @@ void Ending2::renderTexts() {
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}
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// Coloca los sprites en su sito
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void Ending2::placeSprites() {
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void Ending2::placeSprites() const {
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for (int i = 0; i < static_cast<int>(sprites_.size()); ++i) {
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const float X = i % 2 == 0 ? FIRST_COL : SECOND_COL;
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const float Y = ((i / 1) * (sprite_max_height_ + DIST_SPRITE_TEXT + Resource::Cache::get()->getText("smb2")->getCharacterSize() + DIST_SPRITE_SPRITE)) + Options::game.height + INITIAL_Y_OFFSET;
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@@ -383,7 +383,7 @@ void Ending2::placeSprites() {
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const float DX = -(W / 2);
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const float DY = sprite_max_height_ - H;
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sprites_.at(i)->setPos({X + DX, Y + DY, W, H});
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sprites_.at(i)->setPos({.x = X + DX, .y = Y + DY, .w = W, .h = H});
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sprites_.at(i)->setVelY(SPRITE_DESP_SPEED);
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}
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@@ -395,7 +395,7 @@ void Ending2::placeSprites() {
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}
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// Crea los sprites con las texturas con los textos
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void Ending2::createSpriteTexts() {
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void Ending2::createSpriteTexts() { // NOLINT(readability-convert-member-functions-to-static)
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// Crea los sprites de texto a partir de la lista
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for (size_t i = 0; i < sprite_list_.size(); ++i) {
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auto text = Resource::Cache::get()->getText("smb2");
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@@ -404,7 +404,7 @@ void Ending2::createSpriteTexts() {
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std::string txt = sprite_list_[i];
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std::ranges::replace(txt, '_', ' '); // Reemplaza '_' por ' '
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if (txt == "player") {
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txt = Locale::get()->get("ending2.jaildoctor"); // Reemplaza "player" por nombre localizado
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txt = Locale::get()->get("ending2.jaildoctor"); // NOLINT(readability-static-accessed-through-instance) Reemplaza "player" por nombre localizado
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}
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// Calcula las dimensiones del texto
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@@ -426,7 +426,7 @@ void Ending2::createSpriteTexts() {
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text->write(0, 0, txt);
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// Crea el sprite
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SDL_FRect pos = {X, Y, W, H};
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SDL_FRect pos = {.x = X, .y = Y, .w = W, .h = H};
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sprite_texts_.emplace_back(std::make_shared<SurfaceDissolveSprite>(surface, pos));
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sprite_texts_.back()->setColorReplace(1, static_cast<Uint8>(PaletteColor::WHITE));
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sprite_texts_.back()->setProgress(1.0F); // comença invisible
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@@ -436,7 +436,7 @@ void Ending2::createSpriteTexts() {
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}
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// Crea los sprites con las texturas con los textos del final
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void Ending2::createTexts() {
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void Ending2::createTexts() { // NOLINT(readability-convert-member-functions-to-static)
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// Crea los primeros textos
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std::vector<std::string> list;
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list.emplace_back(Locale::get()->get("ending2.starring"));
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@@ -459,7 +459,7 @@ void Ending2::createTexts() {
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text->write(0, 0, list[i]);
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// Crea el sprite
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SDL_FRect pos = {X + DX, Y, W, H};
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SDL_FRect pos = {.x = X + DX, .y = Y, .w = W, .h = H};
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texts_.emplace_back(std::make_shared<SurfaceDissolveSprite>(surface, pos));
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texts_.back()->setProgress(1.0F); // comença invisible
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texts_.back()->setVelY(SPRITE_DESP_SPEED);
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@@ -489,7 +489,7 @@ void Ending2::createTexts() {
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text->write(0, 0, list[i]);
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// Crea el sprite
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SDL_FRect pos = {X + DX, Y, W, H};
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SDL_FRect pos = {.x = X + DX, .y = Y, .w = W, .h = H};
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texts_.emplace_back(std::make_shared<SurfaceDissolveSprite>(surface, pos));
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texts_.back()->setProgress(1.0F); // comença invisible
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texts_.back()->setVelY(SPRITE_DESP_SPEED);
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