fix: tidy scenes enums Phase UPPER_CASE (intro/banner/mort/menu/credits)

This commit is contained in:
2026-05-16 14:54:21 +02:00
parent 4cac807ce2
commit 35cdd88cbb
12 changed files with 116 additions and 116 deletions
+24 -24
View File
@@ -60,7 +60,7 @@ namespace scenes {
Jd8::clearScreen(0);
phase_ = Phase::Initial;
phase_ = Phase::INITIAL;
phase_acc_ms_ = 0;
reveal_letter_ = 0;
reveal_cursor_visible_ = true;
@@ -69,11 +69,11 @@ namespace scenes {
void IntroNewLogoScene::render() {
switch (phase_) {
case Phase::Initial:
case Phase::INITIAL:
Jd8::clearScreen(0);
break;
case Phase::Revealing: {
case Phase::REVEALING: {
Jd8::clearScreen(0);
Jd8::blit(LOGO_DST_X, LOGO_DST_Y, gfx_, LOGO_SRC_X, LOGO_SRC_Y, LETTER_WIDTHS[reveal_letter_], LOGO_HEIGHT);
if (reveal_cursor_visible_) {
@@ -82,22 +82,22 @@ namespace scenes {
break;
}
case Phase::FullLogoFlash:
case Phase::FULL_LOGO_FLASH:
Jd8::clearScreen(0);
Jd8::blit(LOGO_DST_X, LOGO_DST_Y, gfx_, LOGO_SRC_X, LOGO_SRC_Y, LETTER_WIDTHS[8], LOGO_HEIGHT);
Jd8::blit(CURSOR_X[8], CURSOR_Y, cursor_surf_, 0, 0, CURSOR_W, CURSOR_H);
break;
case Phase::PaletteCycle:
case Phase::FinalWait:
case Phase::PALETTE_CYCLE:
case Phase::FINAL_WAIT:
// Logo complet sense cursor — els pixels del cursor
// ciclarien de color durant el cicle de paleta.
Jd8::clearScreen(0);
Jd8::blit(LOGO_DST_X, LOGO_DST_Y, gfx_, LOGO_SRC_X, LOGO_SRC_Y, LETTER_WIDTHS[8], LOGO_HEIGHT);
break;
case Phase::Sprites:
case Phase::Done:
case Phase::SPRITES:
case Phase::DONE:
break;
}
}
@@ -134,26 +134,26 @@ namespace scenes {
void IntroNewLogoScene::tick(int delta_ms) {
// Qualsevol tecla durant el revelat o el ciclo de paleta salta
// TOTA la intro (inclou saltar la fase de sprites). Durant Sprites
// TOTA la intro (inclou saltar la fase de sprites). Durant SPRITES
// deixem que la sub-escena gestione el seu propi skip (que a més
// respecta la fase "final" no skippable de la variant 0).
if (phase_ != Phase::Sprites && phase_ != Phase::Done && Ji::anyKey()) {
if (phase_ != Phase::SPRITES && phase_ != Phase::DONE && Ji::anyKey()) {
info::ctx.num_piramide = 0;
phase_ = Phase::Done;
phase_ = Phase::DONE;
return;
}
switch (phase_) {
case Phase::Initial:
case Phase::INITIAL:
phase_acc_ms_ += delta_ms;
render();
if (phase_acc_ms_ >= INITIAL_MS) {
phase_ = Phase::Revealing;
phase_ = Phase::REVEALING;
phase_acc_ms_ = 0;
}
break;
case Phase::Revealing:
case Phase::REVEALING:
phase_acc_ms_ += delta_ms;
render();
if (phase_acc_ms_ >= REVEAL_FRAME_MS) {
@@ -164,23 +164,23 @@ namespace scenes {
if (reveal_cursor_visible_) {
++reveal_letter_;
if (reveal_letter_ >= 9) {
phase_ = Phase::FullLogoFlash;
phase_ = Phase::FULL_LOGO_FLASH;
reveal_letter_ = 8;
}
}
}
break;
case Phase::FullLogoFlash:
case Phase::FULL_LOGO_FLASH:
phase_acc_ms_ += delta_ms;
render();
if (phase_acc_ms_ >= FULL_LOGO_MS) {
phase_ = Phase::PaletteCycle;
phase_ = Phase::PALETTE_CYCLE;
phase_acc_ms_ = 0;
}
break;
case Phase::PaletteCycle:
case Phase::PALETTE_CYCLE:
phase_acc_ms_ += delta_ms;
// Avancem passos de paleta cada 20 ms. Si el delta és gran,
// consumim múltiples passos en la mateixa crida.
@@ -192,20 +192,20 @@ namespace scenes {
}
render();
if (palette_step_ >= PALETTE_CYCLE_STEPS) {
phase_ = Phase::FinalWait;
phase_ = Phase::FINAL_WAIT;
phase_acc_ms_ = 0;
}
break;
case Phase::FinalWait:
case Phase::FINAL_WAIT:
phase_acc_ms_ += delta_ms;
render();
if (phase_acc_ms_ >= FINAL_WAIT_MS) {
phase_ = Phase::Sprites;
phase_ = Phase::SPRITES;
}
break;
case Phase::Sprites:
case Phase::SPRITES:
// Sub-escena construïda al primer tick. Transferim el gfx_
// per move — la sub-escena se n'ocupa fins que es destruix.
// Cada tick successiu delega l'animació dels sprites.
@@ -219,11 +219,11 @@ namespace scenes {
// per passar al menú. Sense açò el while del fiber
// tornaria a crear IntroNewLogoScene infinitament.
info::ctx.num_piramide = 0;
phase_ = Phase::Done;
phase_ = Phase::DONE;
}
break;
case Phase::Done:
case Phase::DONE:
break;
}
}