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
+21 -21
View File
@@ -73,7 +73,7 @@ namespace scenes {
Jd8::clearScreen(0);
phase_ = Phase::InitialWait;
phase_ = Phase::INITIAL_WAIT;
phase_acc_ms_ = 0;
reveal_index_ = 0;
palette_step_ = 0;
@@ -81,11 +81,11 @@ namespace scenes {
void IntroScene::render() {
switch (phase_) {
case Phase::InitialWait:
case Phase::INITIAL_WAIT:
Jd8::clearScreen(0);
break;
case Phase::Reveal: {
case Phase::REVEAL: {
const RevealStep& s = REVEAL_STEPS[reveal_index_];
if (s.clear) {
Jd8::clearScreen(0);
@@ -101,8 +101,8 @@ namespace scenes {
break;
}
case Phase::PaletteCycle:
case Phase::FinalWait:
case Phase::PALETTE_CYCLE:
case Phase::FINAL_WAIT:
// Wordmark complet fix mentre cicla la paleta — l'últim
// pas del revelat (PAS 15) deixa la pantalla en aquest mateix
// estat, i el vell doIntro no redibuixava durant el cicle.
@@ -110,8 +110,8 @@ namespace scenes {
drawWordmark(gfx_);
break;
case Phase::Sprites:
case Phase::Done:
case Phase::SPRITES:
case Phase::DONE:
break;
}
}
@@ -149,39 +149,39 @@ namespace scenes {
void IntroScene::tick(int delta_ms) {
// Qualsevol tecla durant revelat/paleta salta TOTA la intro
// (inclou saltar la fase de sprites). Durant Sprites deixem que
// (inclou saltar la fase de sprites). Durant SPRITES deixem que
// la sub-escena gestione el seu propi skip internament, 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::InitialWait:
case Phase::INITIAL_WAIT:
phase_acc_ms_ += delta_ms;
render();
if (phase_acc_ms_ >= INITIAL_MS) {
phase_ = Phase::Reveal;
phase_ = Phase::REVEAL;
phase_acc_ms_ = 0;
reveal_index_ = 0;
}
break;
case Phase::Reveal:
case Phase::REVEAL:
phase_acc_ms_ += delta_ms;
render();
if (phase_acc_ms_ >= REVEAL_STEPS[reveal_index_].duration_ms) {
phase_acc_ms_ = 0;
++reveal_index_;
if (reveal_index_ >= REVEAL_COUNT) {
phase_ = Phase::PaletteCycle;
phase_ = Phase::PALETTE_CYCLE;
}
}
break;
case Phase::PaletteCycle:
case Phase::PALETTE_CYCLE:
phase_acc_ms_ += delta_ms;
// Avancem tants passos com permet el delta, per evitar
// saltar-ne si el frame ha vingut lent.
@@ -193,20 +193,20 @@ 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 vol al primer tick d'aquesta fase.
// Transferim el gfx_ per move — la sub-escena se n'ocupa
// fins que es destruix. Una vegada feta, els ticks delegats
@@ -221,11 +221,11 @@ namespace scenes {
// Sense açò el while del fiber tornaria a crear IntroScene
// infinitament amb num_piramide encara a 255.
info::ctx.num_piramide = 0;
phase_ = Phase::Done;
phase_ = Phase::DONE;
}
break;
case Phase::Done:
case Phase::DONE:
break;
}
}