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@@ -33,7 +33,7 @@ HiScoreTable::HiScoreTable()
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backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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fade_(std::make_unique<Fade>()),
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background_(std::make_unique<Background>()),
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last_time_(0),
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view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}),
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fade_mode_(Fade::Mode::IN),
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background_fade_color_(Color(0, 0, 0)) {
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@@ -75,7 +75,7 @@ void HiScoreTable::render() {
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SCREEN->clean(); // Limpia la pantalla
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background_->render(); // Pinta el fondo
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float counter_equivalent = elapsed_time_ * 60.0f; // Convertir tiempo a equivalente frame para UI
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float counter_equivalent = elapsed_time_ * 60.0F; // Convertir tiempo a equivalente frame para UI
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view_area_.y = std::max(0.0F, param.game.height - counter_equivalent + 100); // Establece la ventana del backbuffer
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SDL_RenderTexture(renderer_, backbuffer_, nullptr, &view_area_); // Copia el backbuffer al renderizador
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fade_->render(); // Renderiza el fade
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@@ -118,11 +118,11 @@ void HiScoreTable::checkInput() {
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}
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// Calcula el tiempo transcurrido desde el último frame
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float HiScoreTable::calculateDeltaTime() {
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const Uint64 current_time = SDL_GetTicks();
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const float delta_time = static_cast<float>(current_time - last_time_) / 1000.0f; // Convertir ms a segundos
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last_time_ = current_time;
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return delta_time;
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auto HiScoreTable::calculateDeltaTime() -> float {
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const Uint64 CURRENT_TIME = SDL_GetTicks();
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const float DELTA_TIME = static_cast<float>(CURRENT_TIME - last_time_) / 1000.0F; // Convertir ms a segundos
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last_time_ = CURRENT_TIME;
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return DELTA_TIME;
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}
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// Bucle para la pantalla de instrucciones
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@@ -131,10 +131,10 @@ void HiScoreTable::run() {
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Audio::get()->playMusic("title.ogg");
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while (Section::name == Section::Name::HI_SCORE_TABLE) {
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const float delta_time = calculateDeltaTime();
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const float DELTA_TIME = calculateDeltaTime();
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checkInput();
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update(delta_time);
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update(DELTA_TIME);
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checkEvents(); // Tiene que ir antes del render
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render();
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}
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@@ -262,12 +262,12 @@ void HiScoreTable::createSprites() {
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// Actualiza las posiciones de los sprites de texto
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void HiScoreTable::updateSprites(float delta_time) {
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if (elapsed_time_ >= INIT_DELAY_S) {
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const float elapsed_since_init = elapsed_time_ - INIT_DELAY_S;
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int index = static_cast<int>(elapsed_since_init / ENTRY_DELAY_S);
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const float ELAPSED_SINCE_INIT = elapsed_time_ - INIT_DELAY_S;
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int index = static_cast<int>(ELAPSED_SINCE_INIT / ENTRY_DELAY_S);
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if (index < static_cast<int>(entry_names_.size()) && index >= 0) {
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// Verificar si este índice debe activarse ahora
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float expected_time = index * ENTRY_DELAY_S;
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if (elapsed_since_init >= expected_time && elapsed_since_init < expected_time + delta_time) {
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if (ELAPSED_SINCE_INIT >= expected_time && ELAPSED_SINCE_INIT < expected_time + delta_time) {
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entry_names_.at(index)->enable();
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}
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}
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@@ -357,7 +357,7 @@ void HiScoreTable::iniEntryColors() {
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// Hace brillar los nombres de la tabla de records
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void HiScoreTable::glowEntryNames() {
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int color_counter = static_cast<int>(elapsed_time_ * 60.0f / 5.0f); // Convertir tiempo a equivalente frame
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int color_counter = static_cast<int>(elapsed_time_ * 60.0F / 5.0F); // Convertir tiempo a equivalente frame
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const Color ENTRY_COLOR = getEntryColor(color_counter);
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for (const auto& entry_index : Options::settings.glowing_entries) {
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if (entry_index != -1) {
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