neteja cppcheck (105 → 0)

This commit is contained in:
2026-05-16 19:35:23 +02:00
parent c9d16959d0
commit fcd2718794
48 changed files with 293 additions and 486 deletions
+15 -29
View File
@@ -801,7 +801,7 @@ void Game::renderPathSprites() {
}
// Acciones a realizar cuando el jugador colisiona con un globo
void Game::handlePlayerCollision(std::shared_ptr<Player>& player, std::shared_ptr<Balloon>& balloon) {
void Game::handlePlayerCollision(std::shared_ptr<Player>& player, const std::shared_ptr<Balloon>& balloon) {
if (!player->isPlaying() || player->isInvulnerable()) {
return; // Si no está jugando o tiene inmunidad, no hace nada
}
@@ -1243,18 +1243,6 @@ auto Game::getPlayer(Player::Id id) -> std::shared_ptr<Player> {
return nullptr;
}
// Obtiene un controlador a partir del "id" del jugador
auto Game::getController(Player::Id player_id) -> int {
switch (player_id) {
case Player::Id::PLAYER1:
return 0;
case Player::Id::PLAYER2:
return 1;
default:
return -1;
}
}
// Gestiona la entrada durante el juego
void Game::checkInput() {
Input::get()->update();
@@ -1293,11 +1281,12 @@ void Game::checkInput() {
// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
void Game::checkPauseInput() {
// Comprueba los mandos
for (const auto& gamepad : input_->getGamepads()) {
if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
pause_manager_->togglePlayerPause();
return;
}
const auto& gamepads = input_->getGamepads();
if (std::ranges::any_of(gamepads, [this](const auto& gamepad) {
return input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad);
})) {
pause_manager_->togglePlayerPause();
return;
}
// Comprueba el teclado
@@ -1973,7 +1962,7 @@ void Game::playSound(const std::string& name) const {
return;
}
static auto* audio_ = Audio::get();
static const auto* audio_ = Audio::get();
audio_->playSound(name);
}
@@ -2048,9 +2037,7 @@ void Game::handleGameOverEvents() {
void Game::buildPlayerDrawList(const Players& elements, Players& draw_list) {
draw_list.clear();
draw_list.reserve(elements.size());
for (const auto& e : elements) {
draw_list.push_back(e); // copia el shared_ptr
}
std::ranges::copy(elements, std::back_inserter(draw_list));
std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) -> bool {
return a->getZOrder() < b->getZOrder();
});
@@ -2154,8 +2141,8 @@ void Game::autoplayHandleInput() {
// Comprueba los eventos en el modo DEBUG
void Game::handleDebugEvents(const SDL_Event& event) {
static int formation_id_ = 0;
if (event.type == SDL_EVENT_KEY_DOWN && static_cast<int>(event.key.repeat) == 0) {
static int formation_id_ = 0;
switch (event.key.key) {
case SDLK_1: { // Crea una powerball
balloon_manager_->createPowerBall();
@@ -2196,12 +2183,11 @@ void Game::handleDebugEvents(const SDL_Event& event) {
break;
}
case SDLK_8: {
for (const auto& player : players_) {
if (player->isPlaying()) {
createItem(ItemType::COFFEE_MACHINE, player->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
coffee_machine_enabled_ = true;
break;
}
const auto it = std::ranges::find_if(players_,
[](const auto& player) { return player->isPlaying(); });
if (it != players_.end()) {
createItem(ItemType::COFFEE_MACHINE, (*it)->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
coffee_machine_enabled_ = true;
}
break;
}