neteja tidy a source/game (fixes d'arrel: BulletKind enum class, signatures, branches)

This commit is contained in:
2026-05-14 21:52:45 +02:00
parent 0ee117135c
commit 9a2da460cc
19 changed files with 643 additions and 693 deletions
+69 -69
View File
@@ -1,6 +1,6 @@
#include "game/entities/balloon.h"
#include <math.h> // for abs
#include <cmath> // for abs
#include "core/rendering/animatedsprite.h" // for AnimatedSprite
#include "core/rendering/movingsprite.h" // for MovingSprite
@@ -26,9 +26,9 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Inicializa los valores de velocidad y gravedad
this->velX = velx;
velY = 0;
maxVelY = 3.0f;
gravity = 0.09f;
defaultVelY = 2.6f;
maxVelY = 3.0F;
gravity = 0.09F;
defaultVelY = 2.6F;
// Puntos que da el globo al ser destruido
score = BALLOON_SCORE_1;
@@ -48,9 +48,9 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Inicializa los valores de velocidad y gravedad
this->velX = velx;
velY = 0;
maxVelY = 3.0f;
gravity = 0.10f;
defaultVelY = 3.5f;
maxVelY = 3.0F;
gravity = 0.10F;
defaultVelY = 3.5F;
// Puntos que da el globo al ser destruido
score = BALLOON_SCORE_2;
@@ -70,9 +70,9 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Inicializa los valores de velocidad y gravedad
this->velX = velx;
velY = 0;
maxVelY = 3.0f;
gravity = 0.10f;
defaultVelY = 4.50f;
maxVelY = 3.0F;
gravity = 0.10F;
defaultVelY = 4.50F;
// Puntos que da el globo al ser destruido
score = BALLOON_SCORE_3;
@@ -92,9 +92,9 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Inicializa los valores de velocidad y gravedad
this->velX = velx;
velY = 0;
maxVelY = 3.0f;
gravity = 0.10f;
defaultVelY = 4.95f;
maxVelY = 3.0F;
gravity = 0.10F;
defaultVelY = 4.95F;
// Puntos que da el globo al ser destruido
score = BALLOON_SCORE_4;
@@ -115,7 +115,7 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
this->velX = velx;
velY = abs(velx) * 2;
maxVelY = abs(velx) * 2;
gravity = 0.00f;
gravity = 0.00F;
defaultVelY = abs(velx) * 2;
// Puntos que da el globo al ser destruido
@@ -137,7 +137,7 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
this->velX = velx;
velY = abs(velx) * 2;
maxVelY = abs(velx) * 2;
gravity = 0.00f;
gravity = 0.00F;
defaultVelY = abs(velx) * 2;
// Puntos que da el globo al ser destruido
@@ -159,7 +159,7 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
this->velX = velx;
velY = abs(velx) * 2;
maxVelY = abs(velx) * 2;
gravity = 0.00f;
gravity = 0.00F;
defaultVelY = abs(velx) * 2;
// Puntos que da el globo al ser destruido
@@ -181,7 +181,7 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
this->velX = velx;
velY = abs(velx) * 2;
maxVelY = abs(velx) * 2;
gravity = 0.00f;
gravity = 0.00F;
defaultVelY = abs(velx) * 2;
// Puntos que da el globo al ser destruido
@@ -202,9 +202,9 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Inicializa los valores de velocidad y gravedad
this->velX = velx;
velY = 0;
maxVelY = 3.0f;
gravity = 0.10f;
defaultVelY = 4.95f;
maxVelY = 3.0F;
gravity = 0.10F;
defaultVelY = 4.95F;
// Puntos que da el globo al ser destruido
score = 0;
@@ -215,7 +215,7 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
// Añade rotación al sprite
sprite->setRotate(false);
sprite->setRotateSpeed(0);
if (velX > 0.0f) {
if (velX > 0.0F) {
sprite->setRotateAmount(2.0);
} else {
sprite->setRotateAmount(-2.0);
@@ -235,12 +235,12 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
bouncing.enabled = false;
bouncing.counter = 0;
bouncing.speed = 2;
bouncing.zoomW = 1.0f;
bouncing.zoomH = 1.0f;
bouncing.despX = 0.0f;
bouncing.despY = 0.0f;
bouncing.w = {1.10f, 1.05f, 1.00f, 0.95f, 0.90f, 0.95f, 1.00f, 1.02f, 1.05f, 1.02f};
bouncing.h = {0.90f, 0.95f, 1.00f, 1.05f, 1.10f, 1.05f, 1.00f, 0.98f, 0.95f, 0.98f};
bouncing.zoomW = 1.0F;
bouncing.zoomH = 1.0F;
bouncing.despX = 0.0F;
bouncing.despY = 0.0F;
bouncing.w = {1.10F, 1.05F, 1.00F, 0.95F, 0.90F, 0.95F, 1.00F, 1.02F, 1.05F, 1.02F};
bouncing.h = {0.90F, 0.95F, 1.00F, 1.05F, 1.10F, 1.05F, 1.00F, 0.98F, 0.95F, 0.98F};
// Alto y ancho del sprite
sprite->setWidth(width);
@@ -270,7 +270,7 @@ Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 c
invulnerable = beingCreated;
counter = 0;
travelY = 1.0f;
travelY = 1.0F;
this->speed = speed;
// Tipo
@@ -286,10 +286,11 @@ Balloon::~Balloon() {
void Balloon::allignTo(int x) {
posX = float(x - (width / 2));
if (posX < PLAY_AREA_LEFT)
if (posX < PLAY_AREA_LEFT) {
posX = PLAY_AREA_LEFT + 1;
else if ((posX + width) > PLAY_AREA_RIGHT)
} else if ((posX + width) > PLAY_AREA_RIGHT) {
posX = float(PLAY_AREA_RIGHT - width - 1);
}
// Posición X,Y del sprite
sprite->setPosX(getPosX());
@@ -313,10 +314,10 @@ void Balloon::render() {
}
} else if (isBeingCreated()) {
// Aplica alpha blending
sprite->getTexture()->setAlpha(255 - (int)((float)creationCounter * (255.0f / (float)creationCounterIni)));
sprite->getTexture()->setAlpha(255 - (int)((float)creationCounter * (255.0F / (float)creationCounterIni)));
sprite->render();
if (kind == POWER_BALL) {
Sprite *sp = new Sprite(sprite->getRect(), sprite->getTexture(), sprite->getRenderer());
auto *sp = new Sprite(sprite->getRect(), sprite->getTexture(), sprite->getRenderer());
sp->setSpriteClip(407, 0, 37, 37);
sp->render();
delete sp;
@@ -326,7 +327,7 @@ void Balloon::render() {
sprite->render();
if (kind == POWER_BALL and !popping) {
Sprite *sp = new Sprite(sprite->getRect(), sprite->getTexture(), sprite->getRenderer());
auto *sp = new Sprite(sprite->getRect(), sprite->getTexture(), sprite->getRenderer());
sp->setSpriteClip(407, 0, 37, 37);
sp->render();
delete sp;
@@ -403,9 +404,9 @@ void Balloon::move() {
travelY += speed;
// Si la distancia acumulada en Y es igual a la velocidad, se aplica la gravedad
if (travelY >= 1.0f) {
if (travelY >= 1.0F) {
// Quita el excedente
travelY -= 1.0f;
travelY -= 1.0F;
// Aplica la gravedad al objeto sin pasarse de una velocidad máxima
velY += gravity;
@@ -431,17 +432,17 @@ void Balloon::disable() {
counter = 0;
creationCounter = 0;
creationCounterIni = 0;
defaultVelY = 0.0f;
defaultVelY = 0.0F;
enabled = false;
gravity = 0.0f;
gravity = 0.0F;
height = 0;
invulnerable = false;
kind = 0;
maxVelY = 0.0f;
maxVelY = 0.0F;
menace = 0;
popping = false;
posX = 0.0f;
posY = 0.0f;
posX = 0.0F;
posY = 0.0F;
power = 0;
score = 0;
size = 0;
@@ -449,8 +450,8 @@ void Balloon::disable() {
stopped = false;
stoppedCounter = 0;
travelY = 0;
velX = 0.0f;
velY = 0.0f;
velX = 0.0F;
velY = 0.0F;
visible = false;
width = 0;
sprite->clear();
@@ -580,32 +581,32 @@ void Balloon::updateAnimation() {
}
// Comprueba si el globo está habilitado
bool Balloon::isEnabled() {
auto Balloon::isEnabled() const -> bool {
return enabled;
}
// Obtiene del valor de la variable
float Balloon::getPosX() {
auto Balloon::getPosX() const -> float {
return posX;
}
// Obtiene del valor de la variable
float Balloon::getPosY() {
auto Balloon::getPosY() const -> float {
return posY;
}
// Obtiene del valor de la variable
float Balloon::getVelY() {
auto Balloon::getVelY() const -> float {
return velY;
}
// Obtiene del valor de la variable
int Balloon::getWidth() {
auto Balloon::getWidth() const -> int {
return width;
}
// Obtiene del valor de la variable
int Balloon::getHeight() {
auto Balloon::getHeight() const -> int {
return height;
}
@@ -620,22 +621,22 @@ void Balloon::setSpeed(float speed) {
}
// Obtiene del valor de la variable
int Balloon::getKind() {
auto Balloon::getKind() const -> int {
return kind;
}
// Obtiene del valor de la variable
Uint8 Balloon::getSize() {
auto Balloon::getSize() const -> Uint8 {
return size;
}
// Obtiene la clase a la que pertenece el globo
Uint8 Balloon::getClass() {
auto Balloon::getClass() const -> Uint8 {
if ((kind >= BALLOON_1) && (kind <= BALLOON_4)) {
return BALLOON_CLASS;
}
else if ((kind >= HEXAGON_1) && (kind <= HEXAGON_4)) {
if ((kind >= HEXAGON_1) && (kind <= HEXAGON_4)) {
return HEXAGON_CLASS;
}
@@ -648,7 +649,7 @@ void Balloon::setStop(bool state) {
}
// Obtiene del valor de la variable
bool Balloon::isStopped() {
auto Balloon::isStopped() const -> bool {
return stopped;
}
@@ -658,7 +659,7 @@ void Balloon::setBlink(bool value) {
}
// Obtiene del valor de la variable
bool Balloon::isBlinking() {
auto Balloon::isBlinking() const -> bool {
return blinking;
}
@@ -668,7 +669,7 @@ void Balloon::setVisible(bool value) {
}
// Obtiene del valor de la variable
bool Balloon::isVisible() {
auto Balloon::isVisible() const -> bool {
return visible;
}
@@ -678,7 +679,7 @@ void Balloon::setInvulnerable(bool value) {
}
// Obtiene del valor de la variable
bool Balloon::isInvulnerable() {
auto Balloon::isInvulnerable() const -> bool {
return invulnerable;
}
@@ -688,7 +689,7 @@ void Balloon::setBeingCreated(bool value) {
}
// Obtiene del valor de la variable
bool Balloon::isBeingCreated() {
auto Balloon::isBeingCreated() const -> bool {
return beingCreated;
}
@@ -698,7 +699,7 @@ void Balloon::setPopping(bool value) {
}
// Obtiene del valor de la variable
bool Balloon::isPopping() {
auto Balloon::isPopping() const -> bool {
return popping;
}
@@ -708,17 +709,17 @@ void Balloon::setStoppedTimer(Uint16 time) {
}
// Obtiene del valor de la variable
Uint16 Balloon::getStoppedTimer() {
auto Balloon::getStoppedTimer() const -> Uint16 {
return stoppedCounter;
}
// Obtiene del valor de la variable
Uint16 Balloon::getScore() {
auto Balloon::getScore() const -> Uint16 {
return score;
}
// Obtiene el circulo de colisión
circle_t &Balloon::getCollider() {
auto Balloon::getCollider() -> circle_t & {
return collider;
}
@@ -729,16 +730,15 @@ void Balloon::updateColliders() {
}
// Obtiene le valor de la variable
Uint8 Balloon::getMenace() {
auto Balloon::getMenace() const -> Uint8 {
if (isEnabled()) {
return menace;
} else {
return 0;
}
return 0;
}
// Obtiene le valor de la variable
Uint8 Balloon::getPower() {
auto Balloon::getPower() const -> Uint8 {
return power;
}
@@ -755,12 +755,12 @@ void Balloon::bounceStart() {
void Balloon::bounceStop() {
bouncing.enabled = false;
bouncing.counter = 0;
bouncing.zoomW = 1.0f;
bouncing.zoomH = 1.0f;
bouncing.zoomW = 1.0F;
bouncing.zoomH = 1.0F;
sprite->setZoomW(bouncing.zoomW);
sprite->setZoomH(bouncing.zoomH);
bouncing.despX = 0.0f;
bouncing.despY = 0.0f;
bouncing.despX = 0.0F;
bouncing.despY = 0.0F;
}
void Balloon::updateBounce() {