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
+22 -23
View File
@@ -1,6 +1,6 @@
#include "game/entities/item.h"
#include <stdlib.h> // for rand
#include <cstdlib> // for rand
#include "core/rendering/animatedsprite.h" // for AnimatedSprite
#include "game/defaults.hpp" // for PLAY_AREA_LEFT, PLAY_AREA_RIGHT, PLAY_AR...
@@ -13,7 +13,7 @@ Item::Item(Uint8 kind, float x, float y, Texture *texture, std::vector<std::stri
this->kind = kind;
enabled = true;
timeToLive = 600;
accelX = 0.0f;
accelX = 0.0F;
floorCollision = false;
if (kind == ITEM_COFFEE_MACHINE) {
@@ -21,18 +21,18 @@ Item::Item(Uint8 kind, float x, float y, Texture *texture, std::vector<std::stri
height = 29;
posX = (((int)x + (PLAY_AREA_WIDTH / 2)) % (PLAY_AREA_WIDTH - width - 5)) + 2;
posY = PLAY_AREA_TOP - height;
velX = 0.0f;
velY = -0.1f;
accelY = 0.1f;
velX = 0.0F;
velY = -0.1F;
accelY = 0.1F;
collider.r = 10;
} else {
width = 16;
height = 16;
posX = x;
posY = y;
velX = -1.0f + ((rand() % 5) * 0.5f);
velY = -4.0f;
accelY = 0.2f;
velX = -1.0F + ((rand() % 5) * 0.5F);
velY = -4.0F;
accelY = 0.2F;
collider.r = width / 2;
}
@@ -66,12 +66,10 @@ void Item::allignTo(int x) {
// Pinta el objeto en la pantalla
void Item::render() {
if (enabled) {
if (timeToLive > 200) {
sprite->render();
} else if (timeToLive % 20 > 10) {
sprite->render();
}
// Mentre quede temps de sobra (>200) es renderitza sempre; quan està a
// punt d'expirar, parpalleja alternant 10 frames visibles i 10 invisibles.
if (enabled && (timeToLive > 200 || timeToLive % 20 > 10)) {
sprite->render();
}
}
@@ -146,42 +144,43 @@ void Item::updateTimeToLive() {
// Comprueba si el objeto sigue vivo
void Item::checkTimeToLive() {
if (timeToLive == 0)
if (timeToLive == 0) {
disable();
}
}
// Obtiene del valor de la variable
float Item::getPosX() {
auto Item::getPosX() const -> float {
return posX;
}
// Obtiene del valor de la variable
float Item::getPosY() {
auto Item::getPosY() const -> float {
return posY;
}
// Obtiene del valor de la variable
int Item::getWidth() {
auto Item::getWidth() const -> int {
return width;
}
// Obtiene del valor de la variable
int Item::getHeight() {
auto Item::getHeight() const -> int {
return height;
}
// Obtiene del valor de la variable
int Item::getClass() {
auto Item::getClass() const -> int {
return kind;
}
// Obtiene el valor de la variable
bool Item::isEnabled() {
auto Item::isEnabled() const -> bool {
return enabled;
}
// Obtiene el circulo de colisión
circle_t &Item::getCollider() {
auto Item::getCollider() -> circle_t & {
return collider;
}
@@ -192,6 +191,6 @@ void Item::shiftColliders() {
}
// Informa si el objeto ha colisionado con el suelo
bool Item::isOnFloor() {
auto Item::isOnFloor() const -> bool {
return floorCollision;
}