treball en curs: correccions de tidy

This commit is contained in:
2026-05-16 14:04:59 +02:00
parent 48af959814
commit be18f51735
31 changed files with 1741 additions and 1966 deletions
+187 -187
View File
@@ -11,117 +11,117 @@
// Constructor
Player::Player(float x, int y, SDL_Renderer *renderer, const std::vector<Texture *> &texture, const std::vector<std::vector<std::string> *> &animations) {
// Copia los punteros
this->renderer = renderer;
this->renderer_ = renderer;
// Reserva memoria para los objetos
headSprite = new AnimatedSprite(texture[0], renderer, "", animations[0]);
bodySprite = new AnimatedSprite(texture[1], renderer, "", animations[1]);
legsSprite = new AnimatedSprite(texture[2], renderer, "", animations[2]);
deathSprite = new AnimatedSprite(texture[3], renderer, "", animations[3]);
fireSprite = new AnimatedSprite(texture[4], renderer, "", animations[4]);
fireSprite->getTexture()->setAlpha(224);
head_sprite_ = new AnimatedSprite(texture[0], renderer, "", animations[0]);
body_sprite_ = new AnimatedSprite(texture[1], renderer, "", animations[1]);
legs_sprite_ = new AnimatedSprite(texture[2], renderer, "", animations[2]);
death_sprite_ = new AnimatedSprite(texture[3], renderer, "", animations[3]);
fire_sprite_ = new AnimatedSprite(texture[4], renderer, "", animations[4]);
fire_sprite_->getTexture()->setAlpha(224);
// Establece la posición inicial del jugador
posX = x;
posY = y;
pos_x_ = x;
pos_y_ = y;
init();
}
// Destructor
Player::~Player() {
delete headSprite;
delete bodySprite;
delete legsSprite;
delete deathSprite;
delete fireSprite;
delete head_sprite_;
delete body_sprite_;
delete legs_sprite_;
delete death_sprite_;
delete fire_sprite_;
}
// Iniciador
void Player::init() {
// Inicializa variables de estado
alive = true;
deathCounter = DEATH_COUNTER;
statusWalking = PLAYER_STATUS_WALKING_STOP;
statusFiring = PLAYER_STATUS_FIRING_NO;
invulnerable = false;
invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
powerUp = false;
powerUpCounter = PLAYER_POWERUP_COUNTER;
extraHit = false;
coffees = 0;
input = true;
alive_ = true;
death_counter_ = DEATH_COUNTER;
status_walking_ = STATUS_WALKING_STOP;
status_firing_ = STATUS_FIRING_NO;
invulnerable_ = false;
invulnerable_counter_ = INVULNERABLE_COUNTER;
power_up_ = false;
power_up_counter_ = POWERUP_COUNTER;
extra_hit_ = false;
coffees_ = 0;
input_ = true;
// Establece la altura y el ancho del jugador
width = 24;
height = 24;
width_ = 24;
height_ = 24;
// Establece el tamaño del circulo de colisión
collider.r = 7;
collider_.r = 7;
// Actualiza la posición del circulo de colisión
shiftColliders();
// Establece la velocidad inicial
velX = 0;
velY = 0;
vel_x_ = 0;
vel_y_ = 0;
// Establece la velocidad base
baseSpeed = 1.5;
base_speed_ = 1.5;
// Establece la puntuación inicial
score = 0;
score_ = 0;
// Establece el multiplicador de puntos inicial
scoreMultiplier = 1.0F;
score_multiplier_ = 1.0F;
// Inicia el contador para la cadencia de disparo
cooldown = 10;
cooldown_ = 10;
// Establece la posición del sprite
legsSprite->setPosX(posX);
legsSprite->setPosY(posY);
legs_sprite_->setPosX(pos_x_);
legs_sprite_->setPosY(pos_y_);
bodySprite->setPosX(posX);
bodySprite->setPosY(posY);
body_sprite_->setPosX(pos_x_);
body_sprite_->setPosY(pos_y_);
headSprite->setPosX(posX);
headSprite->setPosY(posY);
head_sprite_->setPosX(pos_x_);
head_sprite_->setPosY(pos_y_);
// Selecciona un frame para pintar
legsSprite->setCurrentAnimation("stand");
bodySprite->setCurrentAnimation("stand");
headSprite->setCurrentAnimation("stand");
legs_sprite_->setCurrentAnimation("stand");
body_sprite_->setCurrentAnimation("stand");
head_sprite_->setCurrentAnimation("stand");
}
// Actua en consecuencia de la entrada recibida
void Player::setInput(Uint8 input) {
switch (input) {
case input_left:
velX = -baseSpeed;
setWalkingStatus(PLAYER_STATUS_WALKING_LEFT);
vel_x_ = -base_speed_;
setWalkingStatus(STATUS_WALKING_LEFT);
break;
case input_right:
velX = baseSpeed;
setWalkingStatus(PLAYER_STATUS_WALKING_RIGHT);
vel_x_ = base_speed_;
setWalkingStatus(STATUS_WALKING_RIGHT);
break;
case input_fire_center:
setFiringStatus(PLAYER_STATUS_FIRING_UP);
setFiringStatus(STATUS_FIRING_UP);
break;
case input_fire_left:
setFiringStatus(PLAYER_STATUS_FIRING_LEFT);
setFiringStatus(STATUS_FIRING_LEFT);
break;
case input_fire_right:
setFiringStatus(PLAYER_STATUS_FIRING_RIGHT);
setFiringStatus(STATUS_FIRING_RIGHT);
break;
default:
velX = 0;
setWalkingStatus(PLAYER_STATUS_WALKING_STOP);
vel_x_ = 0;
setWalkingStatus(STATUS_WALKING_STOP);
break;
}
}
@@ -130,35 +130,35 @@ void Player::setInput(Uint8 input) {
void Player::move() {
if (isAlive()) {
// Mueve el jugador a derecha o izquierda
posX += velX;
pos_x_ += vel_x_;
// Si el jugador abandona el area de juego por los laterales
if ((posX < PLAY_AREA_LEFT - 5) || (posX + width > PLAY_AREA_RIGHT + 5)) { // Restaura su posición
posX -= velX;
if ((pos_x_ < PLAY_AREA_LEFT - 5) || (pos_x_ + width_ > PLAY_AREA_RIGHT + 5)) { // Restaura su posición
pos_x_ -= vel_x_;
}
// Actualiza la posición del sprite
legsSprite->setPosX(getPosX());
legsSprite->setPosY(posY);
legs_sprite_->setPosX(getPosX());
legs_sprite_->setPosY(pos_y_);
bodySprite->setPosX(getPosX());
bodySprite->setPosY(posY);
body_sprite_->setPosX(getPosX());
body_sprite_->setPosY(pos_y_);
headSprite->setPosX(getPosX());
headSprite->setPosY(posY);
head_sprite_->setPosX(getPosX());
head_sprite_->setPosY(pos_y_);
fireSprite->setPosX(getPosX() - 2);
fireSprite->setPosY(posY - 8);
fire_sprite_->setPosX(getPosX() - 2);
fire_sprite_->setPosY(pos_y_ - 8);
} else {
deathSprite->update();
death_sprite_->update();
// Si el cadaver abandona el area de juego por los laterales
if ((deathSprite->getPosX() < PLAY_AREA_LEFT) || (deathSprite->getPosX() + width > PLAY_AREA_RIGHT)) { // Restaura su posición
const float vx = deathSprite->getVelX();
deathSprite->setPosX(deathSprite->getPosX() - vx);
if ((death_sprite_->getPosX() < PLAY_AREA_LEFT) || (death_sprite_->getPosX() + width_ > PLAY_AREA_RIGHT)) { // Restaura su posición
const float VX = death_sprite_->getVelX();
death_sprite_->setPosX(death_sprite_->getPosX() - VX);
// Rebota
deathSprite->setVelX(-vx);
death_sprite_->setVelX(-VX);
}
}
}
@@ -166,119 +166,119 @@ void Player::move() {
// Pinta el jugador en pantalla
void Player::render() {
if (isAlive()) {
if (invulnerable) {
if ((invulnerableCounter % 10) > 4) {
if (powerUp) {
fireSprite->render();
if (invulnerable_) {
if ((invulnerable_counter_ % 10) > 4) {
if (power_up_) {
fire_sprite_->render();
}
legsSprite->render();
bodySprite->render();
headSprite->render();
legs_sprite_->render();
body_sprite_->render();
head_sprite_->render();
}
} else {
if (powerUp) {
fireSprite->render();
if (power_up_) {
fire_sprite_->render();
}
legsSprite->render();
bodySprite->render();
headSprite->render();
legs_sprite_->render();
body_sprite_->render();
head_sprite_->render();
}
} else {
deathSprite->render();
death_sprite_->render();
}
}
// Establece el estado del jugador cuando camina
void Player::setWalkingStatus(Uint8 status) {
statusWalking = status;
status_walking_ = status;
}
// Establece el estado del jugador cuando dispara
void Player::setFiringStatus(Uint8 status) {
statusFiring = status;
status_firing_ = status;
}
// Establece la animación correspondiente al estado
void Player::setAnimation() {
// Crea cadenas de texto para componer el nombre de la animación
std::string aBodyCoffees;
std::string aHeadCoffees;
if (coffees > 0) {
aBodyCoffees = coffees == 1 ? "_1C" : "_2C";
aHeadCoffees = "_1C";
std::string body_coffees;
std::string head_coffees;
if (coffees_ > 0) {
body_coffees = coffees_ == 1 ? "_1C" : "_2C";
head_coffees = "_1C";
}
const std::string aPowerUp = powerUp ? "_pwr" : "";
const std::string aWalking = statusWalking == PLAYER_STATUS_WALKING_STOP ? "stand" : "walk";
const std::string aFiring = statusFiring == PLAYER_STATUS_FIRING_UP ? "centershoot" : "sideshoot";
const std::string POWER_UP = power_up_ ? "_pwr" : "";
const std::string WALKING = status_walking_ == STATUS_WALKING_STOP ? "stand" : "walk";
const std::string FIRING = status_firing_ == STATUS_FIRING_UP ? "centershoot" : "sideshoot";
const SDL_FlipMode flipWalk = statusWalking == PLAYER_STATUS_WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_FlipMode flipFire = statusFiring == PLAYER_STATUS_FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_FlipMode FLIP_WALK = status_walking_ == STATUS_WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_FlipMode FLIP_FIRE = status_firing_ == STATUS_FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
// Establece la animación a partir de las cadenas
legsSprite->setCurrentAnimation(aWalking);
legsSprite->setFlip(flipWalk);
if (statusFiring == PLAYER_STATUS_FIRING_NO) { // No esta disparando
bodySprite->setCurrentAnimation(aWalking + aBodyCoffees + aPowerUp);
bodySprite->setFlip(flipWalk);
headSprite->setCurrentAnimation(aWalking + aHeadCoffees + aPowerUp);
headSprite->setFlip(flipWalk);
legs_sprite_->setCurrentAnimation(WALKING);
legs_sprite_->setFlip(FLIP_WALK);
if (status_firing_ == STATUS_FIRING_NO) { // No esta disparando
body_sprite_->setCurrentAnimation(WALKING + body_coffees + POWER_UP);
body_sprite_->setFlip(FLIP_WALK);
head_sprite_->setCurrentAnimation(WALKING + head_coffees + POWER_UP);
head_sprite_->setFlip(FLIP_WALK);
} else { // Está disparando
bodySprite->setCurrentAnimation(aFiring + aBodyCoffees + aPowerUp);
bodySprite->setFlip(flipFire);
headSprite->setCurrentAnimation(aFiring + aHeadCoffees + aPowerUp);
headSprite->setFlip(flipFire);
body_sprite_->setCurrentAnimation(FIRING + body_coffees + POWER_UP);
body_sprite_->setFlip(FLIP_FIRE);
head_sprite_->setCurrentAnimation(FIRING + head_coffees + POWER_UP);
head_sprite_->setFlip(FLIP_FIRE);
}
// Actualiza las animaciones de los sprites
legsSprite->animate();
bodySprite->animate();
headSprite->animate();
legs_sprite_->animate();
body_sprite_->animate();
head_sprite_->animate();
fireSprite->animate();
fireSprite->setFlip(flipWalk);
fire_sprite_->animate();
fire_sprite_->setFlip(FLIP_WALK);
}
// Obtiene el valor de la variable
auto Player::getPosX() const -> int {
return int(posX);
return int(pos_x_);
}
// Obtiene el valor de la variable
auto Player::getPosY() const -> int {
return posY;
return pos_y_;
}
// Obtiene el valor de la variable
auto Player::getWidth() const -> int {
return width;
return width_;
}
// Obtiene el valor de la variable
auto Player::getHeight() const -> int {
return height;
return height_;
}
// Indica si el jugador puede disparar
auto Player::canFire() const -> bool {
// Si el contador a llegado a cero, podemos disparar. En caso contrario decrementamos el contador
return cooldown <= 0;
return cooldown_ <= 0;
}
// Establece el valor de la variable
void Player::setFireCooldown(int time) {
cooldown = time;
cooldown_ = time;
}
// Actualiza el valor de la variable
void Player::updateCooldown() {
if (cooldown > 0) {
cooldown--;
if (powerUp) {
cooldown--;
if (cooldown_ > 0) {
cooldown_--;
if (power_up_) {
cooldown_--;
}
} else {
setFiringStatus(PLAYER_STATUS_FIRING_NO);
setFiringStatus(STATUS_FIRING_NO);
}
}
@@ -296,213 +296,213 @@ void Player::update() {
// Obtiene la puntuación del jugador
auto Player::getScore() const -> Uint32 {
return score;
return score_;
}
// Asigna un valor a la puntuación del jugador
void Player::setScore(Uint32 score) {
this->score = score;
this->score_ = score;
}
// Incrementa la puntuación del jugador
void Player::addScore(Uint32 score) {
this->score += score;
this->score_ += score;
}
// Obtiene el valor de la variable
auto Player::isAlive() const -> bool {
return alive;
return alive_;
}
// Establece el valor de la variable
void Player::setAlive(bool value) {
alive = value;
alive_ = value;
if (!value) {
deathSprite->setPosX(headSprite->getRect().x);
deathSprite->setPosY(headSprite->getRect().y);
deathSprite->setAccelY(0.2F);
deathSprite->setVelY(-6.6F);
deathSprite->setVelX(3.3F);
death_sprite_->setPosX(head_sprite_->getRect().x);
death_sprite_->setPosY(head_sprite_->getRect().y);
death_sprite_->setAccelY(0.2F);
death_sprite_->setVelY(-6.6F);
death_sprite_->setVelX(3.3F);
if (rand() % 2 == 0) {
deathSprite->setVelX(-3.3F);
death_sprite_->setVelX(-3.3F);
}
}
}
// Obtiene el valor de la variable
auto Player::getScoreMultiplier() const -> float {
return scoreMultiplier;
return score_multiplier_;
}
// Establece el valor de la variable
void Player::setScoreMultiplier(float value) {
scoreMultiplier = value;
score_multiplier_ = value;
}
// Aumenta el valor de la variable hasta un máximo
void Player::incScoreMultiplier() {
if (scoreMultiplier < 5.0F) {
scoreMultiplier += 0.1F;
if (score_multiplier_ < 5.0F) {
score_multiplier_ += 0.1F;
} else {
scoreMultiplier = 5.0F;
score_multiplier_ = 5.0F;
}
}
// Decrementa el valor de la variable hasta un mínimo
void Player::decScoreMultiplier() {
if (scoreMultiplier > 1.0F) {
scoreMultiplier -= 0.1F;
if (score_multiplier_ > 1.0F) {
score_multiplier_ -= 0.1F;
} else {
scoreMultiplier = 1.0F;
score_multiplier_ = 1.0F;
}
}
// Obtiene el valor de la variable
auto Player::isInvulnerable() const -> bool {
return invulnerable;
return invulnerable_;
}
// Establece el valor de la variable
void Player::setInvulnerable(bool value) {
invulnerable = value;
invulnerable_ = value;
}
// Obtiene el valor de la variable
auto Player::getInvulnerableCounter() const -> Uint16 {
return invulnerableCounter;
return invulnerable_counter_;
}
// Establece el valor de la variable
void Player::setInvulnerableCounter(Uint16 value) {
invulnerableCounter = value;
invulnerable_counter_ = value;
}
// Actualiza el valor de la variable
void Player::updateInvulnerableCounter() {
if (invulnerable) {
if (invulnerableCounter > 0) {
invulnerableCounter--;
if (invulnerable_) {
if (invulnerable_counter_ > 0) {
invulnerable_counter_--;
} else {
invulnerable = false;
invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
invulnerable_ = false;
invulnerable_counter_ = INVULNERABLE_COUNTER;
}
}
}
// Actualiza el valor de la variable
void Player::updateDeathCounter() {
if (!alive) {
if (deathCounter > 0) {
deathCounter--;
if (!alive_) {
if (death_counter_ > 0) {
death_counter_--;
}
}
}
// Obtiene el valor de la variable
auto Player::isPowerUp() const -> bool {
return powerUp;
return power_up_;
}
// Establece el valor de la variable
void Player::setPowerUp(bool value) {
powerUp = value;
power_up_ = value;
}
// Obtiene el valor de la variable
auto Player::getPowerUpCounter() const -> Uint16 {
return powerUpCounter;
return power_up_counter_;
}
// Establece el valor de la variable
void Player::setPowerUpCounter(Uint16 value) {
powerUpCounter = value;
power_up_counter_ = value;
}
// Actualiza el valor de la variable
void Player::updatePowerUpCounter() {
if ((powerUpCounter > 0) && (powerUp)) {
powerUpCounter--;
if ((power_up_counter_ > 0) && (power_up_)) {
power_up_counter_--;
} else {
powerUp = false;
powerUpCounter = PLAYER_POWERUP_COUNTER;
power_up_ = false;
power_up_counter_ = POWERUP_COUNTER;
}
}
// Obtiene el valor de la variable
auto Player::hasExtraHit() const -> bool {
return extraHit;
return extra_hit_;
}
// Concede un toque extra al jugador
void Player::giveExtraHit() {
extraHit = true;
coffees++;
coffees = std::min<int>(coffees, 2);
extra_hit_ = true;
coffees_++;
coffees_ = std::min<int>(coffees_, 2);
}
// Quita el toque extra al jugador
void Player::removeExtraHit() {
if (coffees > 0) {
coffees--;
if (coffees_ > 0) {
coffees_--;
}
if (coffees == 0) {
extraHit = false;
if (coffees_ == 0) {
extra_hit_ = false;
}
invulnerable = true;
invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
invulnerable_ = true;
invulnerable_counter_ = INVULNERABLE_COUNTER;
}
// Habilita la entrada de ordenes
void Player::enableInput() {
input = true;
input_ = true;
}
// Deshabilita la entrada de ordenes
void Player::disableInput() {
input = false;
input_ = false;
}
// Devuelve el numero de cafes actuales
auto Player::getCoffees() const -> Uint8 {
return coffees;
return coffees_;
}
// Obtiene el circulo de colisión
auto Player::getCollider() -> Circle & {
return collider;
return collider_;
}
// Actualiza el circulo de colisión a la posición del jugador
void Player::shiftColliders() {
collider.x = int(posX + (width / 2));
collider.y = (posY + (height / 2));
collider_.x = int(pos_x_ + (width_ / 2));
collider_.y = (pos_y_ + (height_ / 2));
}
// Obtiene el puntero a la textura con los gráficos de la animación de morir
auto Player::getDeadTexture() -> Texture * {
return deathSprite->getTexture();
return death_sprite_->getTexture();
;
}
// Obtiene el valor de la variable
auto Player::getDeathCounter() const -> Uint16 {
return deathCounter;
return death_counter_;
}
// Actualiza el valor de la variable
void Player::updatePowerUpHeadOffset() {
if (!powerUp) {
if (!power_up_) {
// powerUpHeadOffset = 0;
} else {
// powerUpHeadOffset = 96;
if (powerUpCounter < 300) {
if (powerUpCounter % 10 > 4) {
if (power_up_counter_ < 300) {
if (power_up_counter_ % 10 > 4) {
// powerUpHeadOffset = 96;
fireSprite->setEnabled(false);
fire_sprite_->setEnabled(false);
} else {
// powerUpHeadOffset = 0;
fireSprite->setEnabled(true);
fire_sprite_->setEnabled(true);
}
}
}
@@ -510,9 +510,9 @@ void Player::updatePowerUpHeadOffset() {
// Pone las texturas del jugador
void Player::setPlayerTextures(const std::vector<Texture *> &texture) {
headSprite->setTexture(texture[0]);
bodySprite->setTexture(texture[1]);
legsSprite->setTexture(texture[2]);
deathSprite->setTexture(texture[3]);
fireSprite->setTexture(texture[4]);
head_sprite_->setTexture(texture[0]);
body_sprite_->setTexture(texture[1]);
legs_sprite_->setTexture(texture[2]);
death_sprite_->setTexture(texture[3]);
fire_sprite_->setTexture(texture[4]);
}