clang-tidy modernize
This commit is contained in:
@@ -101,50 +101,50 @@ class Player {
|
||||
void decContinueCounter(); // Decrementa el contador de continuar
|
||||
|
||||
// --- Getters y comprobaciones de estado ---
|
||||
int getRecordNamePos() const; // Obtiene la posición que se está editando del nombre del jugador para la tabla de mejores puntuaciones
|
||||
[[nodiscard]] auto getRecordNamePos() const -> int; // Obtiene la posición que se está editando del nombre del jugador para la tabla de mejores puntuaciones
|
||||
|
||||
// Comprobación de playing_state
|
||||
bool isLyingOnTheFloorForever() const { return playing_state_ == PlayerState::LYING_ON_THE_FLOOR_FOREVER; }
|
||||
bool isCelebrating() const { return playing_state_ == PlayerState::CELEBRATING; }
|
||||
bool isContinue() const { return playing_state_ == PlayerState::CONTINUE; }
|
||||
bool isDying() const { return playing_state_ == PlayerState::ROLLING; }
|
||||
bool isEnteringName() const { return playing_state_ == PlayerState::ENTERING_NAME; }
|
||||
bool isShowingName() const { return playing_state_ == PlayerState::SHOWING_NAME; }
|
||||
bool isEnteringNameGameCompleted() const { return playing_state_ == PlayerState::ENTERING_NAME_GAME_COMPLETED; }
|
||||
bool isLeavingScreen() const { return playing_state_ == PlayerState::LEAVING_SCREEN; }
|
||||
bool isGameOver() const { return playing_state_ == PlayerState::GAME_OVER; }
|
||||
bool isPlaying() const { return playing_state_ == PlayerState::PLAYING; }
|
||||
bool isWaiting() const { return playing_state_ == PlayerState::WAITING; }
|
||||
bool isTitleHidden() const { return playing_state_ == PlayerState::TITLE_HIDDEN; }
|
||||
[[nodiscard]] auto isLyingOnTheFloorForever() const -> bool { return playing_state_ == PlayerState::LYING_ON_THE_FLOOR_FOREVER; }
|
||||
[[nodiscard]] auto isCelebrating() const -> bool { return playing_state_ == PlayerState::CELEBRATING; }
|
||||
[[nodiscard]] auto isContinue() const -> bool { return playing_state_ == PlayerState::CONTINUE; }
|
||||
[[nodiscard]] auto isDying() const -> bool { return playing_state_ == PlayerState::ROLLING; }
|
||||
[[nodiscard]] auto isEnteringName() const -> bool { return playing_state_ == PlayerState::ENTERING_NAME; }
|
||||
[[nodiscard]] auto isShowingName() const -> bool { return playing_state_ == PlayerState::SHOWING_NAME; }
|
||||
[[nodiscard]] auto isEnteringNameGameCompleted() const -> bool { return playing_state_ == PlayerState::ENTERING_NAME_GAME_COMPLETED; }
|
||||
[[nodiscard]] auto isLeavingScreen() const -> bool { return playing_state_ == PlayerState::LEAVING_SCREEN; }
|
||||
[[nodiscard]] auto isGameOver() const -> bool { return playing_state_ == PlayerState::GAME_OVER; }
|
||||
[[nodiscard]] auto isPlaying() const -> bool { return playing_state_ == PlayerState::PLAYING; }
|
||||
[[nodiscard]] auto isWaiting() const -> bool { return playing_state_ == PlayerState::WAITING; }
|
||||
[[nodiscard]] auto isTitleHidden() const -> bool { return playing_state_ == PlayerState::TITLE_HIDDEN; }
|
||||
|
||||
// Getters
|
||||
bool canFire() const { return cant_fire_counter_ <= 0; }
|
||||
bool hasExtraHit() const { return extra_hit_; }
|
||||
bool isCooling() const { return firing_state_ == PlayerState::COOLING_LEFT || firing_state_ == PlayerState::COOLING_UP || firing_state_ == PlayerState::COOLING_RIGHT; }
|
||||
bool isRecoiling() const { return firing_state_ == PlayerState::RECOILING_LEFT || firing_state_ == PlayerState::RECOILING_UP || firing_state_ == PlayerState::RECOILING_RIGHT; }
|
||||
bool isEligibleForHighScore() const { return score_ > Options::settings.hi_score_table.back().score; }
|
||||
bool isInvulnerable() const { return invulnerable_; }
|
||||
bool isPowerUp() const { return power_up_; }
|
||||
Circle &getCollider() { return collider_; }
|
||||
float getScoreMultiplier() const { return score_multiplier_; }
|
||||
int getCoffees() const { return coffees_; }
|
||||
int getContinueCounter() const { return continue_counter_; }
|
||||
int getController() const { return controller_index_; }
|
||||
int getHeight() const { return HEIGHT; }
|
||||
int getId() const { return id_; }
|
||||
int getInvulnerableCounter() const { return invulnerable_counter_; }
|
||||
int getPosX() const { return static_cast<int>(pos_x_); }
|
||||
int getPosY() const { return pos_y_; }
|
||||
int getPowerUpCounter() const { return power_up_counter_; }
|
||||
std::string getRecordName() const { return enter_name_ ? enter_name_->getFinalName() : "xxx"; }
|
||||
std::string getLastEnterName() const { return last_enter_name_; }
|
||||
int getScore() const { return score_; }
|
||||
int getScoreBoardPanel() const { return scoreboard_panel_; }
|
||||
int getWidth() const { return WIDTH; }
|
||||
PlayerState getPlayingState() const { return playing_state_; }
|
||||
const std::string &getName() const { return name_; }
|
||||
bool get1CC() const { return game_completed_ && credits_used_ == 1; }
|
||||
bool getEnterNamePositionOverflow() const { return enter_name_ ? enter_name_->getPositionOverflow() : false; }
|
||||
[[nodiscard]] auto canFire() const -> bool { return cant_fire_counter_ <= 0; }
|
||||
[[nodiscard]] auto hasExtraHit() const -> bool { return extra_hit_; }
|
||||
[[nodiscard]] auto isCooling() const -> bool { return firing_state_ == PlayerState::COOLING_LEFT || firing_state_ == PlayerState::COOLING_UP || firing_state_ == PlayerState::COOLING_RIGHT; }
|
||||
[[nodiscard]] auto isRecoiling() const -> bool { return firing_state_ == PlayerState::RECOILING_LEFT || firing_state_ == PlayerState::RECOILING_UP || firing_state_ == PlayerState::RECOILING_RIGHT; }
|
||||
[[nodiscard]] auto isEligibleForHighScore() const -> bool { return score_ > Options::settings.hi_score_table.back().score; }
|
||||
[[nodiscard]] auto isInvulnerable() const -> bool { return invulnerable_; }
|
||||
[[nodiscard]] auto isPowerUp() const -> bool { return power_up_; }
|
||||
auto getCollider() -> Circle & { return collider_; }
|
||||
[[nodiscard]] auto getScoreMultiplier() const -> float { return score_multiplier_; }
|
||||
[[nodiscard]] auto getCoffees() const -> int { return coffees_; }
|
||||
[[nodiscard]] auto getContinueCounter() const -> int { return continue_counter_; }
|
||||
[[nodiscard]] auto getController() const -> int { return controller_index_; }
|
||||
[[nodiscard]] auto getHeight() const -> int { return HEIGHT; }
|
||||
[[nodiscard]] auto getId() const -> int { return id_; }
|
||||
[[nodiscard]] auto getInvulnerableCounter() const -> int { return invulnerable_counter_; }
|
||||
[[nodiscard]] auto getPosX() const -> int { return static_cast<int>(pos_x_); }
|
||||
[[nodiscard]] auto getPosY() const -> int { return pos_y_; }
|
||||
[[nodiscard]] auto getPowerUpCounter() const -> int { return power_up_counter_; }
|
||||
[[nodiscard]] auto getRecordName() const -> std::string { return enter_name_ ? enter_name_->getFinalName() : "xxx"; }
|
||||
[[nodiscard]] auto getLastEnterName() const -> std::string { return last_enter_name_; }
|
||||
[[nodiscard]] auto getScore() const -> int { return score_; }
|
||||
[[nodiscard]] auto getScoreBoardPanel() const -> int { return scoreboard_panel_; }
|
||||
[[nodiscard]] auto getWidth() const -> int { return WIDTH; }
|
||||
[[nodiscard]] auto getPlayingState() const -> PlayerState { return playing_state_; }
|
||||
[[nodiscard]] auto getName() const -> const std::string & { return name_; }
|
||||
[[nodiscard]] auto get1CC() const -> bool { return game_completed_ && credits_used_ == 1; }
|
||||
[[nodiscard]] auto getEnterNamePositionOverflow() const -> bool { return enter_name_ ? enter_name_->getPositionOverflow() : false; }
|
||||
|
||||
// Setters inline
|
||||
void setController(int index) { controller_index_ = index; }
|
||||
@@ -226,6 +226,6 @@ class Player {
|
||||
void updateScoreboard(); // Actualiza el panel del marcador
|
||||
void setScoreboardMode(ScoreboardMode mode); // Cambia el modo del marcador
|
||||
void playSound(const std::string &name); // Hace sonar un sonido
|
||||
bool isRenderable() const { return !isWaiting() && !isGameOver() && !isTitleHidden(); }
|
||||
[[nodiscard]] auto isRenderable() const -> bool { return !isWaiting() && !isGameOver() && !isTitleHidden(); }
|
||||
void addScoreToScoreBoard(); // Añade una puntuación a la tabla de records
|
||||
};
|
||||
Reference in New Issue
Block a user