linter
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@@ -3,18 +3,19 @@
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#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetRenderTarget, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_TextureAccess, SDL_FPoint
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#include <algorithm> // Para clamp, max
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#include <algorithm> // Para clamp, min, max
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#include <cmath> // Para M_PI, cos, sin
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#include <utility>
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#include <string> // Para basic_string
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#include <utility> // Para move
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#include "animated_sprite.hpp" // Para MovingSprite
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#include "animated_sprite.hpp" // Para AnimatedSprite
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#include "moving_sprite.hpp" // Para MovingSprite
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#include "param.hpp" // Para Param, ParamBackground, param
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#include "resource.hpp" // Para Resource
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#include "screen.hpp" // Para Screen
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#include "sprite.hpp" // Para Sprite
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#include "texture.hpp" // Para Texture
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#include "utils.hpp" // Para funciones de easing
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#include "utils.hpp" // Para easeOutCubic
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// Constructor
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Background::Background(float total_progress_to_complete)
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@@ -191,7 +192,7 @@ void Background::setState(State new_state) {
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// Si entra en estado completado, inicializar variables de transición
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if (new_state == State::COMPLETED && state_ != State::COMPLETED) {
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completion_initial_progress_ = progress_;
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completion_transition_timer_ = 0.0f;
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completion_transition_timer_ = 0.0F;
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}
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state_ = new_state;
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@@ -209,8 +210,8 @@ void Background::reset() {
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moon_index_ = 0;
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// Resetear variables de transición de completado
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completion_transition_timer_ = 0.0f;
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completion_initial_progress_ = 0.0f;
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completion_transition_timer_ = 0.0F;
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completion_initial_progress_ = 0.0F;
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// Notifica el cambio si hay callback
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if (progress_callback_ && progress_ != old_progress) {
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@@ -274,9 +275,9 @@ void Background::updateProgression(float delta_time) {
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completion_transition_timer_ += delta_time;
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// Calcular progreso normalizado de la transición (0.0 a 1.0)
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float t = std::min(completion_transition_timer_ / COMPLETION_TRANSITION_DURATION_S, 1.0f);
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float t = std::min(completion_transition_timer_ / COMPLETION_TRANSITION_DURATION_S, 1.0F);
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if (t < 1.0f) {
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if (t < 1.0F) {
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// Usar easeOutCubic para transición suave (rápido al inicio, lento al final)
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float eased_t = easeOutCubic(static_cast<double>(t));
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@@ -342,12 +343,12 @@ void Background::updateCloudsSpeed() {
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}
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// Actualiza las nubes
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void Background::updateClouds(float deltaTime) {
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void Background::updateClouds(float delta_time) {
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// Mueve las nubes
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top_clouds_sprite_a_->update(deltaTime);
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top_clouds_sprite_b_->update(deltaTime);
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bottom_clouds_sprite_a_->update(deltaTime);
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bottom_clouds_sprite_b_->update(deltaTime);
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top_clouds_sprite_a_->update(delta_time);
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top_clouds_sprite_b_->update(delta_time);
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bottom_clouds_sprite_a_->update(delta_time);
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bottom_clouds_sprite_b_->update(delta_time);
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// Calcula el offset de las nubes
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if (top_clouds_sprite_a_->getPosX() < -top_clouds_sprite_a_->getWidth()) {
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